Refactoring of Character class to add effect appliers and removers
This commit is contained in:
@@ -10,17 +10,6 @@ Characters = new Meteor.Collection("characters", {
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}
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});
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//Attributes are numerical values
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Attribute = function(base){
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this.base = base; //the unmodified value of the attribute
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//effects of the form {name: "Ring of Protection", value: 1}
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this.add = []; //bonuses added to the attribute
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this.mul = []; //multipliers to the attribute (after adding bonuses)
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this.min = []; //effects setting the minimum value of the attribute
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this.max = []; //effects setting the maximum value of the attribute
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this.conditional = []; //conditional modifiers
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}
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var attributes = [
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{name: "strength"},
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{name: "dexterity"},
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@@ -32,18 +21,18 @@ var attributes = [
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{name: "experience"},
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{name: "proficiencyBonus",
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add: [
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{name: "Level 1", value: 2}
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new Effect("Level 1", 2)
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]
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},
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{name: "speed",
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add: [
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{name: "Base Speed", value: 30}
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new Effect("Base Speed", 30)
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]
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},
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{name: "armor",
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add: [
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{name: "Base Armor Class", value: 10},
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{name: "Dexterity Modifier", value: "skillMod skills.dexterityArmor"}
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new Effect("Base Armor Class", 10),
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new Effect("Dexterity Modifier", "skillMod skills.dexterityArmor")
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]
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},
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{name: "weight"},
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@@ -64,25 +53,6 @@ var attributes = [
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{name: "rages"}
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];
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//Skills are bonuses to rolls: "+2" etc.
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//They are based off of some ability
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Skill = function(ability){
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//proficiencies of the form {name: "Jack of all Trades", value: 0.5}
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//only the highest is used
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this.proficiency = [];
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//ability name that this skill uses as base for roll
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this.ability = ability;
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this.add = [];
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this.mul = [];
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this.min = [];
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this.max = [];
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this.advantage = []; //effects granting advantage
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this.disadvantage = [];
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this.passiveAdd = []; //only added to passive checks
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this.fail = []; //all checks are failed
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this.conditional = []; //conditional modifiers
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}
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var skills = [
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{skill: "strengthSave", ability: "strength"},
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{skill: "dexteritySave", ability: "dexterity"},
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@@ -292,53 +262,3 @@ getMod = function(score){
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signedString = function(number){
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return number > 0? "+" + number : "" + number;
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}
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// turns dot notation strings into keys of root
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// argument formats:
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// 157, anything -> 157
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// "some.number", object -> object.some.number
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// "some.function", object -> object.some.function()
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// "some.function arg1 arg2", object -> object.some.function(arg1, arg2)
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pop = function(input, root){
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if(typeof(input) === "string"){
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//we need root for this part
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if(root === undefined) return;
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//this is a likely to fail if the string is malformed
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try{
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//split over spaces
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var parts = input.split(" ");
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//for each word
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for (var i = 0; i < parts.length; i++){
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//split over dots
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var str = parts[i].split(".");
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//start at root
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parts[i] = root;
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//for each word between dots
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for (var j = 0; j < str.length; j++){
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parts[i] = parts[i][str[j]];
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}
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}
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//pull the first word out, might be a function
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var func = parts.splice(0, 1)[0];
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//if it's a function, apply the arguments to it
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if(_.isFunction(func)) return +func.apply(root, parts);
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//if it's a number, return it
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if(!isNaN(func)) return +func;
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} catch (err) {
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//TODO pokemon catch statement is bad
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//"gotta catch em all"
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console.log(err);
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return;
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}
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}
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return +input;
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}
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12
rpg-docs/Model/Character/Constructors/Attribute.js
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12
rpg-docs/Model/Character/Constructors/Attribute.js
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@@ -0,0 +1,12 @@
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//Attributes are numerical values
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Attribute = function(base){
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//the unmodified value of the attribute
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//should be zero for most attributes after a long rest
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this.base = base;
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//effects of the form {name: "Ring of Protection", value: 1}
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this.add = []; //bonuses added to the attribute
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this.mul = []; //multipliers to the attribute (after adding bonuses)
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this.min = []; //effects setting the minimum value of the attribute
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this.max = []; //effects setting the maximum value of the attribute
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this.conditional = []; //conditional modifiers
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}
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@@ -33,15 +33,15 @@ effect, such as when a creature is hurled\
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away by the thunderwave spell."
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],
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effects: [
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{stat: "attributes.speed.maximum", value: 0}
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{stat: "attributes.speed.max", value: 0}
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]
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}
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Conditions.Incapacitated = {
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effects: [
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{stat: "attributes.actions.maximum", value: 0},
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{stat: "attributes.reactions.maximum", value: 0},
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{stat: "attributes.bonusActions.maximum", value: 0}
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{stat: "attributes.actions.max", value: 0},
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{stat: "attributes.reactions.max", value: 0},
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{stat: "attributes.bonusActions.max", value: 0}
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]
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}
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@@ -54,7 +54,7 @@ Conditions.Paralyzed = {
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effects: [
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{stat: "skills.strengthSave.fail", value: 1},
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{stat: "skills.dexteritySave.fail", value: 1},
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{stat: "attributes.speed.maximum", value: 0}
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{stat: "attributes.speed.max", value: 0}
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]
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}
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_.extend(Conditions.Paralyzed, Conditions.Incapacitated);
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@@ -67,7 +67,7 @@ Conditions.Petrified = {
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{stat: "attributes.ageRate.min", value: 0},
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{stat: "skills.strengthSave.fail", value: 1},
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{stat: "skills.dexteritySave.fail", value: 1},
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{stat: "attributes.speed.maximum", value: 0}
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{stat: "attributes.speed.max", value: 0}
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]
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}
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for(var i = 0, l = DamageTypes.length; i < l; i++){
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@@ -91,14 +91,14 @@ Conditions.Prone = {
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Conditions.Restrained = {
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effects: [
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{stat: "attributes.speed.maximum", value: 0}
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{stat: "attributes.speed.max", value: 0}
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]
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}
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Conditions.Stunned = {
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//implies incapacitated
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effects: [
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{stat: "attributes.speed.maximum", value: 0},
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{stat: "attributes.speed.max", value: 0},
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{stat: "skills.strengthSave.fail", value: 1},
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{stat: "skills.dexteritySave.fail", value: 1}
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]
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@@ -109,7 +109,7 @@ Conditions.Unconscious = {
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//implies incapacitated
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//implies prone
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effects: [
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{stat: "attributes.speed.maximum", value: 0},
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{stat: "attributes.speed.max", value: 0},
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{stat: "skills.strengthSave.fail", value: 1},
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{stat: "skills.dexteritySave.fail", value: 1}
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]
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47
rpg-docs/Model/Character/Constructors/Effect.js
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47
rpg-docs/Model/Character/Constructors/Effect.js
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@@ -0,0 +1,47 @@
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Effect = function(stat, value){
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this.stat = stat;
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this.value = value;
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this._id = new Mongo.ObjectID()._str;
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}
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pushEffects = function(characterId, effectName, effectsArray){
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//check that the arguments are of the right form
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check(characterId, String);
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check(effectName, String);
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check(effectsArray, [{ _id: String, stat: String, value: Number}]);
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for(var i = 0; i < effectsArray.length; i++){
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var effect = effectsArray[i];
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//check if the character exists with the field we are changing
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var chk = {_id: characterId}; //right id
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chk[effect.stat] = {$exists: true}; //has a field for the stat already
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if(Characters.findOne(chk)){
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var newEffect = {};
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newEffect[effect.stat] = {_id: effect.id, name: effectName, value: effect.value};
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//update the field
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Characters.update(characterId, {$push: newEffect});
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}
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}
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}
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pullEffects = function(characterId, effectsArray){
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//check that the arguments are of the right form
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check(characterId, String);
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check(effectsArray, [{ _id: String, stat: String, value: Number}]);
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for(var i = 0; i < effectsArray.length; i++){
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var effect = effectsArray[i];
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//check if the character exists with the field we are changing
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var chk = {_id: characterId}; //right id
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chk[effect.stat] = {$exists: true}; //has a field for the stat already
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if(Characters.findOne(chk)){
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var effectToPull = {};
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effectToPull[effect.stat] = {_id: effect.id};
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//update the field
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Characters.update(characterId, {$pull: effectToPull});
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}
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}
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}
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18
rpg-docs/Model/Character/Constructors/Skill.js
Normal file
18
rpg-docs/Model/Character/Constructors/Skill.js
Normal file
@@ -0,0 +1,18 @@
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//Skills are bonuses to rolls: "+2" etc.
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//They are based off of some ability
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Skill = function(ability){
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//proficiencies of the form {name: "Jack of all Trades", value: 0.5}
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//only the highest is used
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this.proficiency = [];
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//ability name that this skill uses as base for roll
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this.ability = ability;
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this.add = [];
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this.mul = [];
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this.min = [];
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this.max = [];
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this.advantage = []; //effects granting advantage
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this.disadvantage = [];
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this.passiveAdd = []; //only added to passive checks
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this.fail = []; //all checks are failed
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this.conditional = []; //conditional modifiers
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}
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49
rpg-docs/Model/Character/Utilities.js/pop.js
Normal file
49
rpg-docs/Model/Character/Utilities.js/pop.js
Normal file
@@ -0,0 +1,49 @@
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// turns dot notation strings into keys of root
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// argument formats:
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// 157, anything -> 157
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// "some.number", object -> object.some.number
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// "some.function", object -> object.some.function()
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// "some.function arg1 arg2", object -> object.some.function(arg1, arg2)
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pop = function(input, root){
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if(typeof(input) === "string"){
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//we need root for this part
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if(root === undefined) return;
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//this is a likely to fail if the string is malformed
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try{
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//split over spaces
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var parts = input.split(" ");
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//for each word
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for (var i = 0; i < parts.length; i++){
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//split over dots
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var str = parts[i].split(".");
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//start at root
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parts[i] = root;
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//for each word between dots
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for (var j = 0; j < str.length; j++){
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parts[i] = parts[i][str[j]];
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}
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}
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//pull the first word out, might be a function
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var func = parts.splice(0, 1)[0];
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//if it's a function, apply the arguments to it
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if(_.isFunction(func)) return +func.apply(root, parts);
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//if it's a number, return it
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if(!isNaN(func)) return +func;
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} catch (err) {
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//TODO pokemon catch statement is bad
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//"gotta catch em all"
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console.log(err);
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return;
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}
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}
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return +input;
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}
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