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ModalView = require ' views/kinds/ModalView '
template = require ' templates/game-menu/inventory-modal '
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{ me } = require ' lib/auth '
ThangType = require ' models/ThangType '
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CocoCollection = require ' collections/CocoCollection '
ItemView = require ' ./ItemView '
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SpriteBuilder = require ' lib/sprites/SpriteBuilder '
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ItemDetailsView = require ' views/play/modal/ItemDetailsView '
Purchase = require ' models/Purchase '
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LevelOptions = require ' lib/LevelOptions '
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hasGoneFullScreenOnce = false
module.exports = class InventoryModal extends ModalView
id: ' inventory-modal '
className: ' modal fade play-modal '
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template: template
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slots: [ ' head ' , ' eyes ' , ' neck ' , ' torso ' , ' wrists ' , ' gloves ' , ' left-ring ' , ' right-ring ' , ' right-hand ' , ' left-hand ' , ' waist ' , ' feet ' , ' programming-book ' , ' pet ' , ' minion ' , ' flag ' ] #, 'misc-0', 'misc-1'] # TODO: bring in misc slot(s) again when we have space
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closesOnClickOutside: false # because draggable somehow triggers hide when you don't drag onto a draggable
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events:
' click .item-slot ' : ' onItemSlotClick '
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' click # unequipped img.item ' : ' onUnequippedItemClick '
' doubletap # unequipped img.item ' : ' onUnequippedItemDoubleClick '
' doubletap .item-slot img.item ' : ' onEquippedItemDoubleClick '
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' shown.bs.modal ' : ' onShown '
' click # choose-hero-button ' : ' onClickChooseHero '
' click # play-level-button ' : ' onClickPlayLevel '
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' click .unlock-button ' : ' onUnlockButtonClicked '
' click # equip-item-viewed ' : ' onClickEquipItemViewed '
' click # unequip-item-viewed ' : ' onClickUnequipItemViewed '
' click # close-modal ' : ' hide '
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shortcuts:
' esc ' : ' clearSelection '
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' enter ' : ' onClickPlayLevel '
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#- Setup
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initialize: (options) ->
super ( arguments . . . )
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@items = new CocoCollection ( [ ] , { model: ThangType } )
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# TODO: switch to item store loading system?
@items.url = ' /db/thang.type?view=items '
@ items . setProjection [
' name ' ,
' slug ' ,
' components ' ,
' original ' ,
' rasterIcon ' ,
' gems ' ,
' description ' ,
' heroClass ' ,
' i18n '
]
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@ supermodel . loadCollection ( @ items , ' items ' )
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@equipment = { } # Assign for real when we have loaded the session and items.
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onItemsLoaded: ->
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item.notInLevel = true for item in @ items . models
@equipment = @ options . equipment or @ options . session ? . get ( ' heroConfig ' ) ? . inventory or me . get ( ' heroConfig ' ) ? . inventory or { }
@equipment = $ . extend true , { } , @ equipment
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@ requireLevelEquipment ( )
@itemGroups = { }
@itemGroups.availableItems = new Backbone . Collection ( )
@itemGroups.restrictedItems = new Backbone . Collection ( )
@itemGroups.lockedItems = new Backbone . Collection ( )
itemGroup.comparator = ' gems ' for itemGroup in _ . values @ itemGroups
equipped = _ . values ( @ equipment )
@ sortItem ( item , equipped ) for item in @ items . models
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sortItem: (item, equipped) ->
equipped ? = _ . values ( @ equipment )
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# general starting classes
item.classes = _ . clone ( item . getAllowedSlots ( ) )
for heroClass in item . getAllowedHeroClasses ( )
item . classes . push heroClass
item . classes . push ' equipped ' if item . get ( ' original ' ) in equipped
# sort into one of the four groups
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locked = not ( item . get ( ' original ' ) in me . items ( ) )
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if locked and item . get ( ' slug ' ) isnt ' simple-boots '
@ itemGroups . lockedItems . add ( item )
item . classes . push ' locked '
item . classes . push ' silhouette ' if item . isSilhouettedItem ( )
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else if item . get ( ' slug ' ) in _ . values ( LevelOptions [ @ options . levelID ] ? . restrictedGear ? { } )
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@ itemGroups . restrictedItems . add ( item )
item . classes . push ' restricted '
else
@ itemGroups . availableItems . add ( item )
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onLoaded: ->
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# Both items and session have been loaded.
@ onItemsLoaded ( )
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super ( )
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getRenderData: (context={}) ->
context = super ( context )
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context.equipped = _ . values ( @ equipment )
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context.items = @ items . models
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context.itemGroups = @ itemGroups
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context.slots = @ slots
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context.selectedHero = @ selectedHero
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context.equipment = _ . clone @ equipment
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context . equipment [ slot ] = @ items . findWhere { original: itemOriginal } for slot , itemOriginal of context . equipment
context.gems = me . gems ( )
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context
afterRender: ->
super ( )
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@ $el . find ( ' # play-level-button ' ) . css ( ' visibility ' , ' hidden ' )
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return unless @ supermodel . finished ( )
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@ $el . find ( ' # play-level-button ' ) . css ( ' visibility ' , ' visible ' )
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@ setUpDraggableEventsForAvailableEquipment ( )
@ setUpDraggableEventsForEquippedArea ( )
@ delegateEvents ( )
@itemDetailsView = new ItemDetailsView ( )
@ insertSubView ( @ itemDetailsView )
@ requireLevelEquipment ( )
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@ $el . find ( ' .nano ' ) . nanoScroller ( )
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afterInsert: ->
super ( )
@canvasWidth = @ $el . find ( ' canvas ' ) . innerWidth ( )
@canvasHeight = @ $el . find ( ' canvas ' ) . innerHeight ( )
@inserted = true
@ requireLevelEquipment ( )
#- Draggable logic
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setUpDraggableEventsForAvailableEquipment: ->
for availableItemEl in @ $el . find ( ' # unequipped img.item ' )
availableItemEl = $ ( availableItemEl )
continue if availableItemEl . hasClass ( ' locked ' ) or availableItemEl . hasClass ( ' restricted ' )
dragHelper = availableItemEl . clone ( ) . addClass ( ' draggable-item ' )
do (dragHelper, availableItemEl) =>
availableItemEl . draggable
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revert: ' invalid '
appendTo: @ $el
cursorAt: { left: 35.5 , top: 35.5 }
helper: -> dragHelper
revertDuration: 200
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distance: 10
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scroll: false
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zIndex: 1100
availableItemEl . on ' dragstart ' , => @ selectUnequippedItem ( availableItemEl )
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setUpDraggableEventsForEquippedArea: ->
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for itemSlot in @ $el . find ' .item-slot '
slot = $ ( itemSlot ) . data ' slot '
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do (slot, itemSlot) =>
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$ ( itemSlot ) . droppable
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drop: (e, ui) => @ equipSelectedItem ( )
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accept: (el) -> $ ( el ) . parent ( ) . hasClass slot
activeClass: ' droppable '
hoverClass: ' droppable-hover '
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tolerance: ' touch '
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@ makeEquippedSlotDraggable $ ( itemSlot )
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@ $el . find ( ' # equipped ' ) . droppable
drop: (e, ui) => @ equipSelectedItem ( )
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accept: (el) -> true
activeClass: ' droppable '
hoverClass: ' droppable-hover '
tolerance: ' pointer '
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makeEquippedSlotDraggable: (slot) ->
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unequip = =>
@ unequipItemFromSlot slot
@ requireLevelEquipment ( )
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shouldStayEquippedWhenDropped = (isValidDrop) ->
pos = $ ( @ ) . position ( )
revert = Math . abs ( pos . left ) < $ ( @ ) . outerWidth ( ) and Math . abs ( pos . top ) < $ ( @ ) . outerHeight ( )
unequip ( ) if not revert
revert
# TODO: figure out how to make this actually above the available items list (the .ui-draggable-helper img is still inside .item-view and so underlaps...)
$ ( slot ) . find ( ' img ' ) . draggable
revert: shouldStayEquippedWhenDropped
appendTo: @ $el
cursorAt: { left: 35.5 , top: 35.5 }
revertDuration: 200
distance: 10
scroll: false
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zIndex: 100
slot . on ' dragstart ' , => @ selectItemSlot ( slot )
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#- Select/equip event handlers
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onItemSlotClick: (e) ->
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return if @ remainingRequiredEquipment ? . length # Don't let them select a slot if we need them to first equip some require gear.
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@ selectItemSlot ( $ ( e . target ) . closest ( ' .item-slot ' ) )
onUnequippedItemClick: (e) ->
return if @ justDoubleClicked
itemEl = $ ( e . target ) . closest ( ' img.item ' )
@ selectUnequippedItem ( itemEl )
onUnequippedItemDoubleClick: (e) ->
item = $ ( e . target ) . closest ( ' img.item ' )
return if item . hasClass ( ' locked ' ) or item . hasClass ( ' restricted ' )
@ equipSelectedItem ( )
@justDoubleClicked = true
_ . defer => @justDoubleClicked = false
onEquippedItemDoubleClick: -> @ unequipSelectedItem ( )
onClickEquipItemViewed: -> @ equipSelectedItem ( )
onClickUnequipItemViewed: -> @ unequipSelectedItem ( )
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onUnlockButtonClicked: (e) ->
button = $ ( e . target ) . closest ( ' button ' )
if button . hasClass ( ' confirm ' )
item = @ items . get ( $ ( e . target ) . data ( ' item-id ' ) )
purchase = Purchase . makeFor ( item )
purchase . save ( )
#- set local changes to mimic what should happen on the server...
purchased = me . get ( ' purchased ' ) ? { }
purchased . items ? = [ ]
purchased . items . push ( item . get ( ' original ' ) )
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me . set ( ' purchased ' , purchased )
me . set ( ' spent ' , ( me . get ( ' spent ' ) ? 0 ) + item . get ( ' gems ' ) )
#- ...then rerender key bits
@ requireLevelEquipment ( )
@ itemGroups . lockedItems . remove ( item )
@ sortItem ( item )
@ renderSelectors ( " # unequipped " , " # gems-count " )
@ delegateEvents ( )
@ setUpDraggableEventsForAvailableEquipment ( )
@ itemDetailsView . setItem ( item )
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else
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button . addClass ( ' confirm ' ) . text ( $ . i18n . t ( ' play.confirm ' ) )
@ $el . one ' click ' , (e) ->
button . removeClass ( ' confirm ' ) . text ( $ . i18n . t ( ' play.unlock ' ) ) if e . target isnt button [ 0 ]
#- Select/equip higher-level, all encompassing methods the callbacks all use
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selectItemSlot: (slotEl) ->
@ clearSelection ( )
slotEl . addClass ( ' selected ' )
selectedSlotItemID = slotEl . find ( ' img.item ' ) . data ( ' item-id ' )
item = @ items . get ( selectedSlotItemID )
if item then @ showItemDetails ( item , ' unequip ' )
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@ onSelectionChanged ( )
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selectUnequippedItem: (itemEl) ->
@ clearSelection ( )
itemEl . addClass ( ' active ' )
showExtra = if itemEl . hasClass ( ' restricted ' ) then ' restricted ' else if not itemEl . hasClass ( ' locked ' ) then ' equip ' else ' '
@ showItemDetails ( @ items . get ( itemEl . data ( ' item-id ' ) ) , showExtra )
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@ onSelectionChanged ( )
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equipSelectedItem: ->
selectedItemEl = @ getSelectedUnequippedItem ( )
selectedItem = @ items . get ( selectedItemEl . data ( ' item-id ' ) )
return unless selectedItem
allowedSlots = selectedItem . getAllowedSlots ( )
slotEl = @ $el . find ( " .item-slot[data-slot= ' #{ allowedSlots [ 0 ] } ' ] " )
selectedItemEl . effect ( ' transfer ' , to: slotEl , duration: 500 , easing: ' easeOutCubic ' )
unequipped = @ unequipItemFromSlot ( slotEl )
selectedItemEl . addClass ( ' equipped ' )
slotEl . append ( selectedItemEl . clone ( ) )
@ clearSelection ( )
@ showItemDetails ( selectedItem , ' unequip ' )
slotEl . addClass ( ' selected ' )
selectedItem . classes . push ' equipped '
@ makeEquippedSlotDraggable slotEl
@ requireLevelEquipment ( )
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@ onSelectionChanged ( )
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unequipSelectedItem: ->
slotEl = @ getSelectedSlot ( )
@ clearSelection ( )
itemEl = @ unequipItemFromSlot ( slotEl )
return unless itemEl
itemEl . addClass ( ' active ' )
slotEl . effect ( ' transfer ' , to: itemEl , duration: 500 , easing: ' easeOutCubic ' )
selectedSlotItemID = itemEl . data ( ' item-id ' )
item = @ items . get ( selectedSlotItemID )
item.classes = _ . without item . classes , ' equipped '
@ showItemDetails ( item , ' equip ' )
@ requireLevelEquipment ( )
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@ onSelectionChanged ( )
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#- Select/equip helpers
clearSelection: ->
@ deselectAllSlots ( )
@ deselectAllUnequippedItems ( )
@ hideItemDetails ( )
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unequipItemFromSlot: (slotEl) ->
itemEl = slotEl . find ( ' img.item ' )
itemIDToUnequip = itemEl . data ( ' item-id ' )
return unless itemIDToUnequip
itemEl . remove ( )
@ $el . find ( " # unequipped img.item[data-item-id= #{ itemIDToUnequip } ] " ) . removeClass ( ' equipped ' )
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deselectAllSlots: ->
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@ $el . find ( ' # equipped .item-slot.selected ' ) . removeClass ( ' selected ' )
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deselectAllUnequippedItems: ->
@ $el . find ( ' # unequipped img.item ' ) . removeClass ( ' active ' )
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getSlot: (name) ->
@ $el . find ( " .item-slot[data-slot= #{ name } ] " )
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getSelectedSlot: ->
@ $el . find ( ' # equipped .item-slot.selected ' )
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getSelectedUnequippedItem: ->
@ $el . find ( ' # unequipped img.item.active ' )
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onSelectionChanged: ->
@ delegateEvents ( )
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showItemDetails: (item, showExtra) ->
@ itemDetailsView . setItem ( item )
@ $el . find ( ' # item-details-extra > * ' ) . addClass ( ' secret ' )
@ $el . find ( " # #{ showExtra } -item-viewed " ) . removeClass ( ' secret ' )
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hideItemDetails: ->
@ itemDetailsView . setItem ( null )
@ $el . find ( ' # item-details-extra > * ' ) . addClass ( ' secret ' )
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getCurrentEquipmentConfig: ->
config = { }
for slot in @ $el . find ( ' .item-slot ' )
slotName = $ ( slot ) . data ( ' slot ' )
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slotItemID = $ ( slot ) . find ( ' img.item ' ) . data ( ' item-id ' )
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continue unless slotItemID
item = _ . find @ items . models , { id : slotItemID }
config [ slotName ] = item . get ( ' original ' )
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config
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requireLevelEquipment: ->
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# This is temporary, until we have a more general way of awarding items and configuring required/restricted items per level.
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requiredGear = LevelOptions [ @ options . levelID ] ? . requiredGear ? { }
restrictedGear = LevelOptions [ @ options . levelID ] ? . restrictedGear ? { }
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if @ inserted
if @ supermodel . finished ( )
equipment = @ getCurrentEquipmentConfig ( ) # Make sure @equipment is updated
else
equipment = @ equipment
hadRequired = @ remainingRequiredEquipment ? . length
@remainingRequiredEquipment = [ ]
@ $el . find ( ' .should-equip ' ) . removeClass ( ' should-equip ' )
inWorldMap = $ ( ' # world-map-view ' ) . length
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for slot , item of restrictedGear
equipped = equipment [ slot ]
if equipped and equipped is gear [ restrictedGear [ slot ] ]
console . log ' Unequipping restricted item ' , restrictedGear [ slot ] , ' for ' , slot , ' before level ' , @ options . levelID
@ unequipItemFromSlot @ $el . find ( " .item-slot[data-slot= ' #{ slot } ' ] " )
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for slot , item of requiredGear
#continue if item is 'leather-tunic' and inWorldMap and @options.levelID is 'the-raised-sword' # Don't tell them they need it until they need it in the level # ... when we make it so that you can buy it
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equipped = equipment [ slot ]
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continue if equipped and not (
( item is ' builders-hammer ' and equipped in [ gear [ ' simple-sword ' ] , gear [ ' long-sword ' ] ] ) or
( item in [ ' simple-sword ' , ' long-sword ' ] and equipped is gear [ ' builders-hammer ' ] ) or
( item is ' leather-boots ' and equipped is gear [ ' simple-boots ' ] ) or
( item is ' simple-boots ' and equipped is gear [ ' leather-boots ' ] )
)
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itemModel = @ items . findWhere { slug: item }
continue unless itemModel
availableSlotSelector = " # unequipped .item[data-item-id= ' #{ itemModel . id } ' ] "
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@ highlightElement availableSlotSelector , delay: 500 , sides: [ ' right ' ] , rotation: Math . PI / 2
@ $el . find ( availableSlotSelector ) . addClass ' should-equip '
@ $el . find ( " # equipped div[data-slot= ' #{ slot } ' ] " ) . addClass ' should-equip '
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@ $el . find ( ' # double-click-hint ' ) . removeClass ( ' secret ' )
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@ remainingRequiredEquipment . push slot: slot , item: gear [ item ]
if hadRequired and not @ remainingRequiredEquipment . length
@ endHighlight ( )
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@ highlightElement ' # play-level-button ' , duration: 5000
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$ ( ' # play-level-button ' ) . prop ( ' disabled ' , @ remainingRequiredEquipment . length > 0 )
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setHero: (@selectedHero) ->
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@ $el . removeClass ( ' Warrior Ranger Wizard ' ) . addClass ( @ selectedHero . get ( ' heroClass ' ) )
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@ render ( )
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onShown: ->
# Called when we switch tabs to this within the modal
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@ requireLevelEquipment ( )
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onHidden: ->
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# Called when the modal itself is dismissed
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@ endHighlight ( )
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super ( )
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onClickChooseHero: ->
@ hide ( )
@ trigger ' choose-hero-click '
onClickPlayLevel: (e) ->
return if @ $el . find ( ' # play-level-button ' ) . prop ' disabled '
@ showLoading ( )
ua = navigator . userAgent . toLowerCase ( )
unless hasGoneFullScreenOnce or ( /safari/ . test ( ua ) and not /chrome/ . test ( ua ) ) or $ ( window ) . height ( ) >= 658 # Min vertical resolution needed at 1366px wide
@ toggleFullscreen ( )
hasGoneFullScreenOnce = true
@ updateConfig =>
@ trigger ' play-click '
window . tracker ? . trackEvent ' Play Level Modal ' , Action: ' Play '
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updateConfig: (callback, skipSessionSave) ->
sessionHeroConfig = @ options . session . get ( ' heroConfig ' ) ? { }
lastHeroConfig = me . get ( ' heroConfig ' ) ? { }
inventory = @ getCurrentEquipmentConfig ( )
patchSession = patchMe = false
patchSession || = not _ . isEqual inventory , sessionHeroConfig . inventory
patchMe || = not _ . isEqual inventory , lastHeroConfig . inventory
sessionHeroConfig.inventory = inventory
lastHeroConfig.inventory = inventory
if patchMe
console . log ' setting me.heroConfig to ' , JSON . stringify ( lastHeroConfig )
me . set ' heroConfig ' , lastHeroConfig
me . patch ( )
if patchSession
console . log ' setting session.heroConfig to ' , JSON . stringify ( sessionHeroConfig )
@ options . session . set ' heroConfig ' , sessionHeroConfig
@ options . session . patch success: callback unless skipSessionSave
else
callback ? ( )
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destroy: ->
@ stage ? . removeAllChildren ( )
super ( )
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gear =
' simple-boots ' : ' 53e237bf53457600003e3f05 '
' simple-sword ' : ' 53e218d853457600003e3ebe '
' leather-tunic ' : ' 53e22eac53457600003e3efc '
' leather-boots ' : ' 53e2384453457600003e3f07 '
' leather-belt ' : ' 5437002a7beba4a82024a97d '
' programmaticon-i ' : ' 53e4108204c00d4607a89f78 '
' crude-glasses ' : ' 53e238df53457600003e3f0b '
' builders-hammer ' : ' 53f4e6e3d822c23505b74f42 '
2014-11-08 22:33:00 -05:00
' long-sword ' : ' 544d7d1f8494308424f564a3 '
' sundial-wristwatch ' : ' 53e2396a53457600003e3f0f '
' bronze-shield ' : ' 544c310ae0017993fce214bf '
' wooden-glasses ' : ' 53e2167653457600003e3eb3 '
' basic-flags ' : ' 545bacb41e649a4495f887da '