ModalView = require 'views/core/ModalView' template = require 'templates/play/menu/inventory-modal' buyGemsPromptTemplate = require 'templates/play/modal/buy-gems-prompt' {me} = require 'core/auth' ThangType = require 'models/ThangType' CocoCollection = require 'collections/CocoCollection' ItemView = require './ItemView' SpriteBuilder = require 'lib/sprites/SpriteBuilder' ItemDetailsView = require 'views/play/modal/ItemDetailsView' Purchase = require 'models/Purchase' BuyGemsModal = require 'views/play/modal/BuyGemsModal' CreateAccountModal = require 'views/core/CreateAccountModal' hasGoneFullScreenOnce = false module.exports = class InventoryModal extends ModalView id: 'inventory-modal' className: 'modal fade play-modal' template: template 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 ringSlots: ['left-ring', 'right-ring'] closesOnClickOutside: false # because draggable somehow triggers hide when you don't drag onto a draggable events: 'click .item-slot': 'onItemSlotClick' 'click #unequipped .item': 'onUnequippedItemClick' 'doubletap #unequipped .item': 'onUnequippedItemDoubleClick' 'doubletap .item-slot .item': 'onEquippedItemDoubleClick' 'click button.equip-item': 'onClickEquipItemButton' 'shown.bs.modal': 'onShown' 'click #choose-hero-button': 'onClickChooseHero' 'click #play-level-button': 'onClickPlayLevel' 'click .unlock-button': 'onUnlockButtonClicked' 'click #equip-item-viewed': 'onClickEquipItemViewed' 'click #unequip-item-viewed': 'onClickUnequipItemViewed' 'click #close-modal': 'hide' 'click .buy-gems-prompt-button': 'onBuyGemsPromptButtonClicked' 'click': 'onClickedSomewhere' 'update #unequipped .nano': 'onScrollUnequipped' shortcuts: 'esc': 'clearSelection' 'enter': 'onClickPlayLevel' #- Setup initialize: (options) -> @onScrollUnequipped = _.throttle(_.bind(@onScrollUnequipped, @), 200) super(arguments...) @items = new CocoCollection([], {model: ThangType}) # TODO: switch to item store loading system? @items.url = '/db/thang.type?view=items' @items.setProjection [ 'name' 'slug' 'components' 'original' 'rasterIcon' 'dollImages' 'gems' 'tier' 'description' 'heroClass' 'i18n' ] @supermodel.loadCollection(@items, 'items') @equipment = {} # Assign for real when we have loaded the session and items. onItemsLoaded: -> 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 @requireLevelEquipment() @itemGroups = {} @itemGroups.requiredPurchaseItems = new Backbone.Collection() @itemGroups.availableItems = new Backbone.Collection() @itemGroups.restrictedItems = new Backbone.Collection() @itemGroups.lockedItems = new Backbone.Collection() itemGroup.comparator = ((m) -> m.get('tier') ? m.get('gems')) for itemGroup in _.values @itemGroups equipped = _.values(@equipment) @sortItem(item, equipped) for item in @items.models sortItem: (item, equipped) -> equipped ?= _.values(@equipment) # 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 locked = not (item.get('original') in me.items()) #locked = false if me.get('slug') is 'nick' allRestrictedGear = _.flatten(_.values(@options.level.get('restrictedGear') ? {})) restricted = item.get('original') in allRestrictedGear # TODO: make this re-use result of computation of updateLevelRequiredItems, which we can only do after heroClass is ready... requiredToPurchase = false if requiredGear = @options.level.get('requiredGear') inCampaignView = $('#campaign-view').length unless gearSlugs[item.get('original')] is 'tarnished-bronze-breastplate' and inCampaignView and @options.level.get('slug') is 'the-raised-sword' for slot in item.getAllowedSlots() continue unless requiredItems = requiredGear[slot] continue if @equipment[slot] and @equipment[slot] not in allRestrictedGear and slot not in @ringSlots # Point out that they must buy it if they haven't bought any of the required items for that slot, and it's the first one. if item.get('original') is requiredItems[0] and not _.find(requiredItems, (requiredItem) -> me.ownsItem requiredItem) requiredToPurchase = true break if requiredToPurchase and locked and not item.get('gems') # Either one of two things has happened: # 1. There's a bug and the player doesn't have a required item they should have. # 2. The player is trying to play a level they haven't unlocked. # We'll just pretend they own it so that they don't get stuck. application.tracker?.trackEvent 'Required Item Locked', level: @options.level.get('slug'), label: @options.level.get('slug'), item: item.get('name'), playerLevel: me.level(), levelUnlocked: me.ownsLevel @options.level.get('original') locked = false placeholder = not item.getFrontFacingStats().props.length and not _.size(item.getFrontFacingStats().stats) if placeholder and locked # The item is not complete, so don't put it into a collection. null else if locked and requiredToPurchase item.classes.push 'locked' @itemGroups.requiredPurchaseItems.add item else if locked item.classes.push 'locked' if item.isSilhouettedItem() or not item.get('gems') # Don't even load/show these--don't add to a collection. (Bandwidth optimization.) null else @itemGroups.lockedItems.add(item) else if restricted @itemGroups.restrictedItems.add(item) item.classes.push 'restricted' else @itemGroups.availableItems.add(item) # level to unlock item.level = item.levelRequiredForItem() if item.get('tier')? onLoaded: -> # Both items and session have been loaded. @onItemsLoaded() super() getRenderData: (context={}) -> context = super(context) context.equipped = _.values(@equipment) context.items = @items.models context.itemGroups = @itemGroups context.slots = @slots context.selectedHero = @selectedHero context.selectedHeroClass = @selectedHero?.get('heroClass') context.equipment = _.clone @equipment context.equipment[slot] = @items.findWhere {original: itemOriginal} for slot, itemOriginal of context.equipment context.gems = me.gems() context afterRender: -> super() @$el.find('#play-level-button').css('visibility', 'hidden') return unless @supermodel.finished() @$el.find('#play-level-button').css('visibility', 'visible') @setUpDraggableEventsForAvailableEquipment() @setUpDraggableEventsForEquippedArea() @delegateEvents() @itemDetailsView = new ItemDetailsView() @insertSubView(@itemDetailsView) @requireLevelEquipment() @$el.find('.nano').nanoScroller({alwaysVisible: true}) @onSelectionChanged() @onEquipmentChanged() afterInsert: -> super() @canvasWidth = @$el.find('canvas').innerWidth() @canvasHeight = @$el.find('canvas').innerHeight() @inserted = true @requireLevelEquipment() #- Draggable logic setUpDraggableEventsForAvailableEquipment: -> for availableItemEl in @$el.find('#unequipped .item') availableItemEl = $(availableItemEl) continue if availableItemEl.hasClass('locked') or availableItemEl.hasClass('restricted') dragHelper = availableItemEl.clone().addClass('draggable-item') do (dragHelper, availableItemEl) => availableItemEl.draggable revert: 'invalid' appendTo: @$el cursorAt: {left: 35.5, top: 35.5} helper: -> dragHelper revertDuration: 200 distance: 10 scroll: false zIndex: 1100 availableItemEl.on 'dragstart', => @selectUnequippedItem(availableItemEl) setUpDraggableEventsForEquippedArea: -> for itemSlot in @$el.find '.item-slot' slot = $(itemSlot).data 'slot' do (slot, itemSlot) => $(itemSlot).droppable drop: (e, ui) => @equipSelectedItem() accept: (el) -> $(el).parent().hasClass slot activeClass: 'droppable' hoverClass: 'droppable-hover' tolerance: 'touch' @makeEquippedSlotDraggable $(itemSlot) @$el.find('#equipped').droppable drop: (e, ui) => @equipSelectedItem() accept: (el) -> true activeClass: 'droppable' hoverClass: 'droppable-hover' tolerance: 'pointer' makeEquippedSlotDraggable: (slot) -> unequip = => itemEl = @unequipItemFromSlot slot selectedSlotItemID = itemEl.data('item-id') item = @items.get(selectedSlotItemID) @requireLevelEquipment() @showItemDetails(item, 'equip') @onSelectionChanged() @onEquipmentChanged() 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 zIndex: 100 slot.on 'dragstart', => @selectItemSlot(slot) #- Select/equip event handlers onItemSlotClick: (e) -> return if @remainingRequiredEquipment?.length # Don't let them select a slot if we need them to first equip some require gear. #@playSound 'menu-button-click' @selectItemSlot($(e.target).closest('.item-slot')) onUnequippedItemClick: (e) -> return if @justDoubleClicked return if @justClickedEquipItemButton itemEl = $(e.target).closest('.item') #@playSound 'menu-button-click' @selectUnequippedItem(itemEl) onUnequippedItemDoubleClick: (e) -> itemEl = $(e.target).closest('.item') return if itemEl.hasClass('locked') or itemEl.hasClass('restricted') @equipSelectedItem() @justDoubleClicked = true _.defer => @justDoubleClicked = false onEquippedItemDoubleClick: -> @unequipSelectedItem() onClickEquipItemViewed: -> @equipSelectedItem() onClickUnequipItemViewed: -> @unequipSelectedItem() onClickEquipItemButton: (e) -> @playSound 'menu-button-click' itemEl = $(e.target).closest('.item') @selectUnequippedItem(itemEl) @equipSelectedItem() @justClickedEquipItemButton = true _.defer => @justClickedEquipItemButton = false #- Select/equip higher-level, all encompassing methods the callbacks all use selectItemSlot: (slotEl) -> @clearSelection() slotEl.addClass('selected') selectedSlotItemID = slotEl.find('.item').data('item-id') item = @items.get(selectedSlotItemID) if item then @showItemDetails(item, 'unequip') @onSelectionChanged() selectUnequippedItem: (itemEl) -> @clearSelection() itemEl.addClass('active') showExtra = if itemEl.hasClass('restricted') then 'restricted' else if not itemEl.hasClass('locked') then 'equip' else '' @showItemDetails(@items.get(itemEl.data('item-id')), showExtra) @onSelectionChanged() equipSelectedItem: -> selectedItemEl = @getSelectedUnequippedItem() selectedItem = @items.get(selectedItemEl.data('item-id')) return unless selectedItem allowedSlots = selectedItem.getAllowedSlots() firstSlot = unequippedSlot = null for allowedSlot in allowedSlots slotEl = @$el.find(".item-slot[data-slot='#{allowedSlot}']") firstSlot ?= slotEl unequippedSlot ?= slotEl unless slotEl.find('img').length slotEl = unequippedSlot ? firstSlot selectedItemEl.effect('transfer', to: slotEl, duration: 500, easing: 'easeOutCubic') unequipped = @unequipItemFromSlot(slotEl) selectedItemEl.addClass('equipped') slotEl.append(selectedItemEl.find('img').clone().addClass('item').data('item-id', selectedItem.id)) @clearSelection() @showItemDetails(selectedItem, 'unequip') slotEl.addClass('selected') selectedItem.classes.push 'equipped' @makeEquippedSlotDraggable slotEl @requireLevelEquipment() @onSelectionChanged() @onEquipmentChanged() 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() @onSelectionChanged() @onEquipmentChanged() #- Select/equip helpers clearSelection: -> @deselectAllSlots() @deselectAllUnequippedItems() @hideItemDetails() unequipItemFromSlot: (slotEl) -> itemEl = slotEl.find('.item') itemIDToUnequip = itemEl.data('item-id') return unless itemIDToUnequip itemEl.remove() item = @items.get itemIDToUnequip item.classes = _.without item.classes, 'equipped' @$el.find("#unequipped .item[data-item-id=#{itemIDToUnequip}]").removeClass('equipped') deselectAllSlots: -> @$el.find('#equipped .item-slot.selected').removeClass('selected') deselectAllUnequippedItems: -> @$el.find('#unequipped .item').removeClass('active') getSlot: (name) -> @$el.find(".item-slot[data-slot=#{name}]") getSelectedSlot: -> @$el.find('#equipped .item-slot.selected') getSelectedUnequippedItem: -> @$el.find('#unequipped .item.active') onSelectionChanged: -> heroClass = @selectedHero?.get('heroClass') itemsCanBeEquipped = @$el.find('#unequipped .item.available:not(.equipped)').filter('.'+heroClass).length toShow = @$el.find('#double-click-hint, #available-description') if itemsCanBeEquipped then toShow.removeClass('secret') else toShow.addClass('secret') @delegateEvents() showItemDetails: (item, showExtra) -> @itemDetailsView.setItem(item) @$el.find('#item-details-extra > *').addClass('secret') @$el.find("##{showExtra}-item-viewed").removeClass('secret') hideItemDetails: -> @itemDetailsView?.setItem(null) @$el.find('#item-details-extra > *').addClass('secret') getCurrentEquipmentConfig: -> config = {} for slot in @$el.find('.item-slot') slotName = $(slot).data('slot') slotItemID = $(slot).find('.item').data('item-id') continue unless slotItemID item = _.find @items.models, {id:slotItemID} config[slotName] = item.get('original') config requireLevelEquipment: -> # This is called frequently to make sure the player isn't using any restricted items and knows she must equip any required items. return unless @inserted equipment = if @supermodel.finished() then @getCurrentEquipmentConfig() else @equipment # Make sure we're using latest equipment. hadRequired = @remainingRequiredEquipment?.length @remainingRequiredEquipment = [] @$el.find('.should-equip').removeClass('should-equip') @unequipClassRestrictedItems equipment @unequipLevelRestrictedItems equipment @updateLevelRequiredItems equipment if hadRequired and not @remainingRequiredEquipment.length @endHighlight() @highlightElement '#play-level-button', duration: 5000 $('#play-level-button').prop('disabled', @remainingRequiredEquipment.length > 0) unequipClassRestrictedItems: (equipment) -> return unless @supermodel.finished() and heroClass = @selectedHero?.get 'heroClass' for slot, item of _.clone equipment itemModel = @items.findWhere original: item unless itemModel and heroClass in itemModel.classes console.log 'Unequipping', itemModel.get('heroClass'), 'item', itemModel.get('name'), 'from slot due to class restrictions.' @unequipItemFromSlot @$el.find(".item-slot[data-slot='#{slot}']") delete equipment[slot] unequipLevelRestrictedItems: (equipment) -> return unless restrictedGear = @options.level.get 'restrictedGear' for slot, items of restrictedGear for item in items equipped = equipment[slot] if equipped and equipped is item console.log 'Unequipping restricted item', equipped, 'for', slot, 'before level', @options.level.get('slug') @unequipItemFromSlot @$el.find(".item-slot[data-slot='#{slot}']") delete equipment[slot] updateLevelRequiredItems: (equipment) -> return unless requiredGear = @options.level.get 'requiredGear' return unless heroClass = @selectedHero?.get 'heroClass' for slot, items of requiredGear when items.length if slot in @ringSlots validSlots = @ringSlots else validSlots = [slot] continue if validSlots.some (slot) -> equipped = equipment[slot] equipped in items # Actually, just let them play if they have equipped anything in that slot (and we haven't unequipped it due to restrictions). # Rings often have unique effects, so this rule does not apply to them (they are still required even if there is a non-restricted ring equipped in the slot). continue if equipment[slot] and slot not in @ringSlots items = (item for item in items when heroClass in (@items.findWhere(original: item)?.classes ? [])) continue unless items.length # If the required items are for another class, then let's not be finicky. # We will point out the last (best) element that they own and can use, otherwise the first (cheapest). bestOwnedItem = _.findLast items, (item) -> me.ownsItem item item = bestOwnedItem ? items[0] # For the Tarnished Bronze Breastplate only, don't tell them they need it until they need it in the level, so we can show how to buy it. slug = gearSlugs[item] inCampaignView = $('#campaign-view').length continue if slug is 'tarnished-bronze-breastplate' and inCampaignView and @options.level.get('slug') is 'the-raised-sword' # Now we're definitely requiring and pointing out an item. itemModel = @items.findWhere {original: item} availableSlotSelector = "#unequipped .item[data-item-id='#{itemModel.id}']" @highlightElement availableSlotSelector, delay: 500, sides: ['right'], rotation: Math.PI / 2 @$el.find(availableSlotSelector).addClass 'should-equip' @$el.find("#equipped div[data-slot='#{slot}']").addClass 'should-equip' @remainingRequiredEquipment.push slot: slot, item: item null setHero: (@selectedHero) -> if @selectedHero.loading @listenToOnce @selectedHero, 'sync', => @setHero? @selectedHero return @$el.removeClass('Warrior Ranger Wizard').addClass(@selectedHero.get('heroClass')) @requireLevelEquipment() @render() @onEquipmentChanged() onShown: -> # Called when we switch tabs to this within the modal @requireLevelEquipment() onHidden: -> # Called when the modal itself is dismissed @endHighlight() super() @playSound 'game-menu-close' onClickChooseHero: -> @playSound 'menu-button-click' @hide() @trigger 'choose-hero-click' onClickPlayLevel: (e) -> return if @$el.find('#play-level-button').prop 'disabled' levelSlug = @options.level.get('slug') @playSound 'menu-button-click' @showLoading() ua = navigator.userAgent.toLowerCase() isSafari = /safari/.test(ua) and not /chrome/.test(ua) isTooShort = $(window).height() < 658 # Min vertical resolution needed at 1366px wide if isTooShort and not me.isAdmin() and not hasGoneFullScreenOnce and not isSafari @toggleFullscreen() hasGoneFullScreenOnce = true @updateConfig => @trigger? 'play-click' window.tracker?.trackEvent 'Inventory Play', category: 'Play Level', level: levelSlug updateConfig: (callback, skipSessionSave) -> sessionHeroConfig = @options.session.get('heroConfig') ? {} lastHeroConfig = me.get('heroConfig') ? {} inventory = @getCurrentEquipmentConfig() patchSession = patchMe = false patchSession ||= not _.isEqual inventory, sessionHeroConfig.inventory sessionHeroConfig.inventory = inventory if hero = @selectedHero?.get('original') patchSession ||= not _.isEqual hero, sessionHeroConfig.thangType sessionHeroConfig.thangType = hero patchMe ||= not _.isEqual inventory, lastHeroConfig.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?() #- TODO: DRY this between PlayItemsModal and InventoryModal and PlayHeroesModal onUnlockButtonClicked: (e) -> e.stopPropagation() button = $(e.target).closest('button') item = @items.get(button.data('item-id')) affordable = item.affordable if not affordable @playSound 'menu-button-click' @askToBuyGems button else if button.hasClass('confirm') @playSound 'menu-button-unlock-end' purchase = Purchase.makeFor(item) purchase.save() #- set local changes to mimic what should happen on the server... purchased = me.get('purchased') ? {} purchased.items ?= [] purchased.items.push(item.get('original')) me.set('purchased', purchased) me.set('spent', (me.get('spent') ? 0) + item.get('gems')) #- ...then rerender key bits @itemGroups.lockedItems.remove(item) @itemGroups.requiredPurchaseItems.remove(item) # Redo all item sorting to make sure that we don't clobber state changes since last render. equipped = _.values @getCurrentEquipmentConfig() @sortItem(otherItem, equipped) for otherItem in @items.models @renderSelectors('#unequipped', '#gems-count') @requireLevelEquipment() @delegateEvents() @setUpDraggableEventsForAvailableEquipment() @itemDetailsView.setItem(item) @onScrollUnequipped true Backbone.Mediator.publish 'store:item-purchased', item: item, itemSlug: item.get('slug') else @playSound 'menu-button-unlock-start' button.addClass('confirm').text($.i18n.t('play.confirm')) @$el.one 'click', (e) -> button.removeClass('confirm').text($.i18n.t('play.unlock')) if e.target isnt button[0] askToSignUp: -> createAccountModal = new CreateAccountModal supermodel: @supermodel return @openModalView createAccountModal askToBuyGems: (unlockButton) -> @$el.find('.unlock-button').popover 'destroy' popoverTemplate = buyGemsPromptTemplate {} unlockButton.popover( animation: true trigger: 'manual' placement: 'top' content: ' ' # template has it container: @$el template: popoverTemplate ).popover 'show' popover = unlockButton.data('bs.popover') popover?.$tip?.i18n() onBuyGemsPromptButtonClicked: (e) -> @playSound 'menu-button-click' return @askToSignUp() if me.get('anonymous') @openModalView new BuyGemsModal() onClickedSomewhere: (e) -> return if @destroyed @$el.find('.unlock-button').popover 'destroy' #- Dynamic portrait loading onScrollUnequipped: (forceLoadAll=false) -> # dynamically load visible items when the user scrolls enough to see them return if @destroyed nanoContent = @$el.find('#unequipped .nano-content') items = nanoContent.find('.item:visible:not(.loaded)') threshold = nanoContent.height() + 100 for itemEl in items itemEl = $(itemEl) if itemEl.position().top < threshold or forceLoadAll itemEl.addClass('loaded') item = @items.get(itemEl.data('item-id')) itemEl.find('img').attr('src', item.getPortraitURL()) #- Paper doll equipment updating onEquipmentChanged: -> heroClass = @selectedHero?.get('heroClass') ? 'Warrior' gender = if @selectedHero?.get('slug') in heroGenders.male then 'male' else 'female' @$el.find('#hero-image, #hero-image-hair, #hero-image-head, #hero-image-thumb').removeClass().addClass "#{gender} #{heroClass}" equipment = @getCurrentEquipmentConfig() @onScrollUnequipped() return unless _.size(equipment) and @supermodel.finished() @removeDollImages() slotsWithImages = [] for slot, original of equipment item = _.find @items.models, (item) -> item.get('original') is original continue unless dollImages = item?.get('dollImages') didAdd = @addDollImage slot, dollImages, heroClass, gender, item slotsWithImages.push slot if didAdd if item.get('original') isnt '54ea39342b7506e891ca70f2' # Circlet of the Magi needs hair under it @$el.find('#hero-image-hair').toggle not ('head' in slotsWithImages) @$el.find('#hero-image-thumb').toggle not ('gloves' in slotsWithImages) @equipment = @options.equipment = equipment removeDollImages: -> @$el.find('.doll-image').remove() addDollImage: (slot, dollImages, heroClass, gender, item) -> heroClass = @selectedHero?.get('heroClass') ? 'Warrior' gender = if @selectedHero?.get('slug') in heroGenders.male then 'male' else 'female' didAdd = false if slot is 'gloves' if heroClass is 'Ranger' imageKeys = ["#{gender}#{heroClass}", "#{gender}#{heroClass}Thumb"] else imageKeys = ["#{gender}", "#{gender}Thumb"] else if heroClass is 'Wizard' and slot is 'torso' imageKeys = [gender, "#{gender}Back"] else if heroClass is 'Ranger' and slot is 'head' and item.get('original') in ['5441c2be4e9aeb727cc97105', '5441c3144e9aeb727cc97111'] # All-class headgear like faux fur hat, viking helmet is abusing ranger glove slot imageKeys = ["#{gender}Ranger"] else imageKeys = [gender] for imageKey in imageKeys imageURL = dollImages[imageKey] if not imageURL console.log "Hmm, should have #{slot} #{imageKey} paper doll image, but don't have it." else imageEl = $('').attr('src', "/file/#{imageURL}").addClass("doll-image #{slot} #{heroClass} #{gender} #{_.string.underscored(imageKey).replace(/_/g, '-')}").attr('draggable', false) @$el.find('#equipped').append imageEl didAdd = true didAdd destroy: -> @$el.find('.unlock-button').popover 'destroy' @$el.find('.ui-droppable').droppable 'destroy' @$el.find('.ui-draggable').draggable('destroy').off 'dragstart' @$el.find('.item-slot').off 'dragstart' @stage?.removeAllChildren() super() heroGenders = male: ['knight', 'samurai', 'trapper', 'potion-master', 'goliath', 'assassin', 'necromancer', 'duelist'] female: ['captain', 'ninja', 'forest-archer', 'librarian', 'sorcerer', 'raider', 'guardian', 'pixie', 'master-wizard', 'champion'] gear = 'simple-boots': '53e237bf53457600003e3f05' 'simple-sword': '53e218d853457600003e3ebe' 'tarnished-bronze-breastplate': '53e22eac53457600003e3efc' 'leather-boots': '53e2384453457600003e3f07' 'leather-belt': '5437002a7beba4a82024a97d' 'programmaticon-i': '53e4108204c00d4607a89f78' 'programmaticon-ii': '546e25d99df4a17d0d449be1' 'crude-glasses': '53e238df53457600003e3f0b' 'crude-builders-hammer': '53f4e6e3d822c23505b74f42' 'long-sword': '544d7d1f8494308424f564a3' 'sundial-wristwatch': '53e2396a53457600003e3f0f' 'bronze-shield': '544c310ae0017993fce214bf' 'wooden-glasses': '53e2167653457600003e3eb3' 'basic-flags': '545bacb41e649a4495f887da' 'roughedge': '544d7d918494308424f564a7' 'sharpened-sword': '544d7deb8494308424f564ab' 'crude-crossbow': '544d7ffd8494308424f564c3' 'crude-dagger': '544d952b8494308424f56517' 'weak-charge': '544d957d8494308424f5651f' 'enchanted-stick': '544d87188494308424f564f1' 'unholy-tome-i': '546374bc3839c6e02811d308' 'book-of-life-i': '546375653839c6e02811d30b' 'rough-sense-stone': '54693140a2b1f53ce79443bc' 'polished-sense-stone': '53e215a253457600003e3eaf' 'quartz-sense-stone': '54693240a2b1f53ce79443c5' 'wooden-builders-hammer': '54694ba3a2b1f53ce794444d' 'simple-wristwatch': '54693797a2b1f53ce79443e9' gearSlugs = _.invert gear