Common reorg (#8025)

* Re-organize common folder

* fix: Correct paths in tests

* fix: move new content to proper folder

* chore: Move audio folder to assets

* Move sprites to sprites assets directory

* Move css sprites to assets directory

* Split out readmes for common code and sprites

* Move images to assets directory

* Move destinatin of shared browserified file

* remove unused file

* move compiled js to client-old

* Fix karma tests

* fix: Correct paths for sprites
This commit is contained in:
Blade Barringer
2016-09-16 10:18:07 -05:00
committed by Matteo Pagliazzi
parent d971e673af
commit 81b7eeeb71
5956 changed files with 269 additions and 270 deletions
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import _ from 'lodash';
import splitWhitespace from '../libs/splitWhitespace';
/*
Updates user stats with new stats. Handles death, leveling up, etc
{stats} new stats
{update} if aggregated changes, pass in userObj as update. otherwise commits will be made immediately
*/
function getStatToAllocate (user) {
let suggested;
let statsObj = user.stats.toObject ? user.stats.toObject() : user.stats;
switch (user.preferences.allocationMode) {
case 'flat': {
let stats = _.pick(statsObj, splitWhitespace('con str per int'));
return _.invert(stats)[_.min(stats)];
}
case 'classbased': {
let preference;
let lvlDiv7 = statsObj.lvl / 7;
let ideal = [lvlDiv7 * 3, lvlDiv7 * 2, lvlDiv7, lvlDiv7];
switch (statsObj.class) {
case 'wizard': {
preference = ['int', 'per', 'con', 'str'];
break;
}
case 'rogue': {
preference = ['per', 'str', 'int', 'con'];
break;
}
case 'healer': {
preference = ['con', 'int', 'str', 'per'];
break;
}
default: {
preference = ['str', 'con', 'per', 'int'];
}
}
let diff = [
statsObj[preference[0]] - ideal[0],
statsObj[preference[1]] - ideal[1],
statsObj[preference[2]] - ideal[2],
statsObj[preference[3]] - ideal[3],
];
suggested = _.findIndex(diff, (val) => {
if (val === _.min(diff)) return true;
});
return suggested !== -1 ? preference[suggested] : 'str';
}
case 'taskbased': {
suggested = _.invert(statsObj.training)[_.max(statsObj.training)];
user.stats.training.str = 0;
user.stats.training.int = 0;
user.stats.training.con = 0;
user.stats.training.per = 0;
return suggested || 'str';
}
default: {
return 'str';
}
}
}
module.exports = function autoAllocate (user) {
let statToIncrease = getStatToAllocate(user);
return user.stats[statToIncrease]++;
};
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import predictableRandom from './predictableRandom';
module.exports = function crit (user, stat = 'str', chance = 0.03) {
let s = user._statsComputed[stat];
if (predictableRandom(user) <= chance * (1 + s / 100)) {
return 1.5 + 4 * s / (s + 200);
} else {
return 1;
}
};
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import _ from 'lodash';
// TODO remove completely, use _.get, only used in client
module.exports = function dotGet (user, path) {
return _.get(user, path);
};
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import _ from 'lodash';
/*
This allows you to set object properties by dot-path. Eg, you can run pathSet('stats.hp',50,user) which is the same as
user.stats.hp = 50. This is useful because in our habitrpg-shared functions we're returning changesets as {path:value},
so that different consumers can implement setters their own way. Derby needs model.set(path, value) for example, where
Angular sets object properties directly - in which case, this function will be used.
*/
// TODO use directly _.set and remove this fn, only used in client
module.exports = function dotSet (user, path, val) {
return _.set(user, path, val);
};
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import content from '../content/index';
import i18n from '../i18n';
module.exports = function handleTwoHanded (user, item, type = 'equipped', req = {}) {
let currentShield = content.gear.flat[user.items.gear[type].shield];
let currentWeapon = content.gear.flat[user.items.gear[type].weapon];
let message;
if (item.type === 'shield' && (currentWeapon ? currentWeapon.twoHanded : false)) {
user.items.gear[type].weapon = 'weapon_base_0';
message = i18n.t('messageTwoHandedUnequip', {
twoHandedText: currentWeapon.text(req.language), offHandedText: item.text(req.language),
}, req.language);
} else if (item.twoHanded && (currentShield && user.items.gear[type].shield !== 'shield_base_0')) {
user.items.gear[type].shield = 'shield_base_0';
message = i18n.t('messageTwoHandedEquip', {
twoHandedText: item.text(req.language), offHandedText: currentShield.text(req.language),
}, req.language);
}
return message;
};
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import handleTwoHanded from './handleTwoHanded';
import predictableRandom from './predictableRandom';
import crit from './crit';
import randomVal from './randomVal';
import dotSet from './dotSet';
import dotGet from './dotGet';
import randomDrop from './randomDrop';
import autoAllocate from './autoAllocate';
import updateStats from './updateStats';
import ultimateGear from './ultimateGear';
import nullify from './nullify';
module.exports = {
handleTwoHanded,
predictableRandom,
crit,
randomVal,
dotSet,
dotGet,
randomDrop,
autoAllocate,
updateStats,
ultimateGear,
nullify,
};
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// TODO remove once v2 is retired
module.exports = function nullify (user) {
user.ops = null;
user.fns = null;
user = null;
};
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import _ from 'lodash';
// Because the same op needs to be performed on the client and the server (critical hits, item drops, etc),
// we need things to be "random", but technically predictable so that they don't go out-of-sync
module.exports = function predictableRandom (user, seed) {
if (!seed || seed === Math.PI) {
let stats = user.stats.toObject ? user.stats.toObject() : user.stats;
// These items are not part of the stat object but exists on the server (see controllers/user#getUser)
// we remove them in order to use the same user.stats both on server and on client
stats = _.omit(stats, 'toNextLevel', 'maxHealth', 'maxMP');
seed = _.reduce(stats, (accumulator, val) => {
if (_.isNumber(val)) {
return accumulator + val;
} else {
return accumulator;
}
}, 0);
}
let x = Math.sin(seed++) * 10000;
return x - Math.floor(x);
};
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import _ from 'lodash';
import content from '../content/index';
import i18n from '../i18n';
import { daysSince } from '../cron';
import { diminishingReturns } from '../statHelpers';
import _predictableRandom from './predictableRandom';
import randomVal from './randomVal';
// Clone a drop object maintaining its functions so that we can change it without affecting the original item
function cloneDropItem (drop) {
return _.cloneDeep(drop, (val) => {
return _.isFunction(val) ? val : undefined; // undefined will be handled by lodash
});
}
module.exports = function randomDrop (user, options, req = {}) {
let acceptableDrops;
let chance;
let drop;
let dropMultiplier;
let rarity;
let task;
let predictableRandom = options.predictableRandom || _predictableRandom;
task = options.task;
chance = _.min([Math.abs(task.value - 21.27), 37.5]) / 150 + 0.02;
chance *= task.priority * // Task priority: +50% for Medium, +100% for Hard
(1 + (task.streak / 100 || 0)) * // Streak bonus: +1% per streak
(1 + user._statsComputed.per / 100) * // PERception: +1% per point
(1 + (user.contributor.level / 40 || 0)) * // Contrib levels: +2.5% per level
(1 + (user.achievements.rebirths / 20 || 0)) * // Rebirths: +5% per achievement
(1 + (user.achievements.streak / 200 || 0)) * // Streak achievements: +0.5% per achievement
(user._tmp.crit || 1) * (1 + 0.5 * (_.reduce(task.checklist, (m, i) => {
return m + (i.completed ? 1 : 0); // +50% per checklist item complete. TODO: make this into X individual drop chances instead
}, 0) || 0));
chance = diminishingReturns(chance, 0.75);
if (predictableRandom(user, user.stats.gp) < chance) {
if (!user.party.quest.progress.collectedItems) user.party.quest.progress.collectedItems = 0;
user.party.quest.progress.collectedItems++;
user.markModified('party.quest.progress');
}
if (user.purchased && user.purchased.plan && user.purchased.plan.customerId) {
dropMultiplier = 2;
} else {
dropMultiplier = 1;
}
if (daysSince(user.items.lastDrop.date, user.preferences) === 0 &&
user.items.lastDrop.count >= dropMultiplier * (5 + Math.floor(user._statsComputed.per / 25) + (user.contributor.level || 0))) {
return;
}
if (user.flags && user.flags.dropsEnabled && predictableRandom(user, user.stats.exp) < chance) {
rarity = predictableRandom(user, user.stats.gp);
if (rarity > 0.6) { // food 40% chance
drop = cloneDropItem(randomVal(user, _.where(content.food, {
canDrop: true,
})));
if (!user.items.food[drop.key]) {
user.items.food[drop.key] = 0;
}
user.items.food[drop.key] += 1;
drop.type = 'Food';
drop.dialog = i18n.t('messageDropFood', {
dropArticle: drop.article,
dropText: drop.text(req.language),
dropNotes: drop.notes(req.language),
}, req.language);
} else if (rarity > 0.3) { // eggs 30% chance
drop = cloneDropItem(randomVal(user, content.dropEggs));
if (!user.items.eggs[drop.key]) {
user.items.eggs[drop.key] = 0;
}
user.items.eggs[drop.key]++;
drop.type = 'Egg';
drop.dialog = i18n.t('messageDropEgg', {
dropText: drop.text(req.language),
dropNotes: drop.notes(req.language),
}, req.language);
} else { // Hatching Potion, 30% chance - break down by rarity.
if (rarity < 0.02) { // Very Rare: 10% (of 30%)
acceptableDrops = ['Golden'];
} else if (rarity < 0.09) { // Rare: 20% of 30%
acceptableDrops = ['Zombie', 'CottonCandyPink', 'CottonCandyBlue'];
} else if (rarity < 0.18) { // uncommon: 30% of 30%
acceptableDrops = ['Red', 'Shade', 'Skeleton'];
} else { // common, 40% of 30%
acceptableDrops = ['Base', 'White', 'Desert'];
}
drop = cloneDropItem(randomVal(user, _.pick(content.hatchingPotions, (v, k) => {
return acceptableDrops.indexOf(k) >= 0;
})));
if (!user.items.hatchingPotions[drop.key]) {
user.items.hatchingPotions[drop.key] = 0;
}
user.items.hatchingPotions[drop.key]++;
drop.type = 'HatchingPotion';
drop.dialog = i18n.t('messageDropPotion', {
dropText: drop.text(req.language),
dropNotes: drop.notes(req.language),
}, req.language);
}
user._tmp.drop = drop;
user.items.lastDrop.date = Number(new Date());
user.items.lastDrop.count++;
}
};
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import _ from 'lodash';
import predictableRandom from './predictableRandom';
// Get a random property from an object
// returns random property (the value)
module.exports = function randomVal (user, obj, options = {}) {
let array = options.key ? _.keys(obj) : _.values(obj);
let rand = predictableRandom(user, options.seed);
array.sort();
return array[Math.floor(rand * array.length)];
};
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import _ from 'lodash';
import content from '../content/index';
module.exports = function resetGear (user) {
let gear = user.items.gear;
_.each(['equipped', 'costume'], function resetUserGear (type) {
gear[type] = {};
gear[type].armor = 'armor_base_0';
gear[type].weapon = 'weapon_warrior_0';
gear[type].head = 'head_base_0';
gear[type].shield = 'shield_base_0';
});
// Gear.owned is a Mongo object so the _.each function iterates over hidden properties.
// The content.gear.flat[k] check should prevent this causing an error
_.each(gear.owned, function resetOwnedGear (v, k) {
if (gear.owned[k] && content.gear.flat[k] && content.gear.flat[k].value) {
gear.owned[k] = false;
}
});
gear.owned.weapon_warrior_0 = true; // eslint-disable-line camelcase
user.preferences.costume = false;
};
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import content from '../content/index';
import _ from 'lodash';
module.exports = function ultimateGear (user) {
let owned = typeof window !== 'undefined' ? user.items.gear.owned : user.items.gear.owned.toObject();
content.classes.forEach((klass) => {
if (user.achievements.ultimateGearSets[klass] !== true) {
user.achievements.ultimateGearSets[klass] = _.reduce(['armor', 'shield', 'head', 'weapon'], (soFarGood, type) => {
let found = _.find(content.gear.tree[type][klass], {
last: true,
});
return soFarGood && (!found || owned[found.key] === true);
}, true);
if (user.achievements.ultimateGearSets[klass] === true) {
user.addNotification('ULTIMATE_GEAR_ACHIEVEMENT');
}
}
});
let ultimateGearSetValues;
if (user.achievements.ultimateGearSets.toObject) {
ultimateGearSetValues = Object.values(user.achievements.ultimateGearSets.toObject());
} else {
ultimateGearSetValues = Object.values(user.achievements.ultimateGearSets);
}
let hasFullSet = _.includes(ultimateGearSetValues, true);
if (hasFullSet && user.flags.armoireEnabled !== true) {
user.flags.armoireEnabled = true;
}
return;
};
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import _ from 'lodash';
import {
MAX_HEALTH,
MAX_STAT_POINTS,
} from '../constants';
import { toNextLevel } from '../statHelpers';
import autoAllocate from './autoAllocate';
module.exports = function updateStats (user, stats, req = {}, analytics) {
let allocatedStatPoints;
let totalStatPoints;
let experienceToNextLevel;
user.stats.hp = stats.hp > 0 ? stats.hp : 0;
user.stats.gp = stats.gp > 0 ? stats.gp : 0;
if (!user._tmp) user._tmp = {};
experienceToNextLevel = toNextLevel(user.stats.lvl);
if (stats.exp >= experienceToNextLevel) {
user.stats.exp = stats.exp;
while (stats.exp >= experienceToNextLevel) {
stats.exp -= experienceToNextLevel;
user.stats.lvl++;
experienceToNextLevel = toNextLevel(user.stats.lvl);
user.stats.hp = MAX_HEALTH;
allocatedStatPoints = user.stats.str + user.stats.int + user.stats.con + user.stats.per;
totalStatPoints = allocatedStatPoints + user.stats.points;
if (totalStatPoints >= MAX_STAT_POINTS) {
continue; // eslint-disable-line no-continue
}
if (user.preferences.automaticAllocation) {
autoAllocate(user);
} else {
user.stats.points = user.stats.lvl - allocatedStatPoints;
totalStatPoints = user.stats.points + allocatedStatPoints;
if (totalStatPoints > MAX_STAT_POINTS) {
user.stats.points = MAX_STAT_POINTS - allocatedStatPoints;
}
if (user.stats.points < 0) {
user.stats.points = 0;
}
}
}
}
user.stats.exp = stats.exp;
if (!user.flags.customizationsNotification && (user.stats.exp > 5 || user.stats.lvl > 1)) {
user.flags.customizationsNotification = true;
}
if (!user.flags.itemsEnabled && (user.stats.exp > 10 || user.stats.lvl > 1)) {
user.flags.itemsEnabled = true;
}
if (!user.flags.dropsEnabled && user.stats.lvl >= 3) {
user.flags.dropsEnabled = true;
user.addNotification('DROPS_ENABLED');
if (user.items.eggs.Wolf > 0) {
user.items.eggs.Wolf++;
} else {
user.items.eggs.Wolf = 1;
}
}
_.each({
vice1: 30,
atom1: 15,
moonstone1: 60,
goldenknight1: 40,
}, (lvl, k) => {
if (user.stats.lvl >= lvl && !user.flags.levelDrops[k]) {
user.flags.levelDrops[k] = true;
if (!user.items.quests[k])
user.items.quests[k] = 0;
user.items.quests[k]++;
user.markModified('flags.levelDrops');
if (analytics) {
analytics.track('acquire item', {
uuid: user._id,
itemKey: k,
acquireMethod: 'Level Drop',
category: 'behavior',
headers: req.headers,
});
}
user._tmp.drop = {
type: 'Quest',
key: k,
};
}
});
if (!user.flags.rebirthEnabled && (user.stats.lvl >= 50 || user.achievements.beastMaster)) {
user.addNotification('REBIRTH_ENABLED');
user.flags.rebirthEnabled = true;
}
};