pug to html

This commit is contained in:
Matteo Pagliazzi
2019-10-12 16:33:05 +02:00
parent 88243a32fa
commit 07349c70bc
236 changed files with 16708 additions and 9648 deletions

View File

@@ -1,68 +1,169 @@
<template lang="pug">
sidebar-section(:title="$t('questDetailsTitle')")
.row.no-quest-section(v-if='!onPendingQuest && !onActiveQuest')
.col-12.text-center
.svg-icon(v-html="icons.questIcon")
h4(v-once) {{ $t('youAreNotOnQuest') }}
p(v-once) {{ $t('questDescription') }}
button.btn.btn-secondary(v-once, @click="openStartQuestModal()") {{ $t('startAQuest') }}
.row.quest-active-section(v-if='onPendingQuest && !onActiveQuest')
.col-2
.quest(:class='`inventory_quest_scroll_${questData.key}`')
.col-6.titles
strong {{ questData.text() }}
p {{acceptedCount}} / {{group.memberCount}}
.col-4
button.btn.btn-secondary(@click="openQuestDetails()") {{ $t('details') }}
.row.quest-active-section.quest-invite(v-if='user.party.quest && user.party.quest.RSVPNeeded')
span {{ $t('wouldYouParticipate') }}
button.btn.btn-primary.accept(@click='questAccept(group._id)') {{$t('accept')}}
button.btn.btn-primary.reject(@click='questReject(group._id)') {{$t('reject')}}
.row.quest-active-section(v-if='!onPendingQuest && onActiveQuest')
.col-12.text-center
.quest-boss(:class="'quest_' + questData.key")
h3(v-once) {{ questData.text() }}
.quest-box
.collect-info(v-if='questData.collect')
.row
.col-12
a.float-right(@click="openParticipantList()") {{ $t('participantsTitle') }}
.row(v-for='(value, key) in questData.collect')
.col-2
div(:class="'quest_' + questData.key + '_' + key")
.col-10
strong {{value.text()}}
.grey-progress-bar
.collect-progress-bar(:style="{width: (group.quest.progress.collect[key] / value.count) * 100 + '%'}")
strong {{group.quest.progress.collect[key]}} / {{value.count}}
div.text-right(v-if='userIsOnQuest') {{parseFloat(user.party.quest.progress.collectedItems) || 0}} items found
.boss-info(v-if='questData.boss')
.row
.col-6
h4.float-left(v-once) {{ questData.boss.name() }}
.col-6
a.float-right(@click="openParticipantList()") {{ $t('participantsTitle') }}
.row
.col-12
.grey-progress-bar
.boss-health-bar(:style="{width: bossHpPercent + '%'}")
.row.boss-details
.col-6
span.float-left
| {{ Math.ceil(parseFloat(group.quest.progress.hp) * 100) / 100 }} / {{ parseFloat(questData.boss.hp).toFixed(2) }}
// current boss hp uses ceil so you don't underestimate damage needed to end quest
.col-6(v-if='userIsOnQuest')
// @TODO: Why do we not sync quest progress on the group doc? Each user could have different progress.
span.float-right {{ user.party.quest.progress.up | floor(10) }} {{ $t('pendingDamageLabel') }}
// player's pending damage uses floor so you don't overestimate damage you've already done
.row.rage-bar-row(v-if='questData.boss.rage')
.col-12
.grey-progress-bar
.boss-health-bar.rage-bar(:style="{width: (group.quest.progress.rage / questData.boss.rage.value) * 100 + '%'}")
.row.boss-details.rage-details(v-if='questData.boss.rage')
.col-6
span.float-left {{ $t('rage') }} {{ parseFloat(group.quest.progress.rage).toFixed(2) }} / {{ questData.boss.rage.value }}
button.btn.btn-secondary(v-once, @click="questAbort()", v-if='canEditQuest') {{ $t('abort') }}
<template>
<sidebar-section :title="$t('questDetailsTitle')">
<div
v-if="!onPendingQuest && !onActiveQuest"
class="row no-quest-section"
>
<div class="col-12 text-center">
<div
class="svg-icon"
v-html="icons.questIcon"
></div><h4 v-once>
{{ $t('youAreNotOnQuest') }}
</h4><p v-once>
{{ $t('questDescription') }}
</p><button
v-once
class="btn btn-secondary"
@click="openStartQuestModal()"
>
{{ $t('startAQuest') }}
</button>
</div>
</div><div
v-if="onPendingQuest && !onActiveQuest"
class="row quest-active-section"
>
<div class="col-2">
<div
class="quest"
:class="`inventory_quest_scroll_${questData.key}`"
></div>
</div><div class="col-6 titles">
<strong>{{ questData.text() }}</strong><p>{{ acceptedCount }} / {{ group.memberCount }}</p>
</div><div class="col-4">
<button
class="btn btn-secondary"
@click="openQuestDetails()"
>
{{ $t('details') }}
</button>
</div>
</div><div
v-if="user.party.quest && user.party.quest.RSVPNeeded"
class="row quest-active-section quest-invite"
>
<span>{{ $t('wouldYouParticipate') }}</span><button
class="btn btn-primary accept"
@click="questAccept(group._id)"
>
{{ $t('accept') }}
</button><button
class="btn btn-primary reject"
@click="questReject(group._id)"
>
{{ $t('reject') }}
</button>
</div><div
v-if="!onPendingQuest && onActiveQuest"
class="row quest-active-section"
>
<div class="col-12 text-center">
<div
class="quest-boss"
:class="'quest_' + questData.key"
></div><h3 v-once>
{{ questData.text() }}
</h3><div class="quest-box">
<div
v-if="questData.collect"
class="collect-info"
>
<div class="row">
<div class="col-12">
<a
class="float-right"
@click="openParticipantList()"
>{{ $t('participantsTitle') }}</a>
</div>
</div><div
v-for="(value, key) in questData.collect"
class="row"
>
<div class="col-2">
<div :class="'quest_' + questData.key + '_' + key"></div>
</div><div class="col-10">
<strong>{{ value.text() }}</strong><div class="grey-progress-bar">
<div
class="collect-progress-bar"
:style="{width: (group.quest.progress.collect[key] / value.count) * 100 + '%'}"
></div>
</div><strong>{{ group.quest.progress.collect[key] }} / {{ value.count }}</strong>
</div>
</div><div
v-if="userIsOnQuest"
class="text-right"
>
{{ parseFloat(user.party.quest.progress.collectedItems) || 0 }} items found
</div>
</div><div
v-if="questData.boss"
class="boss-info"
>
<div class="row">
<div class="col-6">
<h4
v-once
class="float-left"
>
{{ questData.boss.name() }}
</h4>
</div><div class="col-6">
<a
class="float-right"
@click="openParticipantList()"
>{{ $t('participantsTitle') }}</a>
</div>
</div><div class="row">
<div class="col-12">
<div class="grey-progress-bar">
<div
class="boss-health-bar"
:style="{width: bossHpPercent + '%'}"
></div>
</div>
</div>
</div><div class="row boss-details">
<div class="col-6">
<span class="float-left">{{ Math.ceil(parseFloat(group.quest.progress.hp) * 100) / 100 }} / {{ parseFloat(questData.boss.hp).toFixed(2) }}<!-- current boss hp uses ceil so you don't underestimate damage needed to end quest--></span>
</div><div
v-if="userIsOnQuest"
class="col-6"
>
<!-- @TODO: Why do we not sync quest progress on the group doc? Each user could have different progress.--><span class="float-right">{{ user.party.quest.progress.up | floor(10) }} {{ $t('pendingDamageLabel') }}</span><!-- player's pending damage uses floor so you don't overestimate damage you've already done-->
</div>
</div><div
v-if="questData.boss.rage"
class="row rage-bar-row"
>
<div class="col-12">
<div class="grey-progress-bar">
<div
class="boss-health-bar rage-bar"
:style="{width: (group.quest.progress.rage / questData.boss.rage.value) * 100 + '%'}"
></div>
</div>
</div>
</div><div
v-if="questData.boss.rage"
class="row boss-details rage-details"
>
<div class="col-6">
<span class="float-left">{{ $t('rage') }} {{ parseFloat(group.quest.progress.rage).toFixed(2) }} / {{ questData.boss.rage.value }}</span>
</div>
</div>
</div>
</div><button
v-if="canEditQuest"
v-once
class="btn btn-secondary"
@click="questAbort()"
>
{{ $t('abort') }}
</button>
</div>
</div>
</sidebar-section>
</template>
<style lang="scss" scoped>