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https://github.com/HabitRPG/habitica.git
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Improved challenge layout.
This commit is contained in:
@@ -1,74 +1,65 @@
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<template lang="pug">
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div
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.row
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.col-10
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h3(v-once) {{ $t('questDetailsTitle') }}
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sidebar-section(:title="$t('questDetailsTitle')")
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.row.no-quest-section(v-if='!onPendingQuest && !onActiveQuest')
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.col-12.text-center
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.svg-icon(v-html="icons.questIcon")
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h4(v-once) {{ $t('youAreNotOnQuest') }}
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p(v-once) {{ $t('questDescription') }}
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button.btn.btn-secondary(v-once, @click="openStartQuestModal()") {{ $t('startAQuest') }}
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.row.quest-active-section(v-if='onPendingQuest && !onActiveQuest')
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.col-2
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.toggle-up(@click="toggle()", v-if="show")
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.svg-icon(v-html="icons.upIcon")
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.toggle-down(@click="toggle()", v-if="!show")
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.svg-icon(v-html="icons.downIcon")
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.section(v-if="show")
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.row.no-quest-section(v-if='!onPendingQuest && !onActiveQuest')
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.col-12.text-center
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.svg-icon(v-html="icons.questIcon")
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h4(v-once) {{ $t('youAreNotOnQuest') }}
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p(v-once) {{ $t('questDescription') }}
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button.btn.btn-secondary(v-once, @click="openStartQuestModal()") {{ $t('startAQuest') }}
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.row.quest-active-section(v-if='onPendingQuest && !onActiveQuest')
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.col-2
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.quest(:class='`inventory_quest_scroll_${questData.key}`')
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.col-6.titles
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strong {{ questData.text() }}
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p {{acceptedCount}} / {{group.memberCount}}
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.col-4
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button.btn.btn-secondary(@click="openQuestDetails()") {{ $t('details') }}
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.row.quest-active-section.quest-invite(v-if='user.party.quest && user.party.quest.RSVPNeeded')
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span {{ $t('wouldYouParticipate') }}
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button.btn.btn-primary.accept(@click='questAccept(group._id)') {{$t('accept')}}
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button.btn.btn-primary.reject(@click='questReject(group._id)') {{$t('reject')}}
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.row.quest-active-section(v-if='!onPendingQuest && onActiveQuest')
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.col-12.text-center
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.quest-boss(:class="'quest_' + questData.key")
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h3(v-once) {{ questData.text() }}
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.quest-box
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.collect-info(v-if='questData.collect')
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.row(v-for='(value, key) in questData.collect')
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.col-2
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div(:class="'quest_' + questData.key + '_' + key")
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.col-10
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strong {{value.text()}}
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.grey-progress-bar
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.collect-progress-bar(:style="{width: (group.quest.progress.collect[key] / value.count) * 100 + '%'}")
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strong {{group.quest.progress.collect[key]}} / {{value.count}}
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div.text-right {{parseFloat(user.party.quest.progress.collectedItems) || 0}} items found
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.boss-info(v-if='questData.boss')
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.row
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.quest(:class='`inventory_quest_scroll_${questData.key}`')
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.col-6.titles
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strong {{ questData.text() }}
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p {{acceptedCount}} / {{group.memberCount}}
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.col-4
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button.btn.btn-secondary(@click="openQuestDetails()") {{ $t('details') }}
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.row.quest-active-section.quest-invite(v-if='user.party.quest && user.party.quest.RSVPNeeded')
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span {{ $t('wouldYouParticipate') }}
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button.btn.btn-primary.accept(@click='questAccept(group._id)') {{$t('accept')}}
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button.btn.btn-primary.reject(@click='questReject(group._id)') {{$t('reject')}}
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.row.quest-active-section(v-if='!onPendingQuest && onActiveQuest')
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.col-12.text-center
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.quest-boss(:class="'quest_' + questData.key")
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h3(v-once) {{ questData.text() }}
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.quest-box
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.collect-info(v-if='questData.collect')
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.row(v-for='(value, key) in questData.collect')
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.col-2
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div(:class="'quest_' + questData.key + '_' + key")
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.col-10
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strong {{value.text()}}
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.grey-progress-bar
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.collect-progress-bar(:style="{width: (group.quest.progress.collect[key] / value.count) * 100 + '%'}")
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strong {{group.quest.progress.collect[key]}} / {{value.count}}
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div.text-right {{parseFloat(user.party.quest.progress.collectedItems) || 0}} items found
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.boss-info(v-if='questData.boss')
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.row
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.col-6
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h4.float-left(v-once) {{ questData.boss.name() }}
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.col-6
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span.float-right(v-once) {{ $t('participantsTitle') }}
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.row
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.col-12
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.grey-progress-bar
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.boss-health-bar(:style="{width: (group.quest.progress.hp / questData.boss.hp) * 100 + '%'}")
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.row.boss-details
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.col-6
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span.float-left
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| {{ Math.ceil(parseFloat(group.quest.progress.hp) * 100) / 100 }} / {{ parseFloat(questData.boss.hp).toFixed(2) }}
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// current boss hp uses ceil so you don't underestimate damage needed to end quest
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.col-6(v-if='userIsOnQuest')
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// @TODO: Why do we not sync quest progress on the group doc? Each user could have different progress.
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span.float-right {{ user.party.quest.progress.up | floor(10) }} {{ $t('pendingDamageLabel') }}
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// player's pending damage uses floor so you don't overestimate damage you've already done
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.row.rage-bar-row(v-if='questData.boss.rage')
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.col-12
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.grey-progress-bar
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.boss-health-bar.rage-bar(:style="{width: (group.quest.progress.rage / questData.boss.rage.value) * 100 + '%'}")
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.row.boss-details.rage-details(v-if='questData.boss.rage')
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.col-6
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h4.float-left(v-once) {{ questData.boss.name() }}
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.col-6
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span.float-right(v-once) {{ $t('participantsTitle') }}
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.row
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.col-12
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.grey-progress-bar
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.boss-health-bar(:style="{width: (group.quest.progress.hp / questData.boss.hp) * 100 + '%'}")
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.row.boss-details
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.col-6
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span.float-left
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| {{ Math.ceil(parseFloat(group.quest.progress.hp) * 100) / 100 }} / {{ parseFloat(questData.boss.hp).toFixed(2) }}
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// current boss hp uses ceil so you don't underestimate damage needed to end quest
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.col-6(v-if='userIsOnQuest')
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// @TODO: Why do we not sync quest progress on the group doc? Each user could have different progress.
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span.float-right {{ user.party.quest.progress.up | floor(10) }} {{ $t('pendingDamageLabel') }}
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// player's pending damage uses floor so you don't overestimate damage you've already done
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.row.rage-bar-row(v-if='questData.boss.rage')
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.col-12
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.grey-progress-bar
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.boss-health-bar.rage-bar(:style="{width: (group.quest.progress.rage / questData.boss.rage.value) * 100 + '%'}")
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.row.boss-details.rage-details(v-if='questData.boss.rage')
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.col-6
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span.float-left {{ $t('rage') }} {{ parseFloat(group.quest.progress.rage).toFixed(2) }} / {{ questData.boss.rage.value }}
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button.btn.btn-secondary(v-once, @click="questAbort()", v-if='canEditQuest') {{ $t('abort') }}
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span.float-left {{ $t('rage') }} {{ parseFloat(group.quest.progress.rage).toFixed(2) }} / {{ questData.boss.rage.value }}
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button.btn.btn-secondary(v-once, @click="questAbort()", v-if='canEditQuest') {{ $t('abort') }}
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</template>
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<style lang="scss" scoped>
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@@ -193,18 +184,18 @@ import { mapState } from 'client/libs/store';
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import quests from 'common/script/content/quests';
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import percent from 'common/script/libs/percent';
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import sidebarSection from '../sidebarSection';
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import upIcon from 'assets/svg/up.svg';
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import downIcon from 'assets/svg/down.svg';
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import questIcon from 'assets/svg/quest.svg';
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export default {
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props: ['show', 'group'],
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props: ['group'],
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components: {
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sidebarSection,
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},
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data () {
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return {
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icons: Object.freeze({
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upIcon,
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downIcon,
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questIcon,
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}),
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};
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@@ -261,9 +252,6 @@ export default {
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},
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},
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methods: {
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toggle () {
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this.$emit('toggle');
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},
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openStartQuestModal () {
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this.$root.$emit('bv::show::modal', 'start-quest-modal');
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},
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