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198 lines
8.6 KiB
CoffeeScript
198 lines
8.6 KiB
CoffeeScript
_ = require 'underscore'
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items = module.exports.items =
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weapon: [
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{index: 0, text: "Training Sword", classes: "weapon_0", notes:'Training weapon.', modifier: 0.00, value:0}
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{index: 1, text: "Sword", classes:'weapon_1', notes:'Increases experience gain by 3%.', modifier: 0.03, value:20}
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{index: 2, text: "Axe", classes:'weapon_2', notes:'Increases experience gain by 6%.', modifier: 0.06, value:30}
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{index: 3, text: "Morningstar", classes:'weapon_3', notes:'Increases experience gain by 9%.', modifier: 0.09, value:45}
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{index: 4, text: "Blue Sword", classes:'weapon_4', notes:'Increases experience gain by 12%.', modifier: 0.12, value:65}
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{index: 5, text: "Red Sword", classes:'weapon_5', notes:'Increases experience gain by 15%.', modifier: 0.15, value:90}
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{index: 6, text: "Golden Sword", classes:'weapon_6', notes:'Increases experience gain by 18%.', modifier: 0.18, value:120}
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]
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armor: [
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{index: 0, text: "Cloth Armor", classes: 'armor_0', notes:'Training armor.', modifier: 0.00, value:0}
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{index: 1, text: "Leather Armor", classes: 'armor_1', notes:'Decreases HP loss by 4%.', modifier: 0.04, value:30}
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{index: 2, text: "Chain Mail", classes: 'armor_2', notes:'Decreases HP loss by 6%.', modifier: 0.06, value:45}
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{index: 3, text: "Plate Mail", classes: 'armor_3', notes:'Decreases HP loss by 7%.', modifier: 0.07, value:65}
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{index: 4, text: "Red Armor", classes: 'armor_4', notes:'Decreases HP loss by 8%.', modifier: 0.08, value:90}
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{index: 5, text: "Golden Armor", classes: 'armor_5', notes:'Decreases HP loss by 10%.', modifier: 0.1, value:120}
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]
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head: [
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{index: 0, text: "No Helm", classes: 'head_0', notes:'Training helm.', modifier: 0.00, value:0}
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{index: 1, text: "Leather Helm", classes: 'head_1', notes:'Decreases HP loss by 2%.', modifier: 0.02, value:15}
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{index: 2, text: "Chain Coif", classes: 'head_2', notes:'Decreases HP loss by 3%.', modifier: 0.03, value:25}
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{index: 3, text: "Plate Helm", classes: 'head_3', notes:'Decreases HP loss by 4%.', modifier: 0.04, value:45}
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{index: 4, text: "Red Helm", classes: 'head_4', notes:'Decreases HP loss by 5%.', modifier: 0.05, value:60}
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{index: 5, text: "Golden Helm", classes: 'head_5', notes:'Decreases HP loss by 6%.', modifier: 0.06, value:80}
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]
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shield: [
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{index: 0, text: "No Shield", classes: 'shield_0', notes:'No Shield.', modifier: 0.00, value:0}
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{index: 1, text: "Wooden Shield", classes: 'shield_1', notes:'Decreases HP loss by 2%', modifier: 0.02, value:20}
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{index: 2, text: "Buckler", classes: 'shield_2', notes:'Decreases HP loss by 4%.', modifier: 0.04, value:35}
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{index: 3, text: "Enforced Shield", classes: 'shield_3', notes:'Decreases HP loss by 5%.', modifier: 0.05, value:55}
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{index: 4, text: "Red Shield", classes: 'shield_4', notes:'Decreases HP loss by 7%.', modifier: 0.07, value:70}
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{index: 5, text: "Golden Shield", classes: 'shield_5', notes:'Decreases HP loss by 8%.', modifier: 0.08, value:90}
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]
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potion: {type: 'potion', text: "Potion", notes: "Recover 15 HP", value: 25, classes: 'potion'}
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reroll: {type: 'reroll', text: "Re-Roll", classes: 'reroll', notes: "Resets your tasks. When you're struggling and everything's red, use for a clean slate.", value:0 }
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pets: [
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{index: 0, text: 'Bear Cub', name: 'bearcub', icon: 'Pet-BearCub-Base.png', value: 3}
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{index: 1, text: 'Cactus', name: 'cactus', icon: 'Pet-Cactus-Base.png', value: 3}
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{index: 2, text: 'Drake', name: 'dragon', icon: 'Pet-Dragon-Base.png', value: 3}
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{index: 3, text: 'Flying Pig', name: 'flyingpig', icon: 'Pet-FlyingPig-Base.png', value: 3}
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{index: 4, text: 'Fox', name: 'fox', icon: 'Pet-Fox-Base.png', value: 3}
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{index: 5, text: 'Lion Cub', name: 'lioncub', icon: 'Pet-LionCub-Base.png', value: 3}
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{index: 6, text: 'Panda Cub', name: 'pandacub', icon: 'Pet-PandaCub-Base.png', value: 3}
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{index: 7, text: 'Tiger Cub', name: 'tigercub', icon: 'Pet-TigerCub-Base.png', value: 3}
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{index: 8, text: 'Red Wolf', name: 'wolfDesert', icon: 'Pet-Wolf-Desert.png', value: 3}
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{index: 9, text: 'Red Wolf', name: 'wolfGolden', icon: 'Pet-Wolf-Golden.png', valu: 3}
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{index: 10, text: 'Red Wolf', name: 'wolfRed', icon: 'Pet-Wolf-Red.png', value: 3}
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{index: 11, text: 'Shade Wolf', name: 'wolfShade', icon: 'Pet-Wolf-Shade.png', value: 3}
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{index: 12, text: 'Skeleton Wolf', name: 'wolfSkeleton', icon: 'Pet-Wolf-Skeleton.png', value: 3}
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{index: 13, text: 'Veteran Wolf', name: 'wolfVeteran', icon: 'Pet-Wolf-Veteran.png', value: 3}
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{index: 14, text: 'White Wolf', name: 'wolfWhite', icon: 'Pet-Wolf-White.png', value: 3}
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{index: 15, text: 'Zombie Wolf', name: 'wolfZombie', icon: 'Pet-Wolf-Zombie.png', value: 3}
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{index: 16, text: 'Wolf', name: 'wolfBorder', icon: 'wolf_border.png', value: 3}
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]
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# add "type" to each item, so we can reference that as "weapon" or "armor" in the html
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_.each ['weapon', 'armor', 'head', 'shield'], (key) ->
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_.each items[key], (item) -> item.type = key
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###
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view exports
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###
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module.exports.view = (view) ->
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view.fn 'equipped', (user, type) ->
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{gender, armorSet} = user?.preferences || {'m', 'v1'}
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if type=='armor'
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armor = user?.items?.armor || 0
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if gender == 'f'
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return if (parseInt(armor) == 0) then "f_armor_#{armor}_#{armorSet}" else "f_armor_#{armor}"
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else
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return "m_armor_#{armor}"
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else if type=='head'
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head = user?.items?.head || 0
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if gender == 'f'
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return if (parseInt(head) > 1) then "f_head_#{head}_#{armorSet}" else "f_head_#{head}"
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else
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return "m_head_#{head}"
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view.fn "gold", (num) ->
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if num
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return (num).toFixed(1).split('.')[0]
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else
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return "0"
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view.fn "silver", (num) ->
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if num
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(num).toFixed(2).split('.')[1]
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else
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return "00"
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view.fn "copper", (num) ->
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if num
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c = (num).toFixed(4).split('.')[1]
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c.toString().substr(2,2)
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else
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return "00"
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###
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server exports
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###
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module.exports.server = (model) ->
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updateStore(model)
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###
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app exports
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###
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module.exports.app = (appExports, model) ->
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user = model.at '_user'
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appExports.buyItem = (e, el, next) ->
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user = model.at '_user'
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#TODO: this should be working but it's not. so instead, i'm passing all needed values as data-attrs
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# item = model.at(e.target)
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gp = user.get 'stats.gp'
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[type, value, index] = [ $(el).attr('data-type'), $(el).attr('data-value'), $(el).attr('data-index') ]
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return if gp < value
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user.set 'stats.gp', gp - value
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if type == 'weapon'
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user.set 'items.weapon', index
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updateStore model
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else if type == 'armor'
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user.set 'items.armor', index
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updateStore model
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else if type == 'head'
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user.set 'items.head', index
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updateStore model
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else if type == 'shield'
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user.set 'items.shield', index
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updateStore model
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else if type == 'potion'
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hp = user.get 'stats.hp'
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hp += 15
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hp = 50 if hp > 50
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user.set 'stats.hp', hp
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appExports.selectPet = (e, el) ->
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name = $(el).attr('data-pet')
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pet = _.find items.pets, (p) -> p.name == name
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debugger
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if user.get "items.pets.#{name}"
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user.set 'items.pet', pet
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else
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tokens = user.get('balance')*4
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if tokens < 2
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alert "Not enough tokens"
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return
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r = confirm("Buy this pet with 2 of your #{tokens} tokens?");
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if r
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user.set "items.pets.#{name}",true
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user.set 'items.pet', pet
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model.set "_view.pets.#{name}.userOwns", true
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user.set 'balance', (tokens - 2) / 4
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user.on 'set', 'flags.itemsEnabled', (captures, args) ->
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return unless captures == true
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html = """
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<div class='item-store-popover'>
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<img src='/img/BrowserQuest/chest.png' />
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Congratulations, you have unlocked the Item Store! You can now buy weapons, armor, potions, etc. Read each item's comment for more information.
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<a href='#' onClick="$('ul.items').popover('hide');return false;">[Close]</a>
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</div>
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"""
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$('ul.items').popover
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title: "Item Store Unlocked"
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placement: 'left'
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trigger: 'manual'
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html: true
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content: html
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$('ul.items').popover 'show'
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###
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update store
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###
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module.exports.updateStore = updateStore = (model) ->
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obj = model.get('_user')
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_.each ['weapon', 'armor', 'shield', 'head'], (type) ->
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i = parseInt(obj?.items?[type] || 0) + 1
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nextItem = if (i == _.size items[type]) then {hide:true} else items[type][i]
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model.set "_view.items.#{type}", nextItem
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model.set '_view.items.potion', items.potion
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model.set '_view.items.reroll', items.reroll
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_.each items.pets, (p, key) ->
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items.pets[key].userOwns = true if obj.items.pets[p.name]
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model.set '_view.items.pets', items.pets
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