Changed creature computations to leverage the MathJS parser (big deal)

This commit is contained in:
Stefan Zermatten
2019-02-27 15:49:28 +02:00
parent 687b517164
commit 0ae2cc5545
6 changed files with 268 additions and 284 deletions

View File

@@ -3,7 +3,6 @@
import { ValidatedMethod } from 'meteor/mdg:validated-method';
import SimpleSchema from 'simpl-schema';
import schema from '/imports/api/schema.js';
import { canEditCreature } from '/imports/api/creature/creaturePermission.js';
import Creatures from "/imports/api/creature/Creatures.js";
import Attributes from "/imports/api/creature/properties/Attributes.js";
@@ -11,12 +10,13 @@ import Skills from "/imports/api/creature/properties/Skills.js";
import Effects from "/imports/api/creature/properties/Effects.js";
import DamageMultipliers from "/imports/api/creature/properties/DamageMultipliers.js";
import Classes from "/imports/api/creature/properties/Classes.js";
import * as math from 'mathjs';
export const recomputeCreature = new ValidatedMethod({
name: "Creatures.methods.recomputeCreature",
validate: schema({
validate: new SimpleSchema({
charId: { type: String }
}).validator(),
@@ -99,37 +99,9 @@ function writeCreature(char) {
function writeCreatureDoc(char) {
// Store all the variables, using the same priority as computation evaluation
// Attributes
let variables = {};
for (let key in char.atts){
variables[key] = char.atts[key].result;
if (
char.atts[key].attributeType === 'ability' &&
!variables.hasOwnProperty(key + 'Mod')
){
variables[key + 'Mod'] = char.atts[key].mod;
}
}
for (let key in char.skills){
if (!variables.hasOwnProperty(key)){
variables[key] = char.skills[key].result;
}
}
// Damage Multipliers
for (let key in char.dms){
if (!variables.hasOwnProperty(key)){
variables[key] = char.dms[key].result;
}
}
// Class levels
for (let key in char.classes){
if (!variables.hasOwnProperty(key + 'Level')){
variables[key + 'Level'] = char.classes[key].level;
}
}
// Creature level
if (!variables.hasOwnProperty('level')){
variables['level'] = char.level;
for (let key in char.variables){
variables[key] = char.variables[key].result;
}
// Write the creature
@@ -139,13 +111,6 @@ function writeCreatureDoc(char) {
/*
* Write all the attributes from the in-memory char object to the Attirbute docs
*/
/**
* writeAttributes - description
*
* @param {type} char description
* @returns {type} description
*/
function writeAttributes(char) {
let bulkWriteOps = _.map(char.atts, (att, variableName) => {
let op = {
@@ -261,7 +226,7 @@ function writeDamageMultipliers(char) {
/**
* Get the creature's data from the database and build an in-memory model that
* can be computed. Hits 6 database collections with indexed queries.
* can be computed. Hits 7 database collections with indexed queries.
*
* @param {type} charId description
* @returns {type} description
@@ -273,14 +238,16 @@ function buildCreature(charId){
skills: {},
dms: {},
classes: {},
variables: {},
otherEffects: [],
computedEffects: [],
level: 0,
};
// Fetch the attributes of the creature and add them to an object for quick lookup
Attributes.find({charId}).forEach(attribute => {
if (!char.atts[attribute.variableName]){
char.atts[attribute.variableName] = {
const key = attribute.variableName;
if (!char.atts[key]){
char.atts[key] = {
computed: false,
busyComputing: false,
type: "attribute",
@@ -295,13 +262,27 @@ function buildCreature(charId){
max: Number.POSITIVE_INFINITY,
effects: [],
};
char.variables[key] = char.atts[key];
if (attribute.type === 'ability' && !char.variables[key + "Mod"]){
char.variables[key + "Mod"] = {
type: "abilityMod",
ability: char.atts[key],
get result(){
return this.ability.mod;
},
get computed(){
return this.ability.computed;
},
}
}
}
});
// Fetch the skills of the creature and store them
Skills.find({charId}).forEach(skill => {
if (!char.skills[skill.variableName]){
char.skills[skill.variableName] = {
const key = skill.variableName;
if (!char.skills[key]){
char.skills[key] = {
computed: false,
busyComputing: false,
type: "skill",
@@ -321,13 +302,17 @@ function buildCreature(charId){
effects: [],
proficiencies: [],
};
if (!char.variables[key]){
char.variables[key] = char.skills[key];
}
}
});
// Fetch the damage multipliers of the creature and store them
DamageMultipliers.find({charId}).forEach(damageMultiplier =>{
if (!char.dms[damageMultiplier.variableName]){
char.dms[damageMultiplier.variableName] = {
const key = damageMultiplier.variableName
if (!char.dms[key]){
char.dms[key] = {
computed: false,
busyComputing: false,
type: "damageMultiplier",
@@ -337,19 +322,53 @@ function buildCreature(charId){
vulnerabilityCount: 0,
effects: [],
};
if (!char.variables[key]){
char.variables[key] = char.dms[key];
}
}
});
// Fetch the class levels and store them
// don't use the word "class" it's reserved
const levelOverwritten = !!char.variables['level']
if (!levelOverwritten){
char.variables['level'] = {
result: 0,
type: 'characterLevel',
computed: true,
};
}
Classes.find({charId}).forEach(cls => {
const strippedCls = cls.name.replace(/\s+/g, '');
if (!char.classes[strippedCls]){
char.classes[strippedCls] = {level: cls.level};
char.level += cls.level;
if (!char.variables[strippedCls]){
char.variables[strippedCls + "Level"] = {
result: cls.level,
type: 'classLevel',
computed: true,
};
}
if (!levelOverwritten){
char.variables['level'].result = char.level;
}
}
});
// Add direct properties from creature to variable list
const fields = { xp: 1, weightCarried: 1};
const creature = Creatures.findOne(charId, {fields});
for (let key in fields){
if (!char.variables[key]){
char.variables[key] = {
result: creature[key] || 0,
type: 'creatureProperty',
computed: true,
};
}
}
// Fetch the effects which apply to each stat and store them under the attribute
Effects.find({
charId: charId,
@@ -386,7 +405,6 @@ function buildCreature(charId){
return char;
};
/**
* Compute the creature's stats in-place, returns the same char object
* @param {type} char description
@@ -422,6 +440,11 @@ export function computeCreature(char){
* @returns {type} description
*/
function computeStat(stat, char){
// Ability mods aren't stats, use the stat they are based off of
if (stat.type === 'abilityMod'){
stat = stat.ability;
}
// If the stat is already computed, skip it
if (stat.computed) return;
@@ -435,6 +458,7 @@ function computeStat(stat, char){
return;
}
// Iterate over each effect which applies to the stat
for (i in stat.effects){
computeEffect(stat.effects[i], char);
@@ -451,11 +475,7 @@ function computeStat(stat, char){
}
/**
* const computeEffect - Compute a single effect on a creature
*
* @param {Object} effect The effect to compute
* @param {Object} char The char document to compute with
* @returns {undefined} description
* Compute a the result of a single effect
*/
function computeEffect(effect, char){
if (effect.computed) return;
@@ -465,80 +485,67 @@ function computeEffect(effect, char){
effect.result = effect.calculation;
} else if(_.contains(["advantage", "disadvantage", "fail"], effect.operation)){
effect.result = 1;
} else if (_.isString(effect.calculation)){
} else {
effect.result = evaluateCalculation(effect.calculation, char);
}
effect.computed = true;
char.computedEffects.push(effect);
};
/**
* Apply a computed effect to its stat
*
* @param {type} effect description
* @param {type} stat description
* @returns {type} description
*/
function applyEffect(effect, stat){
// Take the largest base value
if (effect.operation === "base"){
if (!_.has(stat, "base")) return;
stat.base = effect.result > stat.base ? effect.result : stat.base;
if (!_.has(stat, effect.operation)){
return;
}
// Add all adds together
else if (effect.operation === "add"){
if (!_.has(stat, "add")) return;
stat.add += effect.result;
}
else if (effect.operation === "mul"){
if (!_.has(stat, "mul")) return;
stat.mul *= effect.result;
}
// Take the largest min value
if (effect.operation === "min"){
if (!_.has(stat, "min")) return;
stat.min = effect.result > stat.min ? effect.result : stat.min;
}
// Take the smallest max value
if (effect.operation === "max"){
if (!_.has(stat, "max")) return;
stat.max = effect.result < stat.max ? effect.result : stat.max;
}
// Sum number of advantages
else if (effect.operation === "advantage"){
if (!_.has(stat, "advantage")) return;
stat.advantage++;
}
// Sum number of disadvantages
else if (effect.operation === "disadvantage"){
if (!_.has(stat, "disadvantage")) return;
stat.disadvantage++;
}
// Add all passive adds together
else if (effect.operation === "passiveAdd"){
if (!_.has(stat, "passiveAdd")) return;
stat.passiveAdd += effect.result;
}
// Sum number of fails
else if (effect.operation === "fail"){
if (!_.has(stat, "fail")) return;
stat.fail++;
}
// Sum number of conditionals
else if (effect.operation === "conditional"){
if (!_.has(stat, "conditional")) return;
stat.conditional++;
switch(effect.operation){
case "base":
// Take the largest base value
stat.base = effect.result > stat.base ? effect.result : stat.base;
break;
case "add":
// Add all adds together
stat.add += effect.result;
break;
case "mul":
// Multiply the muls together
stat.mul *= effect.result;
break;
case "min":
// Take the largest min value
stat.min = effect.result > stat.min ? effect.result : stat.min;
break;
case "max":
// Take the smallest max value
stat.max = effect.result < stat.max ? effect.result : stat.max;
break;
case "advantage":
// Sum number of advantages
stat.advantage++;
break;
case "disadvantage":
// Sum number of disadvantages
stat.disadvantage++;
break;
case "passiveAdd":
// Add all passive adds together
stat.passiveAdd += effect.result;
break;
case "fail":
// Sum number of fails
stat.fail++;
break;
case "conditional":
// Sum number of conditionals
stat.conditional++;
break;
}
};
/**
* Combine the results of multiple effects to get the result of the stat
*
* @param {type} stat description
* @param {type} char description
* @returns {type} description
*/
function combineStat(stat, char){
if (stat.type === "attribute"){
@@ -553,16 +560,11 @@ function combineStat(stat, char){
/**
* combineAttribute - Combine attributes's results into final values
*
* @param {type} stat description
* @param {type} char description
* @returns {type} description
*/
function combineAttribute(stat, char){
stat.result = (stat.base + stat.add) * stat.mul;
if (stat.result < stat.min) stat.result = stat.min;
if (stat.result > stat.max) stat.result = stat.max;
// Round everything that isn't the carry multiplier
if (!stat.decimal) stat.result = Math.floor(stat.result);
if (stat.attributeType === "ability") {
stat.mod = Math.floor((stat.result - 10) / 2);
@@ -571,11 +573,7 @@ function combineAttribute(stat, char){
/**
* combineSkill - Combine skills results into final values
*
* @param {type} stat description
* @param {type} char description
* @returns {type} description
* Combine skills results into final values
*/
function combineSkill(stat, char){
for (i in stat.proficiencies){
@@ -608,11 +606,7 @@ function combineSkill(stat, char){
}
/**
* combineDamageMultiplier - Combine damageMultiplier's results into final values
*
* @param {type} stat description
* @param {type} char description
* @returns {type} description
* Combine damageMultiplier's results into final values
*/
function combineDamageMultiplier(stat, char){
if (stat.immunityCount) return 0;
@@ -625,69 +619,47 @@ function combineDamageMultiplier(stat, char){
}
}
/**
* Get the value of a key, compute it if necessary
*/
function getComputedValueOfKey(sub, char){
const stat = char.variables[sub];
if (!stat) return null;
if (!stat.computed){
computeStat(stat, char);
}
return stat.result;
};
/**
* evaluateCalculation - Evaluate a string computation in the context of a char
*
* @param {type} string description
* @param {type} char description
* @returns {type} description
* Evaluate a string computation in the context of a char
*/
function evaluateCalculation(string, char){
if (!string) return string;
// Replace all the string variables with numbers if possible
string = string.replace(/\w*[a-z]\w*/gi, function(sub){
// Attributes
if (char.atts[sub]){
if (!char.atts[sub].computed){
computeStat(char.atts[sub], char);
}
return char.atts[sub].result;
// Parse the string using mathjs
let calc;
try {
calc = math.parse(string);
} catch (e) {
return string;
}
// Replace all symbols with known values
let substitutedCalc = calc.transform(node => {
if (node.isSymbolNode) {
let val = getComputedValueOfKey(node.name, char);
if (val === null) return node;
return new math.expression.node.ConstantNode(val);
}
// Modifiers
if (/^\w+mod$/i.test(sub)){
var slice = sub.slice(0, -3);
if (char.atts[slice]){
if (!char.atts[slice].computed){
computeStat(char.atts[sub], char);
}
return char.atts[slice].mod;
}
else {
return node;
}
// Skills
if (char.skills[sub]){
if (!char.skills[sub].computed){
computeStat(char.skills[sub], char);
}
return char.skills[sub].result;
}
// Damage Multipliers
if (char.dms[sub]){
if (!char.dms[sub].computed){
computeStat(char.dms[sub], char);
}
return char.dms[sub].result;
}
// Class levels
if (/^\w+levels?$/i.test(sub)){
//strip out "level(s)"
var className = sub.replace(/levels?$/i, "");
return char.classes[className] && char.classes[className].level;
}
// Creature level
if (sub === "level"){
return char.level;
}
// Give up
return sub;
});
// Evaluate the expression to a number or return it as is.
// Evaluate the expression to a number or return with substitutions
try {
var result = math.eval(string); // math.eval is safe
return result;
return substitutedCalc.eval();
} catch (e){
return string;
return substitutedCalc.toString();
}
};
@@ -699,7 +671,7 @@ function evaluateCalculation(string, char){
export const recomputeCreatureXP = new ValidatedMethod({
name: "Creatures.methods.recomputeCreatureXP",
validate: schema({
validate: new SimpleSchema({
charId: { type: String }
}).validator(),
@@ -729,7 +701,7 @@ export const recomputeCreatureXP = new ValidatedMethod({
export const recomputeCreatureWeightCarried = new ValidatedMethod({
name: "Creature.methods.recomputeCreatureWeightCarried",
validate: schema({
validate: new SimpleSchema({
charId: { type: String }
}).validator(),