Files
habitica/website/client/components/avatar.vue
Julius Jung 2f956252ab Don't show shield when previewing two-handed weapon (fixes #9495) (#9676)
* initial commit to not show shield when previewing two-hand weapon

* revert error made

* update to fix all combinations of equipping / trying two-handed weapons

* clarify conditional logic

* refactor to let avatar check for twoHanded display/hide logic

* add case when avatar doesn't have weapon equipped
2017-12-05 17:05:59 -06:00

221 lines
6.1 KiB
Vue

<template lang="pug">
.avatar(:style="{width, height, paddingTop}", :class="backgroundClass", @click.prevent='castEnd()')
.character-sprites(:style='{margin: spritesMargin}')
template(v-if="!avatarOnly")
// Mount Body
span(v-if="member.items.currentMount", :class="'Mount_Body_' + member.items.currentMount")
// Buffs that cause visual changes to avatar: Snowman, Ghost, Flower, etc
template(v-for="(klass, item) in visualBuffs")
span(v-if="member.stats.buffs[item] && showVisualBuffs", :class="klass")
// Show flower ALL THE TIME!!!
// See https://github.com/HabitRPG/habitica/issues/7133
span(:class="'hair_flower_' + member.preferences.hair.flower")
// Show avatar only if not currently affected by visual buff
template(v-if="showAvatar()")
span(:class="'chair_' + member.preferences.chair")
span(:class="getGearClass('back')")
span(:class="skinClass")
span(:class="member.preferences.size + '_shirt_' + member.preferences.shirt")
span.head_0
span(:class="member.preferences.size + '_' + getGearClass('armor')")
span.head_0
span(:class="getGearClass('back_collar')")
span(:class="getGearClass('body')")
template(v-for="type in ['bangs', 'base', 'mustache', 'beard']")
span(:class="'hair_' + type + '_' + member.preferences.hair[type] + '_' + member.preferences.hair.color")
span(:class="getGearClass('eyewear')")
span(:class="getGearClass('head')")
span(:class="getGearClass('headAccessory')")
span(:class="'hair_flower_' + member.preferences.hair.flower")
span(v-if="!hideGear('shield')", :class="getGearClass('shield')")
span(v-if="!hideGear('weapon')", :class="getGearClass('weapon')")
// Resting
span.zzz(v-if="member.preferences.sleep")
template(v-if="!avatarOnly")
// Mount Head
span(v-if="member.items.currentMount", :class="'Mount_Head_' + member.items.currentMount")
// Pet
span.current-pet(v-if="member.items.currentPet", :class="'Pet-' + member.items.currentPet")
class-badge.under-avatar(v-if="hasClass && !hideClassBadge", :member-class="member.stats.class")
</template>
<style lang="scss" scoped>
@import '~client/assets/scss/colors.scss';
.avatar {
width: 140px;
height: 147px;
image-rendering: pixelated;
position: relative;
cursor: pointer;
}
.character-sprites {
width: 90px;
height: 90px;
}
.character-sprites span {
position: absolute;
}
.current-pet {
bottom: 0px;
left: 0px;
}
</style>
<script>
import { mapState } from 'client/libs/store';
import ClassBadge from 'client/components/members/classBadge';
export default {
components: {
ClassBadge,
},
props: {
member: {
type: Object,
required: true,
},
avatarOnly: {
type: Boolean,
default: false,
},
hideClassBadge: {
type: Boolean,
default: false,
},
withBackground: {
type: Boolean,
},
overrideAvatarGear: {
type: Object,
},
width: {
type: Number,
default: 140,
},
height: {
type: Number,
default: 147,
},
spritesMargin: {
type: String,
default: '0 auto 0 24px',
},
overrideTopPadding: {
type: String,
},
showVisualBuffs: {
type: Boolean,
default: true,
},
},
computed: {
...mapState({
flatGear: 'content.gear.flat',
}),
hasClass () {
return this.$store.getters['members:hasClass'](this.member);
},
isBuffed () {
return this.$store.getters['members:isBuffed'](this.member);
},
paddingTop () {
if (this.overrideTopPadding) {
return this.overrideTopPadding;
}
let val = '28px';
if (!this.avatarOnly) {
if (this.member.items.currentPet) val = '24.5px';
if (this.member.items.currentMount) val = '0px';
}
return val;
},
backgroundClass () {
let background = this.member.preferences.background;
let allowToShowBackground = !this.avatarOnly || this.withBackground;
if (this.overrideAvatarGear && this.overrideAvatarGear.background) {
return `background_${this.overrideAvatarGear.background}`;
}
if (background && allowToShowBackground) {
return `background_${this.member.preferences.background}`;
}
return '';
},
visualBuffs () {
return {
snowball: 'snowman',
spookySparkles: 'ghost',
shinySeed: `avatar_floral_${this.member.stats.class}`,
seafoam: 'seafoam_star',
};
},
skinClass () {
let baseClass = `skin_${this.member.preferences.skin}`;
return `${baseClass}${this.member.preferences.sleep ? '_sleep' : ''}`;
},
costumeClass () {
return this.member.preferences.costume ? 'costume' : 'equipped';
},
},
methods: {
getGearClass (gearType) {
let result = this.member.items.gear[this.costumeClass][gearType];
if (this.overrideAvatarGear && this.overrideAvatarGear[gearType]) {
result = this.overrideAvatarGear[gearType];
}
return result;
},
hideGear (gearType) {
if (gearType === 'weapon') {
let equippedWeapon = this.member.items.gear[this.costumeClass][gearType];
if (!equippedWeapon) {
return false;
}
let equippedIsTwoHanded = this.flatGear[equippedWeapon].twoHanded;
let hasOverrideShield = this.overrideAvatarGear && this.overrideAvatarGear.shield;
return equippedIsTwoHanded && hasOverrideShield;
} else if (gearType === 'shield') {
let overrideWeapon = this.overrideAvatarGear && this.overrideAvatarGear.weapon;
let overrideIsTwoHanded = overrideWeapon && this.flatGear[overrideWeapon].twoHanded;
return overrideIsTwoHanded;
}
},
castEnd (e) {
if (!this.$store.state.spellOptions.castingSpell) return;
this.$root.$emit('castEnd', this.member, 'user', e);
},
showAvatar () {
if (!this.showVisualBuffs)
return true;
let buffs = this.member.stats.buffs;
return !buffs.snowball && !buffs.spookySparkles && !buffs.shinySeed && !buffs.seafoam;
},
},
};
</script>