mirror of
https://github.com/HabitRPG/habitica.git
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* pull apart achievements into different subcategories
* achievs previously hidden to others if unachieved are now always shown
* achievs previously always hidden if unachieved are now always shown
* pull apart ultimate gear achievs
* add achiev wrapper mixin
* add achiev mixin for simple counts
* add achiev mixin for singular/plural achievs
* add simpleAchiev mixin and support attributes
* always hide potentially unearnable achievs if unearned
* contributor achiev now uses string interpolation for readMore link
* transition to basic achiev grid layout
* fix npc achievement img bug introduced in c90f7e2
* move surveys and contributor achievs into special section so it is never empty
* double size of achievs in achievs grid
* achievs in grid are muted if unachieved (includes recompiled sprites)
* fix streak notification strings
* add counts to achievement badges for applicable achieved achievs
* list achievements by api
* fix achievement strings in new api
* unearned achievs now use dedicated (WIP) 'unearned' badge instead of muted versions of the normal badges
* fix & cleanup achievements api
* extract generation of the achievements result to a class
* clean up achievement counter css using existing classes
* simplify exports of new achievementBuilder lib
* remove class logic from achievementBuilder lib
* move achievs to common, add rebirth achiev logic, misc fixes
* replace achievs jade logic with results of api call
* fix linting errors
* achievs lib now returns achievs object subdivided by type (basic/seasonal/special
* add tests for new achievs lib
* fix linting errors
* update controllers and views for updated achievs lib
* add indices to achievements to preserve intended order
* move achiev popovers to left
* rename achievs lib to achievements
* adjust positioning of achieve popovers now that stats and achievs pages
are separate
* fix: achievements api correctly decides whether to append extra string for master and triadBingo achievs
* revert compiled sprites so they don't bog down the PR
* pull out achievs api integration tests
* parameterize ultimate gear achievements' text string
* break out static achievement data from user-specific data
* reorg content.achievements to add achiev data in related chunks
* cleanup, respond to feedback
* improve api documentation
* fix merge issues
* Helped Habit Grow --> Helped Habitica Grow
* achievement popovers are muted if the achiev is unearned
* fix singular achievement labels / achievement popover on click
* update apidoc for achievements (description, param-type, successExample, error-types)
* fix whitespace issues in members.js
* move html to a variable
* updated json example
* fix syntax after merge
311 lines
10 KiB
JavaScript
311 lines
10 KiB
JavaScript
import _ from 'lodash';
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// When using a common module from the website or the server NEVER import the module directly
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// but access it through `api` (the main common) module, otherwise you would require the non transpiled version of the file in production.
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let api = module.exports = {};
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import content from './content/index';
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api.content = content;
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import * as errors from './libs/errors';
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api.errors = errors;
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import i18n from './i18n';
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api.i18n = i18n;
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// TODO under api.libs.cron?
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import { shouldDo, daysSince } from './cron';
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api.shouldDo = shouldDo;
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api.daysSince = daysSince;
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import {
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MAX_HEALTH,
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MAX_LEVEL,
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MAX_STAT_POINTS,
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TAVERN_ID,
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LARGE_GROUP_COUNT_MESSAGE_CUTOFF,
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SUPPORTED_SOCIAL_NETWORKS,
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} from './constants';
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api.constants = {
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LARGE_GROUP_COUNT_MESSAGE_CUTOFF,
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SUPPORTED_SOCIAL_NETWORKS,
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};
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// TODO Move these under api.constants
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api.maxLevel = MAX_LEVEL;
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api.maxHealth = MAX_HEALTH;
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api.maxStatPoints = MAX_STAT_POINTS;
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api.TAVERN_ID = TAVERN_ID;
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// TODO under api.libs.statHelpers?
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import * as statHelpers from './statHelpers';
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api.capByLevel = statHelpers.capByLevel;
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api.tnl = statHelpers.toNextLevel;
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api.diminishingReturns = statHelpers.diminishingReturns;
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import splitWhitespace from './libs/splitWhitespace';
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api.$w = splitWhitespace;
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import refPush from './libs/refPush';
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api.refPush = refPush;
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import planGemLimits from './libs/planGemLimits';
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api.planGemLimits = planGemLimits;
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import preenTodos from './libs/preenTodos';
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api.preenTodos = preenTodos;
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import updateStore from './libs/updateStore';
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api.updateStore = updateStore;
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import uuid from './libs/uuid';
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api.uuid = uuid;
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import taskDefaults from './libs/taskDefaults';
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api.taskDefaults = taskDefaults;
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import percent from './libs/percent';
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api.percent = percent;
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import gold from './libs/gold';
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api.gold = gold;
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import silver from './libs/silver';
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api.silver = silver;
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import taskClasses from './libs/taskClasses';
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api.taskClasses = taskClasses;
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import noTags from './libs/noTags';
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api.noTags = noTags;
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import appliedTags from './libs/appliedTags';
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api.appliedTags = appliedTags;
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import pickDeep from './libs/pickDeep';
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api.pickDeep = pickDeep;
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import count from './count';
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api.count = count;
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import statsComputed from './libs/statsComputed';
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api.statsComputed = statsComputed;
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import shops from './libs/shops';
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api.shops = shops;
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import achievements from './libs/achievements';
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api.achievements = achievements;
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import randomVal from './libs/randomVal';
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api.randomVal = randomVal;
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import autoAllocate from './fns/autoAllocate';
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import crit from './fns/crit';
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import handleTwoHanded from './fns/handleTwoHanded';
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import predictableRandom from './fns/predictableRandom';
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import randomDrop from './fns/randomDrop';
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import resetGear from './fns/resetGear';
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import ultimateGear from './fns/ultimateGear';
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import updateStats from './fns/updateStats';
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api.fns = {
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autoAllocate,
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crit,
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handleTwoHanded,
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predictableRandom,
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randomDrop,
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resetGear,
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ultimateGear,
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updateStats,
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};
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import scoreTask from './ops/scoreTask';
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import sleep from './ops/sleep';
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import allocate from './ops/allocate';
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import buy from './ops/buy';
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import buyGear from './ops/buyGear';
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import buyHealthPotion from './ops/buyHealthPotion';
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import buyArmoire from './ops/buyArmoire';
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import buyMysterySet from './ops/buyMysterySet';
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import buyQuest from './ops/buyQuest';
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import buySpecialSpell from './ops/buySpecialSpell';
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import allocateNow from './ops/allocateNow';
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import hatch from './ops/hatch';
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import feed from './ops/feed';
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import equip from './ops/equip';
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import changeClass from './ops/changeClass';
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import disableClasses from './ops/disableClasses';
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import purchase from './ops/purchase';
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import purchaseHourglass from './ops/hourglassPurchase';
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import readCard from './ops/readCard';
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import openMysteryItem from './ops/openMysteryItem';
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import releasePets from './ops/releasePets';
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import releaseBoth from './ops/releaseBoth';
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import releaseMounts from './ops/releaseMounts';
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import updateTask from './ops/updateTask';
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import sell from './ops/sell';
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import unlock from './ops/unlock';
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import revive from './ops/revive';
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import rebirth from './ops/rebirth';
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import blockUser from './ops/blockUser';
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import clearPMs from './ops/clearPMs';
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import deletePM from './ops/deletePM';
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import reroll from './ops/reroll';
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import reset from './ops/reset';
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import markPmsRead from './ops/markPMSRead';
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api.ops = {
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scoreTask,
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sleep,
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allocate,
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buy,
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buyGear,
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buyHealthPotion,
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buyArmoire,
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buyMysterySet,
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buySpecialSpell,
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buyQuest,
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allocateNow,
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hatch,
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feed,
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equip,
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changeClass,
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disableClasses,
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purchase,
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purchaseHourglass,
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readCard,
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openMysteryItem,
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releasePets,
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releaseBoth,
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releaseMounts,
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updateTask,
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sell,
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unlock,
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revive,
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rebirth,
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blockUser,
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clearPMs,
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deletePM,
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reroll,
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reset,
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markPmsRead,
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};
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/*
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------------------------------------------------------
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User (prototype wrapper to give it ops, helper funcs, and virtuals
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------------------------------------------------------
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*/
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/*
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User is now wrapped (both on client and server), adding a few new properties:
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* getters (_statsComputed)
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* user.fns, which is a bunch of helper functions
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These were originally up above, but they make more sense belonging to the user object so we don't have to pass
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the user object all over the place. In fact, we should pull in more functions such as cron(), updateStats(), etc.
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* user.ops, which is super important:
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If a function is inside user.ops, it has magical properties. If you call it on the client it updates the user object in
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the browser and when it's done it automatically POSTs to the server, calling src/controllers/user.js#OP_NAME (the exact same name
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of the op function). The first argument req is {query, body, params}, it's what the express controller function
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expects. This means we call our functions as if we were calling an Express route. Eg, instead of score(task, direction),
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we call score({params:{id:task.id,direction:direction}}). This also forces us to think about our routes (whether to use
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params, query, or body for variables). see http://stackoverflow.com/questions/4024271/rest-api-best-practices-where-to-put-parameters
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If `src/controllers/user.js#OP_NAME` doesn't exist on the server, it's automatically added. It runs the code in user.ops.OP_NAME
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to update the user model server-side, then performs `user.save()`. You can see this in action for `user.ops.buy`. That
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function doesn't exist on the server - so the client calls it, it updates user in the browser, auto-POSTs to server, server
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handles it by calling `user.ops.buy` again (to update user on the server), and then saves. We can do this for
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everything that doesn't need any code difference from what's in user.ops.OP_NAME for special-handling server-side. If we
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*do* need special handling, just add `src/controllers/user.js#OP_NAME` to override the user.ops.OP_NAME, and be
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sure to call user.ops.OP_NAME at some point within the overridden function.
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TODO
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* Is this the best way to wrap the user object? I thought of using user.prototype, but user is an object not a Function.
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user on the server is a Mongoose model, so we can use prototype - but to do it on the client, we'd probably have to
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move to $resource for user
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* Move to $resource!
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*/
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import importedOps from './ops';
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import importedFns from './fns';
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// TODO Kept for the client side
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api.wrap = function wrapUser (user, main = true) {
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if (user._wrapped) return;
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user._wrapped = true;
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// Make markModified available on the client side as a noop function
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if (!user.markModified) {
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user.markModified = function noopMarkModified () {};
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}
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// same for addNotification
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if (!user.addNotification) {
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user.addNotification = function noopAddNotification () {};
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}
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if (main) {
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user.ops = {
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sleep: _.partial(importedOps.sleep, user),
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revive: _.partial(importedOps.revive, user),
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reset: _.partial(importedOps.reset, user),
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reroll: _.partial(importedOps.reroll, user),
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rebirth: _.partial(importedOps.rebirth, user),
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allocateNow: _.partial(importedOps.allocateNow, user),
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sortTask: _.partial(importedOps.sortTask, user),
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updateTask: _.partial(importedOps.updateTask, user),
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deleteTask: _.partial(importedOps.deleteTask, user),
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addTask: _.partial(importedOps.addTask, user),
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addTag: _.partial(importedOps.addTag, user),
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sortTag: _.partial(importedOps.sortTag, user),
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updateTag: _.partial(importedOps.updateTag, user),
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deleteTag: _.partial(importedOps.deleteTag, user),
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clearPMs: _.partial(importedOps.clearPMs, user),
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deletePM: _.partial(importedOps.deletePM, user),
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blockUser: _.partial(importedOps.blockUser, user),
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feed: _.partial(importedOps.feed, user),
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buySpecialSpell: _.partial(importedOps.buySpecialSpell, user),
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purchase: _.partial(importedOps.purchase, user),
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releasePets: _.partial(importedOps.releasePets, user),
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releaseMounts: _.partial(importedOps.releaseMounts, user),
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releaseBoth: _.partial(importedOps.releaseBoth, user),
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buy: _.partial(importedOps.buy, user),
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buyHealthPotion: _.partial(importedOps.buyHealthPotion, user),
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buyArmoire: _.partial(importedOps.buyArmoire, user),
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buyGear: _.partial(importedOps.buyGear, user),
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buyQuest: _.partial(importedOps.buyQuest, user),
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buyMysterySet: _.partial(importedOps.buyMysterySet, user),
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hourglassPurchase: _.partial(importedOps.hourglassPurchase, user),
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sell: _.partial(importedOps.sell, user),
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equip: _.partial(importedOps.equip, user),
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hatch: _.partial(importedOps.hatch, user),
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unlock: _.partial(importedOps.unlock, user),
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changeClass: _.partial(importedOps.changeClass, user),
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disableClasses: _.partial(importedOps.disableClasses, user),
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allocate: _.partial(importedOps.allocate, user),
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readCard: _.partial(importedOps.readCard, user),
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openMysteryItem: _.partial(importedOps.openMysteryItem, user),
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score: _.partial(importedOps.scoreTask, user),
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markPmsRead: _.partial(importedOps.markPmsRead, user),
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};
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}
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user.fns = {
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handleTwoHanded: _.partial(importedFns.handleTwoHanded, user),
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predictableRandom: _.partial(importedFns.predictableRandom, user),
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crit: _.partial(importedFns.crit, user),
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randomDrop: _.partial(importedFns.randomDrop, user),
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autoAllocate: _.partial(importedFns.autoAllocate, user),
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updateStats: _.partial(importedFns.updateStats, user),
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statsComputed: _.partial(statsComputed, user),
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ultimateGear: _.partial(importedFns.ultimateGear, user),
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};
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Object.defineProperty(user, '_statsComputed', {
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get () {
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return statsComputed(user);
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},
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});
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};
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