mirror of
https://github.com/HabitRPG/habitica.git
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[WIP] New Client - Shops/Market (#8884)
* initial market - routing - store - load market data * move drawer/drawerSlider / count/star badge to components/ui * filter market categories * shopItem with gem / gold * show count of purchable items * show count of purchable itemsshow drawer with currently owned items + DrawerHeaderTabs-Component * show featured gear * show Gear - filter by class - sort by (type, price, stats) - sort market items * Component: ItemRows - shows only the max items in one row (depending on the available width) * Sell Dialog + Balance Component * generic buy-dialog / attributes grid with highlight * buyItem - hide already owned gear * filter: hide locked/pinned - lock items if not enough gold * API: Sell multiple items * show avatar in buy-equipment-dialog with changed gear * market banner * misc fixes * filter by text * pin/unpin gear store actions * Sell API: amount as query-parameter * Update user.js * fixes * fix sell api amount test * add back stroke/fill currentColor * use scss variables
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@@ -16,21 +16,21 @@
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// Show avatar only if not currently affected by visual buff
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template(v-if!="!member.stats.buffs.snowball && !member.stats.buffs.spookySparkles && !member.stats.buffs.shinySeed && !member.stats.buffs.seafoam")
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span(:class="'chair_' + member.preferences.chair")
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span(:class="member.items.gear[costumeClass].back")
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span(:class="getGearClass('back')")
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span(:class="skinClass")
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span.head_0
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span(:class="member.preferences.size + '_shirt_' + member.preferences.shirt")
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span(:class="member.preferences.size + '_' + member.items.gear[costumeClass].armor")
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span(:class="member.items.gear[costumeClass].back_collar")
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span(:class="member.items.gear[costumeClass].body")
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span(:class="member.preferences.size + '_' + getGearClass('armor')")
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span(:class="getGearClass('back_collar')")
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span(:class="getGearClass('body')")
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template(v-for="type in ['base', 'bangs', 'mustache', 'beard']")
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span(:class="'hair_' + type + '_' + member.preferences.hair[type] + '_' + member.preferences.hair.color")
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span(:class="member.items.gear[costumeClass].eyewear")
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span(:class="member.items.gear[costumeClass].head")
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span(:class="member.items.gear[costumeClass].headAccessory")
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span(:class="getGearClass('eyewear')")
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span(:class="getGearClass('head')")
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span(:class="getGearClass('headAccessory')")
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span(:class="'hair_flower_' + member.preferences.hair.flower")
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span(:class="member.items.gear[costumeClass].shield")
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span(:class="member.items.gear[costumeClass].weapon")
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span(:class="getGearClass('shield')")
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span(:class="getGearClass('weapon')")
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// Resting
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span.zzz(v-if="member.preferences.sleep")
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@@ -105,6 +105,12 @@ export default {
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type: Boolean,
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default: false,
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},
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withBackground: {
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type: Boolean,
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},
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overrideAvatarGear: {
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type: Object,
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},
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width: {
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type: Number,
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default: 140,
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@@ -144,7 +150,9 @@ export default {
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backgroundClass () {
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let background = this.member.preferences.background;
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if (background && !this.avatarOnly) {
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let allowToShowBackground = !this.avatarOnly || this.withBackground;
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if (background && allowToShowBackground) {
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return `background_${this.member.preferences.background}`;
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}
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@@ -167,5 +175,16 @@ export default {
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return this.member.preferences.costume ? 'costume' : 'equipped';
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},
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},
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methods: {
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getGearClass (gearType) {
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let result = this.member.items.gear[this.costumeClass][gearType];
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if (this.overrideAvatarGear && this.overrideAvatarGear[gearType]) {
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result = this.overrideAvatarGear[gearType];
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}
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return result;
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},
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},
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};
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</script>
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