Began refactoring character computations
This commit is contained in:
@@ -7,7 +7,7 @@ import { assertEditPermission } from '/imports/api/creature/creaturePermissions.
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import Creatures from "/imports/api/creature/Creatures.js";
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import CreatureProperties from "/imports/api/creature/CreatureProperties.js";
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import * as math from 'mathjs';
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import parser from '/imports/parser/parser.js';
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import { includes } from 'lodash';
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export const recomputeCreature = new ValidatedMethod({
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@@ -27,380 +27,278 @@ export const recomputeCreature = new ValidatedMethod({
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});
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/**
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* This function is the heart of DiceCloud. It recomputes a creature's stats,
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* distilling down effects and proficiencies into the final stats that make up
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* a creature.
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*
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* Essentially this is a depth first tree traversal algorithm that computes
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* stats' dependencies before computing stats themselves, while detecting
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* dependency loops.
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*
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* At the moment it makes no effort to limit recomputation to just what was
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* changed.
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*
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* Attempting to implement dependency management to limit recomputation to just
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* change affected stats should only happen as a last resort, when this function
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* can no longer be performed more efficiently, and server resources can not be
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* expanded to meet demand.
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*
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* A brief overview:
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* - Fetch the stats of the creature and add them to
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* an object for quick lookup
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* - Fetch the effects and proficiencies which apply to each stat and store them with the stat
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* - Fetch the class levels and store them as well
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* - Mark each stat and effect as uncomputed
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* - Iterate over each stat in order and compute it
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* - If the stat is already computed, skip it
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* - If the stat is busy being computed, we are in a dependency loop, make it NaN and mark computed
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* - Mark the stat as busy computing
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* - Iterate over each effect which applies to the attribute
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* - If the effect is not computed compute it
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* - If the effect relies on another attribute, get its computed value
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* - Recurse if that attribute is uncomputed
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* - apply the effect to the attribute
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* - Conglomerate all the effects to compute the final stat values
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* - Mark the stat as computed
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* - Write the computed results back to the database
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*
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* @param {String} charId the Id of the creature to compute
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* @returns {Object} An in-memory description of the character as
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* computed and written to the database
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*/
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export function recomputeCreatureById(charId){
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let char = buildCreature(charId);
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/**
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* This function is the heart of DiceCloud. It recomputes a creature's stats,
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* distilling down effects and proficiencies into the final stats that make up
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* a creature.
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*
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* Essentially this is a depth first tree traversal algorithm that computes
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* stats' dependencies before computing stats themselves, while detecting
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* dependency loops.
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*
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* At the moment it makes no effort to limit recomputation to just what was
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* changed.
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*
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* Attempting to implement dependency management to limit recomputation to just
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* change affected stats should only happen as a last resort, when this function
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* can no longer be performed more efficiently, and server resources can not be
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* expanded to meet demand.
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*
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* A brief overview:
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* - Fetch the stats of the creature and add them to
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* an object for quick lookup
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* - Fetch the effects and proficiencies which apply to each stat and store them with the stat
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* - Fetch the class levels and store them as well
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* - Mark each stat and effect as uncomputed
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* - Iterate over each stat in order and compute it
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* - If the stat is already computed, skip it
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* - If the stat is busy being computed, we are in a dependency loop, make it NaN and mark computed
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* - Mark the stat as busy computing
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* - Iterate over each effect which applies to the attribute
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* - If the effect is not computed compute it
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* - If the effect relies on another attribute, get its computed value
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* - Recurse if that attribute is uncomputed
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* - apply the effect to the attribute
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* - Conglomerate all the effects to compute the final stat values
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* - Mark the stat as computed
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* - Write the computed results back to the database
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*/
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export function recomputeCreatureById(creatureId){
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let char = buildCreature(creatureId);
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char = computeCreature(char);
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writeCreature(char);
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return char;
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}
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/**
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* Write the in-memory creature to the database docs
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* This could be optimized to only write changed fields to the database
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*
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* @param {Object} char in-memory char object
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* @returns {undefined}
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*/
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function writeCreature(char) {
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writeAttributes(char);
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writeSkills(char);
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writeDamageMultipliers(char);
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writeEffects(char);
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writeCreatureDoc(char);
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}
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function writeCreatureDoc(char) {
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// Store all the variables, using the same priority as computation evaluation
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let variables = {};
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for (let key in char.variables){
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variables[key] = char.variables[key].result;
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}
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// Write the creature
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Creatures.update(char.id, {$set: {level: char.level, variables}});
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}
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/*
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* Write all the attributes from the in-memory char object to the Attirbute docs
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*/
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function writeAttributes(char) {
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let bulkWriteOps = _.map(char.atts, (att, variableName) => {
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let op = {
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updateMany: {
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filter: {'ancestors.id': char.id, variableName},
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update: {'$set': {
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value: att.result,
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}},
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}
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};
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if (typeof att.mod === 'number'){
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op.updateMany.update.$set.mod = att.mod;
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} else {
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op.updateMany.update.$unset = {mod: 1};
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}
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return op;
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});
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if (!bulkWriteOps.length) return;
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if (Meteor.isServer){
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let result = CreatureProperties.rawCollection().bulkWrite(bulkWriteOps, {ordered : false}, function(e, r){
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if (e) console.error(e);
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});
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} else {
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_.each(bulkWriteOps, op => {
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CreatureProperties.update(op.updateMany.filter, op.updateMany.update, {
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multi: true,
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selector: {type: 'attribute'}
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});
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});
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}
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}
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function writeEffects(char){
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let bulkWriteOps = _.map(char.computedEffects, effect => ({
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updateOne: {
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filter: {_id: effect._id},
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update: {$set: {
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result: effect.result,
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}},
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},
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}));
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if (!bulkWriteOps.length) return;
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if (Meteor.isServer){
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let result = CreatureProperties.rawCollection().bulkWrite(bulkWriteOps, {ordered : false}, function(e, r){
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if (e) console.error(e);
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});
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} else {
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_.each(bulkWriteOps, op => {
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CreatureProperties.update(op.updateOne.filter, op.updateOne.update, {selector: {type: 'effect'}});
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});
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}
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}
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/**
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* Write all the Creature Properties from the in-memory char object to the
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* properties docs
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*
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* @param {type} char description
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* @returns {type} description
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*/
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function writeSkills(char) {
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let bulkWriteOps = _.map(char.skills, (skill, variableName) => {
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let op = {
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updateMany: {
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filter: {'ancestors.id': char.id, variableName},
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update: {$set: {
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value: skill.result,
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abilityMod: skill.abilityMod,
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advantage: skill.advantage,
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passiveBonus: skill.passiveAdd,
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proficiency: skill.proficiency,
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conditionalBenefits: skill.conditional,
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fail: skill.fail,
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}},
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}
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};
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return op;
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});
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if (!bulkWriteOps.length) return;
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if (Meteor.isServer){
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let result = CreatureProperties.rawCollection().bulkWrite( bulkWriteOps, {ordered : false}, function(e, r){
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if (e) console.error(e);
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});
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} else {
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_.each(bulkWriteOps, op => {
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CreatureProperties.update(op.updateMany.filter, op.updateMany.update, {
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multi: true,
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selector: {type: 'skill'},
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});
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});
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}
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}
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/**
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* Write all the damange multipliers from the in-memory char object to the docs
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*
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* @param {type} char description
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* @returns {type} description
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*/
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function writeDamageMultipliers(char) {
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let bulkWriteOps = _.map(char.dms, (dm, variableName) => {
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let op = {
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updateMany: {
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filter: {'ancestors.id': char.id, variableName},
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update: {$set: {
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value: dm.result,
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}},
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}
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};
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return op;
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});
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if (!bulkWriteOps.length) return;
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if (Meteor.isServer){
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let result = CreatureProperties.rawCollection().bulkWrite( bulkWriteOps, {ordered : false}, function(e, r){
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if (e) console.error(e);
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});
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} else {
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_.each(bulkWriteOps, op => {
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CreatureProperties.update(op.updateMany.filter, op.updateMany.update, {
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multi: true,
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selector: {type: 'damageMultiplier'},
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});
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});
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}
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}
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/**
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* Get the creature's data from the database and build an in-memory model that
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* can be computed.
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*
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* @param {type} charId description
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* @returns {type} description
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*/
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function buildCreature(charId){
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// Load creature details into memory from database
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function buildCreature(creatureId){
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let char = {
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id: charId,
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atts: {},
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skills: {},
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dms: {},
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classes: {},
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variables: {},
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otherEffects: [],
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id: creatureId,
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stats: {},
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skillsByAbility: {},
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unassignedEffects: [],
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computedEffects: [],
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level: 0,
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};
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// Fetch the properties of the creature and add them to the char object for
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// quicker lookup
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CreatureProperties.find({'ancestors.id': charId}).forEach(prop => {
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// Get all relevant properties and store them on the in-memory creature
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getCreatureProps(creatureId).filter(prop => {
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const key = prop.variableName;
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// Attributes
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if (prop.type === 'attribute'){
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char.atts[key] = {
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computed: false,
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busyComputing: false,
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type: "attribute",
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attributeType: prop.attributeType,
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base: prop.baseValue || 0,
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decimal: prop.decimal,
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result: 0,
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mod: 0, // The resulting modifier if this is an ability
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add: 0,
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mul: 1,
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min: Number.NEGATIVE_INFINITY,
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max: Number.POSITIVE_INFINITY,
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advantage: 0,
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disadvantage: 0,
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passiveAdd: 0,
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fail: 0,
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effects: [],
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};
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char.variables[key] = char.atts[key];
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}
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//Skill
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else if (prop.type === 'skill'){
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if (!char.skills[key]){
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char.skills[key] = {
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computed: false,
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busyComputing: false,
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type: "skill",
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ability: prop.ability,
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base: prop.baseValue,
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result: 0, // For skills the result is the skillMod
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proficiency: prop.baseProficiency || 0,
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add: 0,
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mul: 1,
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min: Number.NEGATIVE_INFINITY,
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max: Number.POSITIVE_INFINITY,
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advantage: 0,
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disadvantage: 0,
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passiveAdd: 0,
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fail: 0,
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conditional: 0,
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effects: [],
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proficiencies: [],
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};
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if (!char.variables[key]){
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char.variables[key] = char.skills[key];
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switch(prop.type){
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case 'attribute':
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case 'skill':
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let skill = statObject(prop);
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// Store the skill as a stat on the in-memory creature
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if (!char.stats[key]) char.stats[key] = skill;
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// Store a reference to the skill under the relevant ability as well
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if (skill.ability){
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if (!char.skillsByAbility[skill.ability]){
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char.skillsByAbility[skill.ability] = [];
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}
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char.skillsByAbility[skill.ability].push(skill);
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}
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}
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return false;
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case 'damageMultiplier':
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if (!char.stats[key]) char.stats[key] = damageMultiplierObject();
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return false;
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default:
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return true;
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}
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// Damage multipliers
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else if (prop.type === 'damageMultiplier'){
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if (!char.dms[key]){
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char.dms[key] = {
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computed: false,
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busyComputing: false,
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type: "damageMultiplier",
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result: 0,
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immunityCount: 0,
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ressistanceCount: 0,
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vulnerabilityCount: 0,
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effects: [],
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};
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if (!char.variables[key]){
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char.variables[key] = char.dms[key];
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}).forEach(prop => {
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// In a second pass through the props, assign effects and proficiencies to
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// their matched attributes and skills
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switch(prop.type){
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case 'effect':
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let effect = effectObject(prop);
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// Assign the effect to all the stats it directly targets
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let targets = getEffectTargets(char, effect);
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targets.forEach(target =>
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target.effects.push(effect)
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);
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if (!targets.length){
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char.unassignedEffects.push(effect);
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}
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break;
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case 'proficiency':
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let proficiency = proficiencyObject(prop);
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getProficiencyTargets(char, proficiency).forEach(target =>
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target.proficiencies.push(proficiency)
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);
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break;
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}
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}
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// Classes
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//TODO
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// Effects
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else if (prop.type === 'effect'){
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for (let stat of prop.stats){
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let storedEffect = {
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_id: prop._id,
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computed: false,
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result: 0,
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operation: prop.operation,
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calculation: prop.calculation,
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};
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if (char.atts[stat]) {
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char.atts[stat].effects.push(storedEffect);
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} else if (char.skills[stat]) {
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char.skills[stat].effects.push(storedEffect);
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} else if (char.dms[stat]) {
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char.dms[stat].effects.push(storedEffect);
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} else {
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char.otherEffects.push(storedEffect);
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}
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}
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}
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// Proficiencies
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else if (prop.type === 'proficiency'){
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if (char.skills[prop.skill]) {
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char.skills[prop.skill].proficiencies.push(proficiency);
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}
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}
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// Add direct properties from creature to variable list
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const fields = { xp: 1, weightCarried: 1};
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const creature = Creatures.findOne(charId, {fields});
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for (let key in fields){
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if (!char.variables[key]){
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char.variables[key] = {
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result: creature[key] || 0,
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type: 'creatureProperty',
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computed: true,
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};
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}
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}
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});
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// Add direct properties from creature to variable list
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const fields = { xp: 1, weightCarried: 1, level: 1};
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const creature = Creatures.findOne(creatureId, {fields});
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for (let key in fields){
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if (!char.stats[key]){
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char.stats[key] = {
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computed: true,
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type: 'creatureProperty',
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result: creature[key] || 0,
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};
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}
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}
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return char;
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}
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/**
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* Compute the creature's stats in-place, returns the same char object
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* @param {type} char description
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* @returns {type} description
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*/
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export function computeCreature(char){
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// Iterate over each stat in order and compute it
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let statName;
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for (statName in char.atts){
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let stat = char.atts[statName];
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function getCreatureProps(creatureId){
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// First get ids of disabled properties and unequiped items
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let disabledAncestorIds = CreatureProperties.find({
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'ancestors.id': creatureId,
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$or: [
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{disabled: true},
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{equipped: false},
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],
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}, {
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fields: {_id: 1},
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}).map(prop => prop._id);
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// Then get the ids of creatures that are children of this creature
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// to isolate their decendent properties from this calculation
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Creatures.find({
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'ancestors.id': creatureId,
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}, {
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fields: {_id: 1},
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}).forEach(prop => {
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disabledAncestorIds.push(prop._id);
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});
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// Get all the properties that aren't from the excluded decendents
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return CreatureProperties.find({
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'ancestors.id': {
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$eq: creatureId,
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$nin: disabledAncestorIds,
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},
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||||
type: {$in: [
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'attribute',
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||||
'skill',
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||||
'damageMultiplier',
|
||||
'effect',
|
||||
'proficiency',
|
||||
]},
|
||||
}).fetch();
|
||||
}
|
||||
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||||
function getProficiencyTargets(char, proficiency){
|
||||
let extraTargets = [];
|
||||
if (!proficiency.stats) return [];
|
||||
let targets = proficiency.stats.map(targetStat => {
|
||||
let target = char[targetStat];
|
||||
// Proficiencies targeting ability scores apply to 'skill' and check' skills
|
||||
// based on that ability as well
|
||||
if (
|
||||
target &&
|
||||
target.type === 'attribute' &&
|
||||
target.attributeType === 'ability' &&
|
||||
char.skillsByAbility[targetStat]
|
||||
) {
|
||||
extraTargets.push(
|
||||
...char.skillsByAbility[targetStat].filter(skill =>
|
||||
includes(['skill', 'check'], skill.skillType)
|
||||
)
|
||||
);
|
||||
}
|
||||
return target;
|
||||
}).filter(target => !!target);
|
||||
return targets.concat(extraTargets);
|
||||
}
|
||||
|
||||
function getEffectTargets(char, effect){
|
||||
const skillOperations = [
|
||||
'advantage',
|
||||
'disadvantage',
|
||||
'passiveAdd',
|
||||
'fail',
|
||||
'conditional',
|
||||
'rollBonus',
|
||||
];
|
||||
let extraTargets = [];
|
||||
if (!effect.stats) return [];
|
||||
let targets = effect.stats.map(targetStat => {
|
||||
let target = char[targetStat];
|
||||
// Certain effects targeting ability scores apply to skills
|
||||
// based on that ability as well
|
||||
if (
|
||||
includes(skillOperations, effect.operation) &&
|
||||
target &&
|
||||
target.type === 'attribute' &&
|
||||
target.attributeType === 'ability' &&
|
||||
char.skillsByAbility[targetStat]
|
||||
) {
|
||||
extraTargets.push(...char.skillsByAbility[targetStat]);
|
||||
}
|
||||
return target;
|
||||
});
|
||||
return targets.concat(extraTargets);
|
||||
}
|
||||
|
||||
function statObject(prop){
|
||||
return {
|
||||
computed: false,
|
||||
busyComputing: false,
|
||||
type: prop.type,
|
||||
attributeType: prop.attributeType,
|
||||
skillType: prop.skillType,
|
||||
ability: prop.ability,
|
||||
base: prop.baseValue || 0,
|
||||
proficiency: prop.baseProficiency || 0,
|
||||
decimal: prop.decimal,
|
||||
result: 0,
|
||||
mod: 0, // The resulting modifier if this is an ability
|
||||
add: 0,
|
||||
mul: 1,
|
||||
min: Number.NEGATIVE_INFINITY,
|
||||
max: Number.POSITIVE_INFINITY,
|
||||
advantage: 0,
|
||||
disadvantage: 0,
|
||||
passiveAdd: 0,
|
||||
fail: 0,
|
||||
conditional: 0,
|
||||
rollBonuses: 0,
|
||||
effects: [],
|
||||
proficiencies: [],
|
||||
};
|
||||
}
|
||||
|
||||
function damageMultiplierObject(){
|
||||
return {
|
||||
computed: false,
|
||||
busyComputing: false,
|
||||
type: "damageMultiplier",
|
||||
result: 0,
|
||||
immunityCount: 0,
|
||||
ressistanceCount: 0,
|
||||
vulnerabilityCount: 0,
|
||||
effects: [],
|
||||
};
|
||||
};
|
||||
|
||||
function effectObject(prop){
|
||||
return {
|
||||
_id: prop._id,
|
||||
computed: false,
|
||||
result: 0,
|
||||
operation: prop.operation,
|
||||
calculation: prop.calculation,
|
||||
};
|
||||
}
|
||||
|
||||
function proficiencyObject(prop){
|
||||
return {
|
||||
value: prop.value,
|
||||
};
|
||||
}
|
||||
|
||||
function computeCreature(char){
|
||||
for (let statName in char.stats){
|
||||
let stat = char.stats[statName];
|
||||
computeStat (stat, char);
|
||||
}
|
||||
for (statName in char.skills){
|
||||
let stat = char.skills[statName];
|
||||
computeStat (stat, char);
|
||||
}
|
||||
for (statName in char.dms){
|
||||
let stat = char.dms[statName];
|
||||
computeStat (stat, char);
|
||||
}
|
||||
for (let effect of char.otherEffects){
|
||||
for (let effect of char.unassignedEffects){
|
||||
computeEffect(effect, char);
|
||||
}
|
||||
return char;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Compute a single stat on a creature
|
||||
*
|
||||
* @param {type} stat description
|
||||
* @param {type} char description
|
||||
* @returns {type} description
|
||||
*/
|
||||
function computeStat(stat, char){
|
||||
|
||||
// If the stat is already computed, skip it
|
||||
@@ -431,22 +329,22 @@ function computeStat(stat, char){
|
||||
stat.busyComputing = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute a the result of a single effect
|
||||
*/
|
||||
/**
|
||||
* Compute a the result of a single effect
|
||||
*/
|
||||
function computeEffect(effect, char){
|
||||
if (effect.computed) return;
|
||||
if (_.isFinite(effect.calculation)){
|
||||
effect.result = +effect.calculation;
|
||||
} else if(effect.operation === "conditional"){
|
||||
effect.result = effect.calculation;
|
||||
} else if(_.contains(["advantage", "disadvantage", "fail"], effect.operation)){
|
||||
effect.result = 1;
|
||||
} else {
|
||||
effect.result = evaluateCalculation(effect.calculation, char);
|
||||
}
|
||||
effect.computed = true;
|
||||
char.computedEffects.push(effect);
|
||||
if (effect.computed) return;
|
||||
if (_.isFinite(effect.calculation)){
|
||||
effect.result = +effect.calculation;
|
||||
} else if(effect.operation === "conditional" || effect.operation === "rollBonuses"){
|
||||
effect.result = effect.calculation;
|
||||
} else if(_.contains(["advantage", "disadvantage", "fail"], effect.operation)){
|
||||
effect.result = 1;
|
||||
} else {
|
||||
effect.result = evaluateCalculation(effect.calculation, char);
|
||||
}
|
||||
effect.computed = true;
|
||||
char.computedEffects.push(effect);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -497,6 +395,10 @@ function applyEffect(effect, stat){
|
||||
// Sum number of conditionals
|
||||
stat.conditional++;
|
||||
break;
|
||||
case "rollBonus":
|
||||
// Sum number of roll bonuses
|
||||
stat.rollBonus++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -530,29 +432,34 @@ function combineAttribute(stat, char){
|
||||
* Combine skills results into final values
|
||||
*/
|
||||
function combineSkill(stat, char){
|
||||
// Skills are based on some ability Modifier
|
||||
let abilityMod = 0;
|
||||
let ability = char.stats[stat.ability]
|
||||
if (stat.ability && ability){
|
||||
if (!ability.computed){
|
||||
computeStat(ability, char);
|
||||
}
|
||||
stat.abilityMod = ability.mod;
|
||||
}
|
||||
// Combine all the child proficiencies
|
||||
for (let i in stat.proficiencies){
|
||||
let prof = stat.proficiencies[i];
|
||||
if (prof.value > stat.proficiency) stat.proficiency = prof.value;
|
||||
}
|
||||
// Get the character's proficiency bonus to apply
|
||||
let profBonus;
|
||||
if (char.skills.proficiencyBonus){
|
||||
if (!char.skills.proficiencyBonus.computed){
|
||||
computeStat(char.skills.proficiencyBonus, char);
|
||||
if (char.stats.proficiencyBonus){
|
||||
if (!char.stats.proficiencyBonus.computed){
|
||||
computeStat(char.stats.proficiencyBonus, char);
|
||||
}
|
||||
profBonus = char.skills.proficiencyBonus.result;
|
||||
profBonus = char.stats.proficiencyBonus.result;
|
||||
} else {
|
||||
profBonus = Math.floor(char.level / 4 + 1.75);
|
||||
}
|
||||
// Multiply the proficiency bonus by the actual proficiency
|
||||
profBonus *= stat.proficiency;
|
||||
// Skills are based on some ability Modifier
|
||||
stat.abilityMod = 0;
|
||||
if (stat.ability && char.atts[stat.ability]){
|
||||
if (!char.atts[stat.ability].computed){
|
||||
computeStat(char.atts[stat.ability], char);
|
||||
}
|
||||
stat.abilityMod = char.atts[stat.ability].mod;
|
||||
}
|
||||
stat.result = (stat.abilityMod + profBonus + stat.add) * stat.mul;
|
||||
// Combine everything to get the final result
|
||||
stat.result = (abilityMod + profBonus + stat.add) * stat.mul;
|
||||
if (stat.result < stat.min) stat.result = stat.min;
|
||||
if (stat.result > stat.max) stat.result = stat.max;
|
||||
stat.result = Math.floor(stat.result);
|
||||
@@ -562,7 +469,7 @@ function combineSkill(stat, char){
|
||||
/**
|
||||
* Combine damageMultiplier's results into final values
|
||||
*/
|
||||
function combineDamageMultiplier(stat, char){
|
||||
function combineDamageMultiplier(stat){
|
||||
if (stat.immunityCount) return 0;
|
||||
if (stat.ressistanceCount && !stat.vulnerabilityCount){
|
||||
stat.result = 0.5;
|
||||
@@ -577,7 +484,7 @@ function combineDamageMultiplier(stat, char){
|
||||
* Get the value of a key, compute it if necessary
|
||||
*/
|
||||
function getComputedValueOfKey(sub, char){
|
||||
const stat = char.variables[sub];
|
||||
const stat = char.stats[sub];
|
||||
if (!stat) return null;
|
||||
if (!stat.computed){
|
||||
computeStat(stat, char);
|
||||
@@ -617,75 +524,100 @@ function evaluateCalculation(string, char){
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* recompute a character's XP from a given id
|
||||
function writeCreature(char) {
|
||||
//TODO these functions don't filter the stats before trying to write
|
||||
writeAttributes(char);
|
||||
writeSkills(char);
|
||||
writeDamageMultipliers(char);
|
||||
writeEffects(char);
|
||||
}
|
||||
|
||||
/*
|
||||
* Write all the attributes from the in-memory char object to the Attirbute docs
|
||||
*/
|
||||
export const recomputeCreatureXP = new ValidatedMethod({
|
||||
name: "Creatures.methods.recomputeCreatureXP",
|
||||
|
||||
validate: new SimpleSchema({
|
||||
charId: { type: String }
|
||||
}).validator(),
|
||||
|
||||
run({charId}) {
|
||||
assertEditPermission(charId, this.userId);
|
||||
var xp = 0;
|
||||
Experiences.find(
|
||||
{charId: charId},
|
||||
{fields: {value: 1}}
|
||||
).forEach(function(e){
|
||||
xp += e.value;
|
||||
});
|
||||
|
||||
Creatures.update(charId, {$set: {xp}});
|
||||
return xp;
|
||||
},
|
||||
});
|
||||
|
||||
/**
|
||||
* Recompute a character's weight carried from a given id
|
||||
*/
|
||||
export const recomputeCreatureWeightCarried = new ValidatedMethod({
|
||||
name: "Creature.methods.recomputeCreatureWeightCarried",
|
||||
|
||||
validate: new SimpleSchema({
|
||||
charId: { type: String }
|
||||
}).validator(),
|
||||
|
||||
run({charId}){
|
||||
assertEditPermission(charId, this.userId);
|
||||
var weightCarried = 0;
|
||||
// store a dictionary of carried containers
|
||||
var carriedContainers = {};
|
||||
Containers.find(
|
||||
{
|
||||
charId,
|
||||
isCarried: true,
|
||||
},
|
||||
{ fields: {
|
||||
isCarried: 1,
|
||||
weight: 1,
|
||||
}}
|
||||
).forEach(container => {
|
||||
carriedContainers[container._id] = true;
|
||||
weightCarried += container.weight;
|
||||
});
|
||||
Items.find(
|
||||
{
|
||||
charId,
|
||||
},
|
||||
{ fields: {
|
||||
weight: 1,
|
||||
parent: 1,
|
||||
}}
|
||||
).forEach(item => {
|
||||
// if the item is carried/equiped or in a carried container, add its weight
|
||||
if (parent.id === charId || carriedContainers[parent.id]){
|
||||
weightCarried += item.weight;
|
||||
function writeAttributes(char) {
|
||||
let bulkWriteOps = _.map(char.atts, (att, variableName) => {
|
||||
let op = {
|
||||
updateMany: {
|
||||
filter: {'ancestors.id': char.id, variableName},
|
||||
update: {'$set': {
|
||||
value: att.result,
|
||||
rollBonuses: skill.rollBonus,
|
||||
}},
|
||||
}
|
||||
});
|
||||
};
|
||||
if (typeof att.mod === 'number'){
|
||||
op.updateMany.update.$set.mod = att.mod;
|
||||
} else {
|
||||
op.updateMany.update.$unset = {mod: 1};
|
||||
}
|
||||
return op;
|
||||
});
|
||||
bulkWriteProperties({bulkWriteOps, selectorType: 'attribute'});
|
||||
}
|
||||
|
||||
Creatures.update(charId, {$set: {weightCarried}});
|
||||
return weightCarried;
|
||||
function writeSkills(char) {
|
||||
let bulkWriteOps = _.map(char.skills, (skill, variableName) => {
|
||||
let op = {
|
||||
updateMany: {
|
||||
filter: {'ancestors.id': char.id, variableName},
|
||||
update: {$set: {
|
||||
value: skill.result,
|
||||
abilityMod: skill.abilityMod,
|
||||
advantage: skill.advantage,
|
||||
passiveBonus: skill.passiveAdd,
|
||||
proficiency: skill.proficiency,
|
||||
conditionalBenefits: skill.conditional,
|
||||
rollBonuses: skill.rollBonus,
|
||||
fail: skill.fail,
|
||||
}},
|
||||
}
|
||||
};
|
||||
return op;
|
||||
});
|
||||
bulkWriteProperties({bulkWriteOps, selectorType: 'skill'});
|
||||
}
|
||||
|
||||
function writeDamageMultipliers(char) {
|
||||
let bulkWriteOps = _.map(char.dms, (dm, variableName) => {
|
||||
let op = {
|
||||
updateMany: {
|
||||
filter: {'ancestors.id': char.id, variableName},
|
||||
update: {$set: {
|
||||
value: dm.result,
|
||||
}},
|
||||
}
|
||||
};
|
||||
return op;
|
||||
});
|
||||
bulkWriteProperties({bulkWriteOps, selectorType: 'damageMultiplier'});
|
||||
}
|
||||
|
||||
function writeEffects(char){
|
||||
let bulkWriteOps = _.map(char.computedEffects, effect => ({
|
||||
updateOne: {
|
||||
filter: {_id: effect._id},
|
||||
update: {$set: {
|
||||
result: effect.result,
|
||||
}},
|
||||
},
|
||||
}));
|
||||
if (!bulkWriteOps.length) return;
|
||||
bulkWriteProperties({bulkWriteOps, selectorType: 'effect'});
|
||||
}
|
||||
|
||||
function bulkWriteProperties({bulkWriteOps, selectorType}){
|
||||
if (!bulkWriteOps.length) return;
|
||||
if (Meteor.isServer){
|
||||
CreatureProperties.rawCollection().bulkWrite(bulkWriteOps, {ordered : false}, function(e){
|
||||
if (e) console.error(e);
|
||||
});
|
||||
} else {
|
||||
_.each(bulkWriteOps, op => {
|
||||
CreatureProperties.update(op.updateMany.filter, op.updateMany.update, {
|
||||
multi: true,
|
||||
selector: {type: selectorType}
|
||||
});
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user