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Not including levels that are unlocked in later campaigns in level counts for earlier campaigns until they are started.
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commit
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2 changed files with 10 additions and 3 deletions
app
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@ -568,6 +568,9 @@ $gameControlMargin: 30px
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color: white
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text-shadow: black 2px 2px 0, black -2px -2px 0, black 2px -2px 0, black -2px 2px 0, black 2px 0px 0, black 0px -2px 0, black -2px 0px 0, black 0px 2px 0
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.campaign-locked
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margin: 32px 0
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.campaign-description
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margin: 0px 40px
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background: transparent url(/images/level/popover_border_background.png) no-repeat
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@ -198,7 +198,7 @@ module.exports = class CampaignView extends RootView
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if @campaigns
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context.campaigns = {}
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for campaign in @campaigns.models
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for campaign in @campaigns.models when campaign.get('slug') isnt 'auditions'
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context.campaigns[campaign.get('slug')] = campaign
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if @sessions.loaded
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levels = _.values($.extend true, {}, campaign.get('levels') ? {})
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@ -276,10 +276,14 @@ module.exports = class CampaignView extends RootView
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countLevels: (levels) ->
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count = total: 0, completed: 0
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for level in levels
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for level, levelIndex in levels
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@annotateLevel level unless level.locked? # Annotate if we haven't already.
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unless level.disabled
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++count.total
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unlockedInSameCampaign = levelIndex < 5 # First few are always counted (probably unlocked in previous campaign)
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for otherLevel in levels when not unlockedInSameCampaign and otherLevel isnt level
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for reward in (otherLevel.rewards ? []) when reward.level
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unlockedInSameCampaign ||= reward.level is level.original
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++count.total if unlockedInSameCampaign or not level.locked
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++count.completed if @levelStatusMap[level.slug] is 'complete'
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count
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