mirror of
https://github.com/HabitRPG/habitica.git
synced 2025-12-16 22:27:26 +01:00
287 lines
6.9 KiB
Vue
287 lines
6.9 KiB
Vue
<template>
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<form @submit.prevent="submitClicked()">
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<div class="card mt-2">
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<div class="card-header">
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<h3
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class="mb-0 mt-0"
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:class="{'open': expand}"
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@click="expand = !expand"
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>
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Stats
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<b v-if="hasUnsavedChanges && !expand" class="text-warning float-right">
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Unsaved changes
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</b>
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</h3>
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</div>
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<div
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v-if="expand"
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class="card-body"
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>
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<stats-row
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label="Health"
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color="red-label"
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:max="maxHealth"
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v-model="hero.stats.hp" />
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<stats-row
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label="Experience"
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color="yellow-label"
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min="0"
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:max="maxFieldHardCap"
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v-model="hero.stats.exp" />
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<stats-row
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label="Mana"
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color="blue-label"
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min="0"
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:max="maxFieldHardCap"
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v-model="hero.stats.mp" />
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<stats-row
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label="Level"
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step="1"
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min="0"
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:max="maxLevelHardCap"
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v-model="hero.stats.lvl" />
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<stats-row
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label="Gold"
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min="0"
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:max="maxFieldHardCap"
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v-model="hero.stats.gp" />
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<div class="form-group row">
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<label class="col-sm-3 col-form-label">Selected Class</label>
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<div class="col-sm-9">
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<select
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id="selectedClass"
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v-model="hero.stats.class"
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class="form-control"
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:disabled="hero.stats.lvl < 10"
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>
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<option value="warrior">Warrior</option>
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<option value="wizard">Mage</option>
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<option value="healer">Healer</option>
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<option value="rogue">Rogue</option>
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</select>
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<small>
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When changing class, players usually need stat points deallocated as well.
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</small>
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</div>
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</div>
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<h3>Stat Points</h3>
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<stats-row
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label="Unallocated"
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min="0"
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step="1"
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:max="maxStatPoints"
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v-model="hero.stats.points" />
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<stats-row
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label="Strength"
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color="red-label"
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min="0"
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:max="maxStatPoints"
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step="1"
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v-model="hero.stats.str" />
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<stats-row
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label="Intelligence"
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color="blue-label"
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min="0"
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:max="maxStatPoints"
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step="1"
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v-model="hero.stats.int" />
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<stats-row
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label="Perception"
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color="purple-label"
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min="0"
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:max="maxStatPoints"
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step="1"
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v-model="hero.stats.per" />
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<stats-row
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label="Constitution"
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color="yellow-label"
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min="0"
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:max="maxStatPoints"
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step="1"
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v-model="hero.stats.con" />
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<div class="form-group row">
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<div class="offset-sm-3 col-sm-9">
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<button
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type="button"
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class="btn btn-warning btn-sm"
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@click="deallocateStatPoints">
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Deallocate all stat points
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</button>
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</div>
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</div>
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<div class="form-group row" v-if="statPointsIncorrect">
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<div class="offset-sm-3 col-sm-9 text-danger">
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Error: Sum of stat points should equal the users level
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</div>
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</div>
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<h3>Buffs</h3>
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<stats-row
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label="Strength"
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color="red-label"
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min="0"
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step="1"
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v-model="hero.stats.buffs.str" />
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<stats-row
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label="Intelligence"
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color="blue-label"
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min="0"
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step="1"
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v-model="hero.stats.buffs.int" />
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<stats-row
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label="Perception"
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color="purple-label"
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min="0"
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step="1"
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v-model="hero.stats.buffs.per" />
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<stats-row
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label="Constitution"
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color="yellow-label"
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min="0"
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step="1"
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v-model="hero.stats.buffs.con" />
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<div class="form-group row">
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<div class="offset-sm-3 col-sm-9">
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<button
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type="button"
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class="btn btn-warning btn-sm"
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@click="resetBuffs">
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Reset Buffs
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</button>
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</div>
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</div>
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</div>
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<div
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v-if="expand"
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class="card-footer d-flex align-items-center justify-content-between"
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>
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<input
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type="submit"
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value="Save"
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class="btn btn-primary mt-1"
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>
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<b v-if="hasUnsavedChanges" class="text-warning float-right">
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Unsaved changes
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</b>
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</div>
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</div>
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</form>
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</template>
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<style lang="scss" scoped>
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@import '@/assets/scss/colors.scss';
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.about-row {
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margin-left: 0px;
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margin-right: 0px;
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}
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</style>
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<script>
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import {
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MAX_HEALTH,
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MAX_STAT_POINTS,
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MAX_LEVEL_HARD_CAP,
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MAX_FIELD_HARD_CAP,
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} from '@/../../common/script/constants';
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import markdownDirective from '@/directives/markdown';
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import saveHero from '../mixins/saveHero';
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import { mapState } from '@/libs/store';
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import { userStateMixin } from '../../../mixins/userState';
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import StatsRow from './stats-row';
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function resetData (self) {
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self.expand = false;
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}
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export default {
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directives: {
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markdown: markdownDirective,
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},
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components: {
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StatsRow,
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},
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mixins: [
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userStateMixin,
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saveHero,
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],
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computed: {
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...mapState({ user: 'user.data' }),
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statPointsIncorrect () {
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if (this.hero.stats.lvl >= 10) {
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return (parseInt(this.hero.stats.points, 10)
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+ parseInt(this.hero.stats.str, 10)
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+ parseInt(this.hero.stats.int, 10)
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+ parseInt(this.hero.stats.per, 10)
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+ parseInt(this.hero.stats.con, 10)
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) !== this.hero.stats.lvl;
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}
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return false;
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},
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},
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props: {
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resetCounter: {
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type: Number,
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required: true,
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},
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hero: {
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type: Object,
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required: true,
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},
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hasUnsavedChanges: {
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type: Boolean,
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required: true,
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},
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},
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data () {
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return {
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expand: false,
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maxHealth: MAX_HEALTH,
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maxStatPoints: MAX_STAT_POINTS,
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maxLevelHardCap: MAX_LEVEL_HARD_CAP,
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maxFieldHardCap: MAX_FIELD_HARD_CAP,
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};
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},
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watch: {
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resetCounter () {
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resetData(this);
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},
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},
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mounted () {
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resetData(this);
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},
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methods: {
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submitClicked () {
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if (this.statPointsIncorrect) {
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return;
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}
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this.saveHero({
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hero: {
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_id: this.hero._id,
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stats: this.hero.stats,
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},
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msg: 'Stats',
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});
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},
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resetBuffs () {
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this.hero.stats.buffs = {
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str: 0,
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int: 0,
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per: 0,
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con: 0,
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};
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},
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deallocateStatPoints () {
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this.hero.stats.points = this.hero.stats.lvl;
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this.hero.stats.str = 0;
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this.hero.stats.int = 0;
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this.hero.stats.per = 0;
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this.hero.stats.con = 0;
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},
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},
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};
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</script>
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