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https://github.com/codeninjasllc/codecombat.git
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Merge branch 'master' into production
This commit is contained in:
commit
22e7bb8643
9 changed files with 121 additions and 22 deletions
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@ -391,7 +391,7 @@
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prompt_body: "Do you want to get more?"
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prompt_body: "Do you want to get more?"
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prompt_button: "Enter Shop"
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prompt_button: "Enter Shop"
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recovered: "Previous gems purchase recovered. Please refresh the page."
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recovered: "Previous gems purchase recovered. Please refresh the page."
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or_subscribe: "Or 3500 gems/mo if you..."
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price: "x3500 / mo"
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subscribe:
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subscribe:
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comparison_blurb: "Sharpen your skills with a CodeCombat subscription!"
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comparison_blurb: "Sharpen your skills with a CodeCombat subscription!"
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@ -455,6 +455,14 @@
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blocks: "Blocks" # As in "this shield blocks this much damage"
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blocks: "Blocks" # As in "this shield blocks this much damage"
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backstab: "Backstab" # As in "this dagger does this much backstab damage"
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backstab: "Backstab" # As in "this dagger does this much backstab damage"
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skills: "Skills"
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skills: "Skills"
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attack_1: "Deals"
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attack_2: "of listed"
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attack_3: "weapon damage."
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health_1: "Gains"
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health_2: "of listed"
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health_3: "armor health."
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speed_1: "Moves at"
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speed_2: "meters per second."
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available_for_purchase: "Available for Purchase" # Shows up when you have unlocked, but not purchased, a hero in the hero store
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available_for_purchase: "Available for Purchase" # Shows up when you have unlocked, but not purchased, a hero in the hero store
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level_to_unlock: "Level to unlock:" # Label for which level you have to beat to unlock a particular hero (click a locked hero in the store to see)
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level_to_unlock: "Level to unlock:" # Label for which level you have to beat to unlock a particular hero (click a locked hero in the store to see)
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restricted_to_certain_heroes: "Only certain heroes can play this level."
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restricted_to_certain_heroes: "Only certain heroes can play this level."
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@ -534,10 +542,10 @@
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cat_blurb: "Airbender"
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cat_blurb: "Airbender"
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josh_title: "Game Designer"
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josh_title: "Game Designer"
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josh_blurb: "Floor Is Lava"
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josh_blurb: "Floor Is Lava"
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retrostyle_title: "Illustration"
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retrostyle_blurb: "RetroStyle"
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jose_title: "Music"
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jose_title: "Music"
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jose_blurb: "Taking Off"
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jose_blurb: "Taking Off"
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retrostyle_title: "Illustration"
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retrostyle_blurb: "RetroStyle Games"
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teachers:
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teachers:
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title: "CodeCombat for Teachers"
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title: "CodeCombat for Teachers"
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@ -356,13 +356,22 @@ module.exports = class ThangType extends CocoModel
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else
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else
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classSpecificScore = stat * 5
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classSpecificScore = stat * 5
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classAverage = @classStatAverages[prop][@get('heroClass')]
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classAverage = @classStatAverages[prop][@get('heroClass')]
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stats[prop] = Math.round(2 * ((classAverage - 2.5) + classSpecificScore / 2)) / 2 / 10
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stats[prop] =
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relative: Math.round(2 * ((classAverage - 2.5) + classSpecificScore / 2)) / 2 / 10
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absolute: stat
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pieces = ($.i18n.t "choose_hero.#{prop}_#{num}" for num in [1 .. 3])
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percent = Math.round(stat * 100) + '%'
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className = $.i18n.t "general.#{_.string.slugify @get('heroClass')}"
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stats[prop].description = [pieces[0], percent, pieces[1], className, pieces[2]].join ' '
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minSpeed = 4
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minSpeed = 4
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maxSpeed = 16
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maxSpeed = 16
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speedRange = maxSpeed - minSpeed
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speedRange = maxSpeed - minSpeed
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speedPoints = rawNumbers.speed - minSpeed
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speedPoints = rawNumbers.speed - minSpeed
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stats.speed = Math.round(20 * speedPoints / speedRange) / 2 / 10
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stats.speed =
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relative: Math.round(20 * speedPoints / speedRange) / 2 / 10
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absolute: rawNumbers.speed
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description: "#{$.i18n.t 'choose_hero.speed_1'} #{rawNumbers.speed} #{$.i18n.t 'choose_hero.speed_2'}"
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stats.skills = (_.string.titleize(_.string.humanize(skill)) for skill in programmableConfig.programmableProperties when skill isnt 'say')
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stats.skills = (_.string.titleize(_.string.humanize(skill)) for skill in programmableConfig.programmableProperties when skill isnt 'say')
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@ -4,7 +4,7 @@ PaymentSchema = c.object({title: 'Payment', required: []}, {
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purchaser: c.objectId(links: [ {rel: 'extra', href: '/db/user/{($)}'} ]) # in case of gifts
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purchaser: c.objectId(links: [ {rel: 'extra', href: '/db/user/{($)}'} ]) # in case of gifts
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recipient: c.objectId(links: [ {rel: 'extra', href: '/db/user/{($)}'} ])
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recipient: c.objectId(links: [ {rel: 'extra', href: '/db/user/{($)}'} ])
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service: { enum: ['stripe', 'ios' ]}
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service: { enum: ['stripe', 'ios', 'invoice']}
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amount: { type: 'integer', description: 'Payment in cents.' }
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amount: { type: 'integer', description: 'Payment in cents.' }
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created: c.date({title: 'Created', readOnly: true})
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created: c.date({title: 'Created', readOnly: true})
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gems: { type: 'integer', description: 'The number of gems acquired.' }
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gems: { type: 'integer', description: 'The number of gems acquired.' }
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@ -146,9 +146,9 @@ block content
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.team_bio
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.team_bio
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h4.team_name
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h4.team_name
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a(href="http://retrostylegames.com/") Pavel Konstantinov
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a(href="http://retrostylegames.com/") Pavel Konstantinov
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p(data-i18n="about.pavel_title")
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p(data-i18n="about.retrostyle_title")
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| Illustration
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| Illustration
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p(data-i18n="about.pavel_blurb")
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p(data-i18n="about.retrostyle_blurb")
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| RetroStyle Games
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| RetroStyle Games
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a(href="http://retrostylegames.com/")
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a(href="http://retrostylegames.com/")
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@ -156,7 +156,7 @@ block content
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.team_bio
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.team_bio
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h4.team_name
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h4.team_name
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a(href="http://retrostylegames.com/") Oleg Ulyanickiy
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a(href="http://retrostylegames.com/") Oleg Ulyanickiy
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p(data-i18n="about.oleg_title")
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p(data-i18n="about.retrostyle_title")
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| Illustration
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| Illustration
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p(data-i18n="about.oleg_blurb")
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p(data-i18n="about.retrostyle_blurb")
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| RetroStyle Games
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| RetroStyle Games
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@ -20,7 +20,7 @@
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span= product.price
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span= product.price
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.product
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.product
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h4 x3500 / mo
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h4(data-i18n="buy_gems.price") x3500 / mo
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h3(data-i18n="account.subscription")
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h3(data-i18n="account.subscription")
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button.start-subscription-button.btn.btn-lg.btn-illustrated.btn-success(data-i18n="subscribe.subscribe_title") Subscribe
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button.start-subscription-button.btn.btn-lg.btn-illustrated.btn-success(data-i18n="subscribe.subscribe_title") Subscribe
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@ -45,4 +45,3 @@
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div#close-modal
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div#close-modal
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span.glyphicon.glyphicon-remove
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span.glyphicon.glyphicon-remove
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@ -52,11 +52,11 @@
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.stat-label(data-i18n='choose_hero.skills')
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.stat-label(data-i18n='choose_hero.skills')
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.stat-value= hero.stats.skills.join(', ')
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.stat-value= hero.stats.skills.join(', ')
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for stat in ['attack', 'health', 'speed']
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for stat in ['attack', 'health', 'speed']
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.hero-stat-row(class=stat)
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.hero-stat-row(class=stat, title=hero.stats[stat].description)
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.stat-label(data-i18n='choose_hero.'+stat)
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.stat-label(data-i18n='choose_hero.'+stat)
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.stat-value
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.stat-value
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.stat-progress
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.stat-progress
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.stat-progress-bar(style="width: " + (parseInt(hero.stats[stat]*100)) + "%")
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.stat-progress-bar(style="width: " + (parseInt(hero.stats[stat].relative * 100)) + "%")
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a.left(role="button", data-slide="prev", href="#hero-carousel")
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a.left(role="button", data-slide="prev", href="#hero-carousel")
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span.glyphicon.glyphicon-play
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span.glyphicon.glyphicon-play
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@ -266,6 +266,7 @@ module.exports = class CampaignEditorView extends RootView
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class LevelsNode extends TreemaObjectNode
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class LevelsNode extends TreemaObjectNode
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valueClass: 'treema-levels'
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valueClass: 'treema-levels'
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@levels: {}
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@levels: {}
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ordered: true
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buildValueForDisplay: (valEl, data) ->
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buildValueForDisplay: (valEl, data) ->
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@buildValueForDisplaySimply valEl, ''+_.size(data)
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@buildValueForDisplaySimply valEl, ''+_.size(data)
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@ -29,6 +29,18 @@ module.exports = class SaveCampaignModal extends ModalView
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onClickSaveButton: ->
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onClickSaveButton: ->
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@showLoading()
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@showLoading()
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@reverseLevelsBeforeSave()
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modelsBeingSaved = (model.patch() for model in @modelsToSave.models)
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modelsBeingSaved = (model.patch() for model in @modelsToSave.models)
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modelsBeingSaved = modelsBeingSaved
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$.when(_.compact(modelsBeingSaved)...).done(-> document.location.reload())
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$.when(_.compact(modelsBeingSaved)...).done(-> document.location.reload())
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reverseLevelsBeforeSave: ->
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# For some unfathomable reason, not in our code anywhere, the levels get reversed during the save somehow.
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# Since we want to maintain their orders, we reverse them first, so that when they're reversed again, it's right.
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# Yaaaay!
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return unless campaign = _.find @modelsToSave.models, (m) -> m.constructor.className is 'Campaign'
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levelsReversed = {}
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levels = campaign.get 'levels'
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levelIDs = _.keys(levels).reverse()
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for levelID in levelIDs
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levelsReversed[levelID] = levels[levelID]
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campaign.set 'levels', levelsReversed
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70
scripts/mongodb/addExternalSubs.js
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70
scripts/mongodb/addExternalSubs.js
Normal file
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@ -0,0 +1,70 @@
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// Add externally purchased subscriptions
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// Usage:
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// Edit hard coded data below.
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// mongo <address>:<port>/<database> <script file> -u <username> -p <password>
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// Skips duplicate payments, but this might be incorrect depending on the scenario
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// TODO: output emails not found
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var emails = ['pam@fred.com', 'Bob@fred.com'];
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var purchaserID = '54ed0ac0ca7f1c421c025b3d';
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var endDate = '2015-06-01';
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var gems = 10500;
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var amount = 1750;
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var service = 'invoice';
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emails = emails.map(function(e) { return e.toLowerCase();});
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log("Input Data");
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log("service\t" + service);
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log("purchaserID\t" + purchaserID);
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log("end date\t" + endDate);
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log("gems\t" + gems);
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log("amount\t" + amount);
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log("emails");
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log(emails);
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// 1. Set free = endDate, updated purchased.gems
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db.users.update(
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{emailLower: {$in: emails}, "stripe.free": {$ne: endDate}},
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{
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$set: {
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"stripe.free": endDate
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},
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$inc: {
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"purchased.gems": gems
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}
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},
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{
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multi: true
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}
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);
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// 2. create Payment objects
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var cursor = db.users.find({emailLower: {$in: emails}});
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while (cursor.hasNext()) {
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var doc = cursor.next();
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var criteria = {
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purchaser: ObjectId(purchaserID),
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recipient: doc._id,
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service: service,
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gems: gems,
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amount: amount
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}
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if (db.payments.findOne(criteria)) {
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log("Already have a payment for " + doc.email);
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}
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else {
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db.payments.insert(criteria);
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log("Added payment for " + doc.email);
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}
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}
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function log(str) {
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print(new Date().toISOString() + " " + str);
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}
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