item pinning (#8918)

* toggle pinned state of items server + client

* pin quests / add pin src

* add officially pinned items and api to get in app rewards

* update schema and get items deatils

* update pin actions to the new logic

* show countBadge only with a number

* extract getPinKey - pin seasonal items

* togglePinned in buy-dialogs

* add pinKey to shop items

* wip

* wip

* fix path

* togglePinnedItem as common.op / use in client

* fix linting

* pinning: getItemInfo and save in db path and type

* make api more consistent, fix bugs

* updates

* fix bugs

* update actions to current api

* marketGear

* change to pinType

* add mystery_set to getItemInfo

* fix isPinned

* ignore animals

* list shopItems (initial)

* shopItem now has default popoverconent, itemclass and price / currency - list pinned items as rewards - attributes to gear

* show buyModal for the rewards

* show mystery_set icon

* add info whether item is suggested

* write migration, fix style issues

* pin potion and armoire

* make potion, armoire not unpinnable

* show notes for armoire and potion, add default items for new users

* show unpin notification

* add/remove pinned gear on class-change

* remove pinned & add new gear on purchase - refactoring pinning methods - fixes

* always allow to purchase armoire

* highlight item if suggested
This commit is contained in:
negue
2017-08-14 19:15:32 +02:00
committed by GitHub
parent fcea1ecbc2
commit 87f39b4273
34 changed files with 955 additions and 274 deletions

View File

@@ -7,8 +7,11 @@ import {
NotAuthorized,
BadRequest,
} from '../libs/errors';
import { removePinnedGearByClass, addPinnedGearByClass } from './pinnedGearUtils';
function resetClass (user, req = {}) {
removePinnedGearByClass(user);
if (user.preferences.disableClasses) {
user.preferences.disableClasses = false;
user.preferences.autoAllocate = false;
@@ -41,6 +44,8 @@ module.exports = function changeClass (user, req = {}, analytics) {
user.stats.class = klass;
user.flags.classSelected = true;
addPinnedGearByClass(user);
user.items.gear.owned[`weapon_${klass}_0`] = true;
if (klass === 'rogue') user.items.gear.owned[`shield_${klass}_0`] = true;