Merge branch 'master' into production

This commit is contained in:
Nick Winter 2014-12-29 09:25:20 -08:00
commit 8f1e67bff5
16 changed files with 142 additions and 144 deletions

View file

@ -4,7 +4,7 @@ CodeCombat
![](https://dl.dropboxusercontent.com/u/138899/GitHub%20Wikis/readme_00.png)
[![Build Status](https://travis-ci.org/codecombat/codecombat.png?branch=master)](https://travis-ci.org/codecombat/codecombat)
CodeCombat is a multiplayer programming game for learning how to code. **See the [Archmage developer wiki](https://github.com/codecombat/codecombat/wiki/Archmage-Home) for a dev setup guide, extensive documentation, and much more.**
CodeCombat is a multiplayer programming game for learning how to code. **See the [Archmage (coder) developer wiki](https://github.com/codecombat/codecombat/wiki/Archmage-Home) for a dev setup guide, extensive documentation, and much more. Every new person that wants to start contributing the project coding should start there**
It's both a startup and a community project, completely open source under the [MIT and Creative Commons licenses](http://codecombat.com/legal). It's the largest open source [CoffeeScript](http://coffeescript.org/) project by lines of code, and since it's a game (with [really cool tech](https://github.com/codecombat/codecombat/wiki/Third-party-software-and-services)), it's really fun to hack on. Join us in teaching the world to code! Your contribution will go on to show millions of players how cool programming can be.

View file

@ -146,13 +146,13 @@ module.exports = nativeDescription: "Español (América Latina)", englishDescrip
fork: "Bifurcar"
play: "Jugar" # When used as an action verb, like "Play next level"
retry: "Reintentar"
# actions: "Actions"
# info: "Info"
# help: "Help"
actions: "Acciones"
info: "Info"
help: "Ayuda"
watch: "Seguir"
unwatch: "No seguir"
submit_patch: "Enviar Parche"
# submit_changes: "Submit Changes"
submit_changes: "Enviar cambios"
general:
and: "y"
@ -160,16 +160,16 @@ module.exports = nativeDescription: "Español (América Latina)", englishDescrip
date: "Fecha"
body: "Cuerpo"
version: "Versión"
# submitter: "Submitter"
# submitted: "Submitted"
submitter: "Emisor" #O originador, que dicen?
submitted: "Enviado"
commit_msg: "Enviar mensaje"
# review: "Review"
review: "Revisión"
version_history: "Historial de Versiones"
version_history_for: "Historial de Versiones para: "
# select_changes: "Select two changes below to see the difference."
# undo: "Undo (Ctrl+Z)"
# redo: "Redo (Ctrl+Shift+Z)"
# play_preview: "Play preview of current level"
select_changes: "Selcciona dos cambios abajo para ver la diferencia"
undo: "Deshacer (Ctrl+Z)"
redo: "Volver a hacer (Ctrl+Shift+Z)"
play_preview: "Mira el avance del nivel"
result: "Resultado"
results: "Resultados"
description: "Descripción"
@ -270,7 +270,7 @@ module.exports = nativeDescription: "Español (América Latina)", englishDescrip
loading_ready: "¡Listo!"
loading_start: "Iniciar nivel"
problem_alert_title: "Revisa tu código"
# problem_alert_help: "Help"
problem_alert_help: "Ayuda"
time_current: "Ahora:"
time_total: "Max:"
time_goto: "Ir a:"
@ -314,7 +314,7 @@ module.exports = nativeDescription: "Español (América Latina)", englishDescrip
save_load_tab: "Guardar/Cargar"
options_tab: "Opciones"
guide_tab: "Guía"
# guide_video_tutorial: "Video Tutorial"
guide_video_tutorial: "Guía en video"
guide_tips: "Pistas"
multiplayer_tab: "Multijugador"
auth_tab: "Ingresar"
@ -329,7 +329,7 @@ module.exports = nativeDescription: "Español (América Latina)", englishDescrip
inventory:
choose_inventory: "Equipar objetos"
equipped_item: "Equipado"
# required_purchase_title: "Required"
required_purchase_title: "Requerido"
available_item: "Disponible"
restricted_title: "Restringido"
should_equip: "(doble-click para equipar)"
@ -349,7 +349,7 @@ module.exports = nativeDescription: "Español (América Latina)", englishDescrip
prompt_title: "Gemas insuficientes"
prompt_body: "¿Quieres obtener más?"
prompt_button: "Entrar al mercado"
# recovered: "Previous gems purchase recovered. Please refresh the page."
recovered: "Se recuperaron las anteriores compras de gemas. Por favor recarga la página"
subscribe:
subscribe_title: "Suscribirse"
@ -478,18 +478,18 @@ module.exports = nativeDescription: "Español (América Latina)", englishDescrip
contact:
contact_us: "Contacta a CodeCombat"
welcome: "¡Qué bueno es escucharte! Usa este formulario para enviarnos un mensaje"
welcome: "¡Qué bueno es escuchar algo de ti! Usa este formulario para enviarnos un mensaje"
forum_prefix: "Para cualquier cosa pública, por favor prueba "
forum_page: "nuestro foro "
forum_suffix: "en su lugar."
# faq_prefix: "There's also a"
# faq: "FAQ"
# subscribe_prefix: "If you need help figuring out a level, please"
# subscribe: "buy a CodeCombat subscription"
# subscribe_suffix: "and we'll be happy to help you with your code."
# subscriber_support: "Since you're a CodeCombat subscriber, your email will get our priority support."
faq_prefix: "También hay un"
faq: "FAQ"
subscribe_prefix: "Si necesitas ayuda para resolver un nivel, por favor"
subscribe: "compra una suscripción de CodeCombat"
subscribe_suffix: "y nosotros estaremos felices de ayudarte con tu código."
subscriber_support: "Como estás suscrito a CodeCombat, tu email tendrá prioridad."
# screenshot_included: "Screenshot included."
# where_reply: "Where should we reply?"
where_reply: "¿A dónde deberíamos responder?"
send: "Enviar Comentario"
contact_candidate: "Contacta un Candidato" # Deprecated
recruitment_reminder: "Usa este formulario para llegar a los candidatos que estés interesado en entrevistar. Recuerda que CodeCombat cobra 18% del primer año de salario. Este honorario se debe a la contratación del empleado y reembolsable por 90 días si el empleado no permanece contratado. Tiempo parcial, remoto, y empleados por contrato son gratis, como así también internos." # Deprecated
@ -557,10 +557,10 @@ module.exports = nativeDescription: "Español (América Latina)", englishDescrip
introduction: "Mira las maneras en las que puedes involucrarte adelante y decide qué es más divertido. ¡Queremos trabajar contigo!"
level_editor_prefix: "Usar CodeCombat"
level_editor_suffix: "para crear y editar niveles. Los han creado niveles para sus clases, amigos, hackatones, estudiantes, familiares. Si crear un nuevo juego luce intimidante puedes ¡comenzar con base en uno nuestro!"
# thang_editor_prefix: "We call units within the game 'thangs'. Use the"
# thang_editor_suffix: "to modify the CodeCombat source artwork. Allow units to throw projectiles, alter the direction of an animation, change a unit's hit points, or upload your own vector sprites."
# article_editor_prefix: "See a mistake in some of our docs? Want to make some instructions for your own creations? Check out the"
# article_editor_suffix: "and help CodeCombat players get the most out of their playtime."
thang_editor_prefix: "Nosotros llamamos a las unidades del juego 'thangs'. Usa el"
thang_editor_suffix: "para modificar el arte de CodeCombat. Permite a las unidades lanzar proyectiles, altera la dirección de una animación, cambia los puntos de vida de una unidad o sube tu propio sprite de vectores."
article_editor_prefix: "¿Ves algún error en nuestros documentos? ¿Quieres hacer algunas instrucciones para tus propias creaciones? Revisa el"
article_editor_suffix: "y ayuda a los jugadores de CodeCombat conseguir lo más posible de su tiempo jugando."
find_us: "Encuentranos en etsos sitios"
social_blog: "Lee el blog de CodeCombat en Sett"
social_discource: "Unite a la discusión en nuestro foro"
@ -573,22 +573,22 @@ module.exports = nativeDescription: "Español (América Latina)", englishDescrip
classes:
archmage_title: "Archimago"
archmage_title_description: "(Desarrollador)"
# archmage_summary: "If you are a developer interested in coding educational games, become an archmage to help us build CodeCombat!"
archmage_summary: "Si eres un programador interesado en juegos educativos, conviértete en un archimago y ayúdanos a construir CodeCombat!"
artisan_title: "Artesano"
artisan_title_description: "(Constructor de Niveles)"
# artisan_summary: "Build and share levels for you and your friends to play. Become an Artisan to learn the art of teaching others to program."
artisan_summary: "Construye y comparte niveles para que tú y tus amigos jueguen. Conviértete en un Artesano y aprende el arte the enseñar a los demás a programar."
adventurer_title: "Aventurero"
adventurer_title_description: "(Probador de Niveles)"
# adventurer_summary: "Get our new levels (even our subscriber content) for free one week early and help us work out bugs before our public release."
adventurer_summary: "Consigue nuestros nuevos niveles| (even our subscriber content) for free one week early and help us work out bugs before our public release."
scribe_title: "Escriba"
scribe_title_description: "(Editor de Artículos)"
# scribe_summary: "Good code needs good documentation. Write, edit, and improve the docs read by millions of players across the globe."
diplomat_title: "Diplomado"
scribe_summary: "Buen código necesita buena documentación. Escribe, edita y mejora los documentos leídos por millones de jugadores en el mundo."
diplomat_title: "Diplomático"
diplomat_title_description: "(Traductor)"
# diplomat_summary: "CodeCombat is localized in 45+ languages by our Diplomats. Help us out and contribute translations."
diplomat_summary: "CodeCombat está traducido a más de 45 idiomas por nuestros diplomáticos. Ayúdanos y contribuye con las traducciones."
ambassador_title: "Embajador"
ambassador_title_description: "(Soporte)"
# ambassador_summary: "Tame our forum users and provide direction for those with questions. Our ambassadors represent CodeCombat to the world."
ambassador_summary: "Ayuda a responder las preguntas de los usuarios del foro. Nuestros Embajadores representan CodeCombat en todo el mundo."
editor:
main_title: "Editor de CodeCombat"

View file

@ -97,62 +97,62 @@ module.exports = nativeDescription: "Македонски", englishDescription:
# campaign_classic_algorithms: "Classic Algorithms"
# campaign_classic_algorithms_description: "... in which you learn the most popular algorithms in Computer Science."
# login:
# sign_up: "Create Account"
# log_in: "Log In"
# logging_in: "Logging In"
# log_out: "Log Out"
# forgot_password: "Forgot your password?"
# authenticate_gplus: "Authenticate G+"
# load_profile: "Load G+ Profile"
# load_email: "Load G+ Email"
# finishing: "Finishing"
# sign_in_with_facebook: "Sign in with Facebook"
# sign_in_with_gplus: "Sign in with G+"
# signup_switch: "Want to create an account?"
login:
sign_up: "Направи Сметка"
log_in: "Најави се"
logging_in: "Најавувањето е во тек"
log_out: "Одјави се"
forgot_password: "Ја заборави својата лозинка?"
authenticate_gplus: "Провери G+ најава"
load_profile: "Вчитај G+ Профил"
load_email: "Вчитај G+ Email"
finishing: "Завршување"
sign_in_with_facebook: "Најави се со Facebook"
sign_in_with_gplus: "Најави се со G+"
signup_switch: "Сакаш да направиш сметка?"
# signup:
# email_announcements: "Receive announcements by email"
# creating: "Creating Account..."
# sign_up: "Sign Up"
# log_in: "log in with password"
# social_signup: "Or, you can sign up through Facebook or G+:"
# required: "You need to log in before you can go that way."
# login_switch: "Already have an account?"
signup:
email_announcements: "Примај соопштенија преку email"
creating: "Сметката се прави..."
sign_up: "Направи Сметка"
log_in: "најави се со лозинка"
social_signup: "Или, можеш да се пријавиш преку Facebook или G+:"
required: "Мораш да се најавиш за да имаш пристап таму."
login_switch: "Веќе имаш сметка?"
# recover:
# recover_account_title: "Recover Account"
# send_password: "Send Recovery Password"
# recovery_sent: "Recovery email sent."
recover:
recover_account_title: "Врати Сметка"
send_password: "Испрати лозинка за враќање"
recovery_sent: "Email-от за враќање на лозинката е испратен."
# items:
# primary: "Primary"
# secondary: "Secondary"
# armor: "Armor"
# accessories: "Accessories"
# misc: "Misc"
# books: "Books"
items:
primary: "Главно"
secondary: "Споредно"
armor: "Оклоп"
accessories: "Додатоци"
misc: "Разно"
books: "Книги"
# common:
# loading: "Loading..."
# saving: "Saving..."
# sending: "Sending..."
# send: "Send"
# cancel: "Cancel"
# save: "Save"
# publish: "Publish"
# create: "Create"
# manual: "Manual"
common:
loading: "Вчитување..."
saving: "Зачувување..."
sending: "Испраќање..."
send: "Испрати"
cancel: "Откажи"
save: "Зачувај"
publish: "Објави"
create: "Направи"
manual: "Прирачник"
# fork: "Fork"
# play: "Play" # When used as an action verb, like "Play next level"
# retry: "Retry"
# actions: "Actions"
# info: "Info"
# help: "Help"
play: "Играј" # When used as an action verb, like "Play next level"
retry: "Обиди се повторно"
actions: "Дејствија"
info: "Инфо"
help: "Помош"
# watch: "Watch"
# unwatch: "Unwatch"
# submit_patch: "Submit Patch"
# submit_changes: "Submit Changes"
submit_patch: "Поднеси Закрпа"
submit_changes: "Поднеси Промени"
# general:
# and: "and"
@ -193,21 +193,21 @@ module.exports = nativeDescription: "Македонски", englishDescription:
# player: "Player"
# player_level: "Level" # Like player level 5, not like level: Dungeons of Kithgard
# units:
# second: "second"
# seconds: "seconds"
# minute: "minute"
# minutes: "minutes"
# hour: "hour"
# hours: "hours"
# day: "day"
# days: "days"
# week: "week"
# weeks: "weeks"
# month: "month"
# months: "months"
# year: "year"
# years: "years"
units:
second: "секунда"
seconds: "секунди"
minute: "минута"
minutes: "минути"
hour: "час"
hours: "часови"
day: "ден"
days: "денови"
week: "недела"
weeks: "недели"
month: "месец"
months: "месеци"
year: "година"
years: "години"
# play_level:
# done: "Done"

View file

@ -59,7 +59,7 @@ block footer
#footer-links
a(href='/contribute', tabindex=-1, data-i18n="nav.contribute") Contribute
a(href='/legal', tabindex=-1, data-i18n="nav.legal") Legal
a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="core/ContactModal", data-i18n="nav.contact") Contact
a(tabindex=-1, data-toggle="coco-modal", data-target="core/ContactModal", data-i18n="nav.contact") Contact
a(href='/teachers', data-i18n="nav.teachers") Teachers
a(href="/play-old", data-i18n="play.older_campaigns") Older Campaigns
if me.isAdmin()
@ -80,7 +80,7 @@ block footer
span
span © All Rights Reserved
br
span CodeCombat 2014
span CodeCombat 2015
img#footer-logo(src="/images/pages/base/logo.png", alt="CodeCombat")
span
span Site Design by

View file

@ -31,7 +31,7 @@
.form-group
if mode === 'login'
div#recover-account-wrapper
a(data-toggle="coco-modal", data-target="core/RecoverModal", data-i18n="login.forgo_password")#link-to-recover Forgot your password?
a(data-toggle="coco-modal", data-target="core/RecoverModal", data-i18n="login.forgot_password")#link-to-recover Forgot your password?
label.control-label(for="password")
span(data-i18n="general.password") Password
| :

View file

@ -7,7 +7,7 @@
each level in levels
if !level.hidden
div(style="left: #{level.position.x}%; bottom: #{level.position.y}%; background-color: #{level.color}", class="level" + (level.next ? " next" : "") + (level.disabled ? " disabled" : "") + (level.locked ? " locked" : "") + " " + levelStatusMap[level.slug] || "", data-level-slug=level.slug, title=level.name + (level.disabled ? ' (Coming Soon to Adventurers)' : ''))
div(style="left: #{level.position.x}%; bottom: #{level.position.y}%; background-color: #{level.color}", class="level" + (level.next ? " next" : "") + (level.disabled ? " disabled" : "") + (level.locked ? " locked" : "") + " " + levelStatusMap[level.slug] || "", data-level-slug=level.slug, data-level-original=level.original, title=level.name + (level.disabled ? ' (Coming Soon to Adventurers)' : ''))
if level.unlocksHero && !level.unlockedHero
img.hero-portrait(src=level.unlocksHero.img)
a(href=level.type == 'hero' ? '#' : level.disabled ? "/play" : "/play/#{level.levelPath || 'level'}/#{level.slug}", disabled=level.disabled, data-level-slug=level.slug, data-level-path=level.levelPath || 'level', data-level-name=level.name)

View file

@ -33,7 +33,7 @@ module.exports = class ForkModal extends ModalView
if @model.schema().properties.permissions
newModel.set 'permissions', [access: 'owner', target: me.id]
newPathPrefix = "editor/#{@editorPath}/"
res = newModel.save()
res = newModel.save(null, {type: 'POST'}) # Override PUT so we can trigger postFirstVersion logic
return unless res
res.error =>
@hideLoading()

View file

@ -83,7 +83,7 @@ module.exports = class ArticleEditView extends RootView
newArticle = if e.major then @article.cloneNewMajorVersion() else @article.cloneNewMinorVersion()
newArticle.set('commitMessage', e.commitMessage)
res = newArticle.save()
res = newArticle.save(null, {type: 'POST'}) # Override PUT so we can trigger postNewVersion logic
return unless res
modal = @$el.find('#save-version-modal')
@enableModalInProgress(modal)

View file

@ -28,7 +28,7 @@ module.exports = class NewLevelComponentModal extends ModalView
component.set 'name', name
component.set 'code', component.get('code', true).replace(/AttacksSelf/g, name)
component.set 'permissions', [{access: 'owner', target: me.id}] # Private until saved in a published Level
res = component.save()
res = component.save(null, {type: 'POST'}) # Override PUT so we can trigger postFirstVersion logic
return unless res
@showLoading()

View file

@ -97,7 +97,7 @@ module.exports = class SaveLevelModal extends SaveVersionModal
tuples = _.zip(modelsToSave, formsToSave)
for [newModel, form] in tuples
newModel.updateI18NCoverage() if newModel.get('i18nCoverage')
res = newModel.save()
res = newModel.save(null, {type: 'POST'}) # Override PUT so we can trigger postNewVersion logic
do (newModel, form) =>
res.error =>
@hideLoading()

View file

@ -22,7 +22,7 @@ module.exports = class NewLevelSystemModal extends ModalView
system.set 'name', name
system.set 'code', system.get('code').replace(/Jitter/g, name)
system.set 'permissions', [{access: 'owner', target: me.id}] # Private until saved in a published Level
res = system.save()
res = system.save(null, {type: 'POST'}) # Override PUT so we can trigger postFirstVersion logic
return unless res
@showLoading()

View file

@ -36,7 +36,7 @@ module.exports = class NewModelModal extends ModalView
onModelSubmitted: (e) ->
e.preventDefault()
model = @makeNewModel()
res = model.save()
res = model.save(null, {type: 'POST'}) # Override PUT so we can trigger postFirstVersion logic if needed
return unless res
forms.clearFormAlerts @$el

View file

@ -367,7 +367,7 @@ module.exports = class ThangTypeEditView extends RootView
newThangType.set('commitMessage', e.commitMessage)
newThangType.updateI18NCoverage() if newThangType.get('i18nCoverage')
res = newThangType.save()
res = newThangType.save(null, {type: 'POST'}) # Override PUT so we can trigger postNewVersion logic
return unless res
modal = $('#save-version-modal')
@enableModalInProgress(modal)

View file

@ -10,7 +10,7 @@ require 'views/modal/RevertModal'
module.exports = class I18NEditModelView extends RootView
className: 'editor i18n-edit-model-view'
template: template
events:
'change .translation-input': 'onInputChanged'
'change #language-select': 'onLanguageSelectChanged'
@ -22,11 +22,11 @@ module.exports = class I18NEditModelView extends RootView
@model = @supermodel.loadModel(@model, 'model').model
@model.saveBackups = true
@selectedLanguage = me.get('preferredLanguage', true)
showLoading: ($el) ->
$el ?= @$el.find('.outer-content')
super($el)
onLoaded: ->
super()
@model.markToRevert() unless @model.hasLocalChanges()
@ -36,14 +36,14 @@ module.exports = class I18NEditModelView extends RootView
c.model = @model
c.selectedLanguage = @selectedLanguage
@translationList = []
if @supermodel.finished() then @buildTranslationList() else []
result.index = index for result, index in @translationList
c.translationList = @translationList
c
afterRender: ->
super()
@ -63,7 +63,7 @@ module.exports = class I18NEditModelView extends RootView
toEditor.on 'change', @onEditorChange
editors = editors.concat([englishEditor, toEditor])
)
for editor in editors
session = editor.getSession()
session.setTabSize 2
@ -80,17 +80,17 @@ module.exports = class I18NEditModelView extends RootView
@onTranslationChanged(rowInfo, value)
wrapRow: (title, key, enValue, toValue, path, format) ->
@translationList.push {
@translationList.push {
title: title,
key: key,
enValue: enValue,
toValue: toValue or '',
key: key,
enValue: enValue,
toValue: toValue or '',
path: path
format: format
}
buildTranslationList: -> [] # overwrite
onInputChanged: (e) ->
index = $(e.target).data('index')
rowInfo = @translationList[index]
@ -98,10 +98,10 @@ module.exports = class I18NEditModelView extends RootView
@onTranslationChanged(rowInfo, value)
onTranslationChanged: (rowInfo, value) ->
#- Navigate down to where the translation will live
base = @model.attributes
for seg in rowInfo.path
base = base[seg]
@ -109,19 +109,19 @@ module.exports = class I18NEditModelView extends RootView
base[@selectedLanguage] ?= {}
base = base[@selectedLanguage]
if rowInfo.key.length > 1
for seg in rowInfo.key[..-2]
base[seg] ?= {}
base = base[seg]
#- Set the data in a non-kosher way
base[rowInfo.key[rowInfo.key.length-1]] = value
@model.saveBackup()
#- Enable patch submit button
@$el.find('#patch-submit').attr('disabled', null)
onLanguageSelectChanged: (e) ->
@ -131,19 +131,19 @@ module.exports = class I18NEditModelView extends RootView
me.set('preferredLanguage', @selectedLanguage)
me.patch()
@render()
onSubmitPatch: (e) ->
delta = @model.getDelta()
flattened = deltasLib.flattenDelta(delta)
save = _.all(flattened, (delta) ->
return _.isArray(delta.o) and delta.o.length is 1 and 'i18n' in delta.dataPath
)
if save
modelToSave = @model.cloneNewMinorVersion()
modelToSave.updateI18NCoverage() if modelToSave.get('i18nCoverage')
else
modelToSave = new Patch()
modelToSave.set 'delta', @model.getDelta()
@ -154,13 +154,13 @@ module.exports = class I18NEditModelView extends RootView
if @modelClass.schema.properties.commitMessage
commitMessage = "Diplomat submission for lang #{@selectedLanguage}: #{flattened.length} change(s)."
modelToSave.set 'commitMessage', commitMessage
modelToSave.set 'commitMessage', commitMessage
errors = modelToSave.validate()
button = $(e.target)
button.attr('disabled', 'disabled')
return button.text('Failed to Submit Changes') if errors
res = modelToSave.save()
res = modelToSave.save(null, {type: 'POST'}) # Override PUT so we can trigger postNewVersion logic
return button.text('Failed to Submit Changes') unless res
res.error => button.text('Error Submitting Changes')
res.success => button.text('Submit Changes')

View file

@ -136,15 +136,14 @@ module.exports = class CampaignView extends RootView
level.position ?= { x: 10, y: 10 }
level.locked = not me.ownsLevel level.original
level.locked = false if @levelStatusMap[level.slug] in ['started', 'complete']
level.locked = false if me.get('slug') is 'nick'
level.locked = false if @editorMode
level.disabled = true if not me.isAdmin() and level.adminOnly and not @levelStatusMap[level.slug] in ['started', 'complete']
level.disabled = true if level.adminOnly and @levelStatusMap[level.slug] not in ['started', 'complete']
level.color = 'rgb(255, 80, 60)'
if level.requiresSubscription
level.color = 'rgb(80, 130, 200)'
if level.unlocksHero
level.unlockedHero = level.unlocksHero.originalID in (me.get('earned')?.heroes or [])
level.hidden = level.locked or level.disabled
level.hidden = level.locked
# put lower levels in last, so in the world map they layer over one another properly.
context.campaign.levels = (_.sortBy context.campaign.levels, (l) -> l.position.y).reverse()
@ -181,7 +180,7 @@ module.exports = class CampaignView extends RootView
bg = $('.map-background')
x = ($(@).offset().left - bg.offset().left + $(@).outerWidth() / 2) / bg.width()
y = 1 - ($(@).offset().top - bg.offset().top + $(@).outerHeight() / 2) / bg.height()
e = { position: { x: (100 * x), y: (100 * y) }, levelOriginal: $(@).data('level-slug'), campaignID: $(@).data('campaign-id') }
e = { position: { x: (100 * x), y: (100 * y) }, levelOriginal: $(@).data('level-original'), campaignID: $(@).data('campaign-id') }
view.trigger 'level-moved', e if e.levelOriginal
view.trigger 'adjacent-campaign-moved', e if e.campaignID
@updateVolume()
@ -248,7 +247,7 @@ module.exports = class CampaignView extends RootView
if level.requiresSubscription and @requiresSubscription and not @levelStatusMap[level.slug] and not level.adventurer
@openModalView new SubscribeModal()
window.tracker?.trackEvent 'Show subscription modal', category: 'Subscription', label: 'map level clicked', level: levelSlug
else if $(e.target).attr('disabled')
else if $(e.target).attr('disabled') and not me.isAdmin()
Backbone.Mediator.publish 'router:navigate', route: '/contribute/adventurer'
return
else if $(e.target).parent().hasClass 'locked'

View file

@ -34,7 +34,7 @@ module.exports = class Handler
hasAccessToDocument: (req, document, method=null) ->
return true if req.user?.isAdmin()
if @modelClass.schema.uses_coco_translation_coverage and (method or req.method).toLowerCase() is 'put'
if @modelClass.schema.uses_coco_translation_coverage and (method or req.method).toLowerCase() is 'post'
return true if @isJustFillingTranslations(req, document)
if @modelClass.schema.uses_coco_permissions
@ -335,8 +335,7 @@ module.exports = class Handler
put: (req, res, id) ->
# Client expects PATCH behavior for PUTs
# Real PATCHs return incorrect HTTP responses in some environments (e.g. Browserstack, schools)
return @postNewVersion(req, res) if @modelClass.schema.uses_coco_versions # Old logic - https://github.com/codecombat/codecombat/commit/0bdec68cfc2997a1d03458e516ecedd7c7f389a9#diff-859d2856438fffa609001ae3b7b74c27R331
#return @sendForbiddenError(res) if @modelClass.schema.uses_coco_versions and not req.user.isAdmin() # New logic (from campaign editor) that breaks saving versioned documents, like in the level editor.
return @sendForbiddenError(res) if @modelClass.schema.uses_coco_versions and not req.user.isAdmin() # Campaign editor just saves over things.
return @sendBadInputError(res, 'No input.') if _.isEmpty(req.body)
return @sendForbiddenError(res) unless @hasAccess(req)
@getDocumentForIdOrSlug req.body._id or id, (err, document) =>