mirror of
https://github.com/HabitRPG/habitica.git
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* common: import lodash modules separately * remove test/content from .eslintignore, fix with eslint --fix content/index * lint test/content * lint content/index except for lodash methods * upgrade server/models * upgrade server/middlewares and server/libs * port server/controllers/top-level * port server/controllers/api-v3 * port views and tests * client old port lodash and _(, missing _. * upgrade client-old * port common/script (root level files only) * port common/script/fns * port common/libs * port common/script/ops * port common/script/content and common/script/libs/shops.js * misc fixes * misc fixes * misc fixes * more tests fixes * fix payments test stubbing, down to 2 failing tests * remove more instances of lodash wrapping * fix bug where toObject does not clone object * fix tests * upgrade migration or add lodash 4 note * update shrinkwrap * fix linting * upgrade eslint-config-habitrpg * update shrinkwrap * recompile shrinkwrap
114 lines
2.9 KiB
JavaScript
114 lines
2.9 KiB
JavaScript
'use strict';
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(function(){
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angular
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.module('habitrpg')
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.factory('Stats', statsFactory);
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statsFactory.$inject = [
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'Content',
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'Shared'
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];
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function statsFactory(Content, Shared) {
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var DROP_ANIMALS = _.keys(Content.pets);
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var TOTAL_NUMBER_OF_DROP_ANIMALS = DROP_ANIMALS.length;
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function beastMasterProgress(pets) {
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var dropPetsFound = Shared.count.beastMasterProgress(pets);
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var display = _formatOutOfTotalDisplay(dropPetsFound, TOTAL_NUMBER_OF_DROP_ANIMALS);
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return display;
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}
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function classBonus(user, stat) {
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var computedStats = (user.fns && user.fns.statsComputed) ? user.fns.statsComputed() : null;
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if(computedStats) {
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var bonus = computedStats[stat]
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- user.stats.buffs[stat]
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- levelBonus(user.stats.lvl)
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- equipmentStatBonus(stat, user.items.gear.equipped)
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- user.stats[stat];
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return bonus;
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}
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}
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function equipmentStatBonus(stat, equipped) {
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var gear = Content.gear.flat;
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var total = 0;
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var equipmentTypes = ['weapon', 'armor', 'head', 'shield', 'back', 'body'];
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_(equipmentTypes).forEach(function(type) {
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var equippedItem = equipped[type];
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if(gear[equippedItem]) {
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var equipmentStat = gear[equippedItem][stat];
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total += equipmentStat;
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}
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});
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return total;
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}
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function expDisplay(user) {
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var exp = Math.floor(user.stats.exp);
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var toNextLevel = Shared.tnl(user.stats.lvl);
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var display = _formatOutOfTotalDisplay(exp, toNextLevel);
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return display;
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}
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function goldDisplay(gold) {
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var display = Math.floor(gold);
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return display;
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}
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function hpDisplay(hp) {
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var remainingHP = Math.ceil(hp);
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var totalHP = Shared.maxHealth;
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var display = _formatOutOfTotalDisplay(remainingHP, totalHP);
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return display;
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}
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function mountMasterProgress(mounts) {
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var dropMountsFound = Shared.count.mountMasterProgress(mounts);
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var display = _formatOutOfTotalDisplay(dropMountsFound, TOTAL_NUMBER_OF_DROP_ANIMALS);
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return display;
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}
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function mpDisplay(user) {
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var remainingMP = Math.floor(user.stats.mp);
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var totalMP = (user.fns && user.fns.statsComputed) ? user.fns.statsComputed().maxMP : null;
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var display = _formatOutOfTotalDisplay(remainingMP, totalMP);
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return display;
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}
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function totalCount(objectToCount) {
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var total = _.size(objectToCount);
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return total;
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}
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function _formatOutOfTotalDisplay(stat, totalStat) {
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var display = stat + "/" + totalStat;
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return display;
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}
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return {
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beastMasterProgress: beastMasterProgress,
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expDisplay: expDisplay,
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goldDisplay: goldDisplay,
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hpDisplay: hpDisplay,
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mountMasterProgress: mountMasterProgress,
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mpDisplay: mpDisplay,
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totalCount: totalCount
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}
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}
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}());
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