Refactored computations again, split into multiple files, lots still to do
This commit is contained in:
@@ -1,6 +1,6 @@
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import SimpleSchema from 'simpl-schema';
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import ChildSchema, { RefSchema } from '/imports/api/parenting/ChildSchema.js';
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import { recomputeCreature } from '/imports/api/creature/creatureComputation.js';
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import { recomputeCreature } from '/imports/api/creature/computation/creatureComputation.js';
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import LibraryNodes from '/imports/api/library/LibraryNodes.js';
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import { assertEditPermission } from '/imports/api/sharing/sharingPermissions.js';
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import { softRemove } from '/imports/api/parenting/softRemove.js';
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148
app/imports/api/creature/computation/ComputationMemo.js
Normal file
148
app/imports/api/creature/computation/ComputationMemo.js
Normal file
@@ -0,0 +1,148 @@
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import { includes, cloneDeep } from 'lodash';
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export default class ComputationMemo {
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constructor(props){
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this.statsByVariableName = {};
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this.originalPropsById = {};
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this.propsById = {};
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this.skillsByAbility = {};
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this.unassignedEffects = [];
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props.filter((prop) => {
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// skip effects and proficiencies for the next pass
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if (prop.type === 'effect' || prop.type === 'proficiency') return true;
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// Add all the stats
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this.addStat(prop);
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}).forEach((prop) => {
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// Now add all effects and proficiencies
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if (prop.type === 'effect'){
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this.addEffect(prop);
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} else if (prop.type === 'proficiency') {
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this.addProficiency(prop);
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}
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});
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}
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registerProperty(prop){
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this.originalPropsById[prop._id] = cloneDeep(prop);
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this.propsById[prop._id] = prop;
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prop.computationDetails = propDetails(prop);
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return prop;
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}
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addStat(prop){
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prop = this.registerProperty(prop);
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let variableName = prop.variableName;
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if (!variableName) return;
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if (this.statsByVariableName[variableName]){
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prop.value = NaN;
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prop.computationDetails.error = 'variableNameCollision';
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return;
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}
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this.statsByVariableName[variableName] = prop;
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if (
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prop.type === 'skill' &&
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includes(['skill', 'check'], prop.skillType) &&
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prop.ability
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){
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this.addSkillToAbility(prop, prop.ability)
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}
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}
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addSkillToAbility(prop, ability){
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if (!this.skillsByAbility[ability]){
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this.skillsByAbility[ability] = [];
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}
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this.skillsByAbility[ability].push(prop);
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}
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addEffect(prop){
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prop = this.registerProperty(prop);
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let targets = this.getEffectTargets(prop);
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targets.forEach(target => {
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target.computationDetails.effects.push(prop);
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});
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if (!targets.length){
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this.unassignedEffects.push(prop);
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}
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}
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getEffectTargets(prop){
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let targets = new Set();
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if (!prop.stats) return targets;
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prop.stats.forEach((statName) => {
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let target = this.statsByVariableName[statName];
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if (!target) return;
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targets.add(target);
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if (isSkillOperation(prop) && isAbility(target)){
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let extras = this.skillsByAbility[statName] || [];
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targets.add(...extras)
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}
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});
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return targets;
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}
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addProficiency(prop){
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prop = this.registerProperty(prop);
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let targets = getProficiencyTargets(prop);
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targets.forEach(target => {
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target.computationDetails.proficiencies.push(prop);
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});
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}
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getProficiencyTargets(prop){
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let targets = new Set();
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if (!prop.stats) return targets;
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proficiency.stats.forEach(statName => {
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let target = this.statsByVariableName[statName];
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if (!target) return;
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targets.add(target);
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if (isAbility(target) && isSkillCheck(prop)) {
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let extras = this.skillsByAbility[statName] || [];
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targets.add(...extras)
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}
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});
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return targets;
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}
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}
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const skillOperations = [
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'advantage',
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'disadvantage',
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'passiveAdd',
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'fail',
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'conditional',
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'rollBonus',
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];
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function isAbility(prop){
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return prop.type === 'attribute' &&
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prop.attributeType === 'ability'
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}
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function isSkillCheck(prop){
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return includes(['skill', 'check'], prop.skillType);
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}
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function isSkillOperation(prop){
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return skillOperations.includes(prop.operation);
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}
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function propDetails(prop){
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return propDetailsByType[prop.type]() || {};
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}
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const propDetailsByType = {
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attribute(){
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return {
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computed: false,
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busyComputing: false,
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effects: [],
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};
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},
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skill(){
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return {
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computed: false,
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busyComputing: false,
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effects: [],
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proficiencies: [],
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};
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},
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effect(){
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return {
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computed: false,
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};
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},
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}
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64
app/imports/api/creature/computation/EffectAggregator.js
Normal file
64
app/imports/api/creature/computation/EffectAggregator.js
Normal file
@@ -0,0 +1,64 @@
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export default class EffectAggregator{
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constructor(stat){
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this.base = stat.baseValue || 0;
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this.add = 0;
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this.mul = 1;
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this.min = Number.NEGATIVE_INFINITY;
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this.max = Number.POSITIVE_INFINITY;
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this.advantage = 0;
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this.disadvantage = 0;
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this.passiveAdd = 0;
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this.fail = 0;
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this.conditional = [];
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this.rollBonus = [];
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}
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addEffect(effect){
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let result = effect.result;
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switch(effect.operation){
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case "base":
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// Take the largest base value
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this.base = result > this.base ? result : this.base;
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break;
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case "add":
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// Add all adds together
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this.add += result;
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break;
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case "mul":
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// Multiply the muls together
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this.mul *= result;
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break;
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case "min":
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// Take the largest min value
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this.min = result > this.min ? result : this.min;
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break;
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case "max":
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// Take the smallest max value
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this.max = result < this.max ? result : this.max;
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break;
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case "advantage":
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// Sum number of advantages
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this.advantage++;
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break;
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case "disadvantage":
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// Sum number of disadvantages
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this.disadvantage++;
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break;
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case "passiveAdd":
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// Add all passive adds together
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this.passiveAdd += result;
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break;
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case "fail":
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// Sum number of fails
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this.fail++;
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break;
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case "conditional":
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// Store array of conditionals
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this.conditional.push(result);
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break;
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case "rollBonus":
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// Store array of roll bonuses
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this.rollBonus.push(result);
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break;
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}
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}
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}
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69
app/imports/api/creature/computation/combineStat.js
Normal file
69
app/imports/api/creature/computation/combineStat.js
Normal file
@@ -0,0 +1,69 @@
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import computeStat from '/imports/api/creature/computation/computeStat.js';
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import computedValueOfVariableName from '/imports/api/creature/computation/computedValueOfVariableName.js'
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export default function combineStat(stat, aggregator, memo){
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if (stat.type === "attribute"){
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combineAttribute(stat, aggregator);
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} else if (stat.type === "skill"){
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combineSkill(stat, aggregator, memo);
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} else if (stat.type === "damageMultiplier"){
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combineDamageMultiplier(stat, memo);
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}
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}
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function combineAttribute(stat, aggregator){
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let result = (aggregator.base + aggregator.add) * aggregator.mul;
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if (result < aggregator.min) result = aggregator.min;
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if (result > aggregator.max) result = aggregator.max;
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if (!stat.decimal) result = Math.floor(result);
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stat.value = result;
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if (stat.attributeType === "ability") {
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stat.mod = Math.floor((result - 10) / 2);
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}
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}
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function combineSkill(stat, aggregator, memo){
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// Skills are based on some ability Modifier
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let abilityMod = 0;
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let ability = memo.statsByVariableName[stat.ability]
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if (stat.ability && ability){
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if (!ability.computationDetails.computed){
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computeStat(ability, memo);
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}
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stat.abilityMod = ability.mod;
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}
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// Combine all the child proficiencies
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for (let i in stat.proficiencies){
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let prof = stat.proficiencies[i];
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if (prof.value > stat.proficiency) stat.proficiency = prof.value;
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}
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// Get the character's proficiency bonus to apply
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let profBonus = computedValueOfVariableName('proficiencyBonus', memo);
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/** TODO level needs to be on the memo somewhere
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if (typeof profBonus !== "number"){
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profBonus = Math.floor(char.level / 4 + 1.75);
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}
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*/
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// Multiply the proficiency bonus by the actual proficiency
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profBonus *= stat.proficiency;
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// Combine everything to get the final result
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let result = (abilityMod + profBonus + stat.add) * stat.mul;
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if (result < stat.min) result = stat.min;
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if (result > stat.max) result = stat.max;
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result = Math.floor(result);
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if (stat.base > result) result = stat.base;
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stat.value = result;
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}
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function combineDamageMultiplier(stat){
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if (stat.immunityCount) return 0;
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if (stat.ressistanceCount && !stat.vulnerabilityCount){
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result = 0.5;
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} else if (!stat.ressistanceCount && stat.vulnerabilityCount){
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result = 2;
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} else {
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result = 1;
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}
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stat.value = result;
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}
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15
app/imports/api/creature/computation/computeEffect.js
Normal file
15
app/imports/api/creature/computation/computeEffect.js
Normal file
@@ -0,0 +1,15 @@
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import evaluateCalculation from '/imports/api/creature/computation/evaluateCalculation.js';
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export default function computeEffect(effect, memo){
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if (effect.computed) return;
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if (_.isFinite(effect.calculation)){
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effect.result = +effect.calculation;
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} else if(effect.operation === "conditional" || effect.operation === "rollBonuses"){
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effect.result = effect.calculation;
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} else if(_.contains(["advantage", "disadvantage", "fail"], effect.operation)){
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effect.result = 1;
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} else {
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effect.result = evaluateCalculation(effect.calculation, memo);
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}
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effect.computationDetails.computed = true;
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}
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12
app/imports/api/creature/computation/computeMemo.js
Normal file
12
app/imports/api/creature/computation/computeMemo.js
Normal file
@@ -0,0 +1,12 @@
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import { each, forOwn } from 'lodash';
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import computeStat from '/imports/api/creature/computation/computeStat.js';
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import computeEffect from '/imports/api/creature/computation/computeEffect.js';
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export default function computeMemo(memo){
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forOwn(memo.statsByVariableName, (stat) => {
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computeStat (stat, memo);
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});
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each(memo.unassignedEffects, (effect) => {
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computeEffect(effect, memo);
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});
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}
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29
app/imports/api/creature/computation/computeStat.js
Normal file
29
app/imports/api/creature/computation/computeStat.js
Normal file
@@ -0,0 +1,29 @@
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import combineStat from '/imports/api/creature/computation/combineStat.js';
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import computeEffect from '/imports/api/creature/computation/computeEffect.js';
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import EffectAggregator from '/imports/api/creature/computation/EffectAggregator.js';
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import { each } from 'lodash';
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export default function computeStat(stat, memo){
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// If the stat is already computed, skip it
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if (stat.computationDetails.computed) return;
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if (stat.computationDetails.busyComputing){
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// Trying to compute this stat again while it is already computing.
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// We must be in a dependency loop.
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stat.computationDetails.computed = true;
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stat.value = NaN;
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stat.computationDetails.busyComputing = false;
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stat.computationDetails.error = 'dependencyLoop';
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return;
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}
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// Compute and aggregate all the effects
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let aggregator = new EffectAggregator(stat)
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each(stat.computationDetails.effects, (effect) => {
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computeEffect(effect, memo);
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aggregator.addEffect(effect);
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});
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// Conglomerate all the effects to compute the final stat values
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combineStat(stat, aggregator, memo);
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// Mark the attribute as computed
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stat.computationDetails.computed = true;
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stat.computationDetails.busyComputing = false;
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}
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@@ -0,0 +1,10 @@
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import computeStat from '/imports/api/creature/computation/computeStat.js';
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export default function computedValueOfVariableName(sub, memo){
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const stat = memo.statsByVariableName[sub];
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if (!stat) return null;
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if (!stat.computationDetails.computed){
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computeStat(stat, char);
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}
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return stat.result;
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}
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76
app/imports/api/creature/computation/creatureComputation.js
Normal file
76
app/imports/api/creature/computation/creatureComputation.js
Normal file
@@ -0,0 +1,76 @@
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// TODO allow abilities to get advantage/disadvantage, making all skills that are based
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// on them disadvantaged as well
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import { ValidatedMethod } from 'meteor/mdg:validated-method';
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import SimpleSchema from 'simpl-schema';
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import { assertEditPermission } from '/imports/api/creature/creaturePermissions.js';
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import ComputationMemo from '/imports/api/creature/computation/ComputationMemo.js';
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import computeMemo from '/imports/api/creature/computation/computeMemo.js';
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import getCalculationProperties from '/imports/api/creature/computation/getCalculationProperties.js';
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import logAlterations from '/imports/api/creature/computation/logAlterations.js';
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import * as math from 'mathjs';
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export const recomputeCreature = new ValidatedMethod({
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name: "Creatures.methods.recomputeCreature",
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validate: new SimpleSchema({
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charId: { type: String }
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}).validator(),
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run({charId}) {
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// Permission
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assertEditPermission(charId, this.userId);
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// Work, call this direcly if you are already in a method that has checked
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// for permission to edit a given character
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recomputeCreatureById(charId);
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},
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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
|
||||
* - 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
|
||||
* - 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 props = getCalculationProperties(creatureId);
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let computationMemo = new ComputationMemo(props);
|
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console.log({toCompute: computationMemo});
|
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computeMemo(computationMemo);
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console.log({computed: computationMemo});
|
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logAlterations(computationMemo);
|
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//writeAlteredProps(computationMemo);
|
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return computationMemo;
|
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}
|
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30
app/imports/api/creature/computation/evaluateCalculation.js
Normal file
30
app/imports/api/creature/computation/evaluateCalculation.js
Normal file
@@ -0,0 +1,30 @@
|
||||
import computedValueOfVariableName from '/imports/api/creature/computation/computedValueOfVariableName.js'
|
||||
|
||||
export default function evaluateCalculation(string, memo){
|
||||
if (!string) return string;
|
||||
// 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 = computedValueOfVariableName(node.name, memo);
|
||||
if (val === null) return node;
|
||||
return new math.expression.node.ConstantNode(val);
|
||||
}
|
||||
else {
|
||||
return node;
|
||||
}
|
||||
});
|
||||
|
||||
// Evaluate the expression to a number or return with substitutions
|
||||
try {
|
||||
return substitutedCalc.eval();
|
||||
} catch (e){
|
||||
return substitutedCalc.toString();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
import Creatures from "/imports/api/creature/Creatures.js";
|
||||
import CreatureProperties from "/imports/api/creature/CreatureProperties.js";
|
||||
|
||||
export default function getCalculationProperties(creatureId){
|
||||
// First get ids of disabled properties and unequiped items
|
||||
let disabledAncestorIds = CreatureProperties.find({
|
||||
'ancestors.id': creatureId,
|
||||
$or: [
|
||||
{disabled: true},
|
||||
{equipped: false},
|
||||
],
|
||||
}, {
|
||||
fields: {_id: 1},
|
||||
}).map(prop => prop._id);
|
||||
|
||||
// Then get the ids of creatures that are children of this creature
|
||||
// to isolate their decendent properties from this calculation
|
||||
Creatures.find({
|
||||
'ancestors.id': creatureId,
|
||||
}, {
|
||||
fields: {_id: 1},
|
||||
}).forEach(prop => {
|
||||
disabledAncestorIds.push(prop._id);
|
||||
});
|
||||
|
||||
// Get all the properties that aren't from the excluded decendents
|
||||
return CreatureProperties.find({
|
||||
'ancestors.id': {
|
||||
$eq: creatureId,
|
||||
$nin: disabledAncestorIds,
|
||||
},
|
||||
type: {$in: [
|
||||
'attribute',
|
||||
'skill',
|
||||
'damageMultiplier',
|
||||
'effect',
|
||||
'proficiency',
|
||||
]},
|
||||
}).fetch();
|
||||
}
|
||||
16
app/imports/api/creature/computation/logAlterations.js
Normal file
16
app/imports/api/creature/computation/logAlterations.js
Normal file
@@ -0,0 +1,16 @@
|
||||
import { isEqual, forOwn } from 'lodash';
|
||||
import { ComputedOnlySkilLSchema } from '/imports/api/properties/Skills.js';
|
||||
|
||||
export default function logAlterations(memo){
|
||||
forOwn(memo.originalPropsById, old => {
|
||||
let changed = memo.propsById[old._id];
|
||||
delete changed.computationDetails;
|
||||
|
||||
if (!isEqual(old, changed)){
|
||||
console.log({change: {old, changed}})
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// TODO use this as a starting point to write only computed fields that have
|
||||
// changed
|
||||
98
app/imports/api/creature/computation/writeCreature.js
Normal file
98
app/imports/api/creature/computation/writeCreature.js
Normal file
@@ -0,0 +1,98 @@
|
||||
|
||||
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
|
||||
*/
|
||||
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.$unset = {mod: 1};
|
||||
}
|
||||
return op;
|
||||
});
|
||||
bulkWriteProperties({bulkWriteOps, selectorType: 'attribute'});
|
||||
}
|
||||
|
||||
function writeSkills(char) {
|
||||
let bulkWriteOps = _.map(char.skills, (skill, variableName) => {
|
||||
let op = {
|
||||
updateMany: {
|
||||
filter: {'ancestors.id': char.id, variableName},
|
||||
update: {$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}
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -1,623 +0,0 @@
|
||||
// TODO allow abilities to get advantage/disadvantage, making all skills that are based
|
||||
// on them disadvantaged as well
|
||||
|
||||
import { ValidatedMethod } from 'meteor/mdg:validated-method';
|
||||
import SimpleSchema from 'simpl-schema';
|
||||
import { assertEditPermission } from '/imports/api/creature/creaturePermissions.js';
|
||||
import Creatures from "/imports/api/creature/Creatures.js";
|
||||
import CreatureProperties from "/imports/api/creature/CreatureProperties.js";
|
||||
import * as math from 'mathjs';
|
||||
import { includes } from 'lodash';
|
||||
|
||||
export const recomputeCreature = new ValidatedMethod({
|
||||
|
||||
name: "Creatures.methods.recomputeCreature",
|
||||
|
||||
validate: new SimpleSchema({
|
||||
charId: { type: String }
|
||||
}).validator(),
|
||||
|
||||
run({charId}) {
|
||||
// Permission
|
||||
assertEditPermission(charId, this.userId);
|
||||
// Work, call this direcly if you are already in a method that has checked
|
||||
// for permission to edit a given character
|
||||
recomputeCreatureById(charId);
|
||||
},
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* This function is the heart of DiceCloud. It recomputes a creature's stats,
|
||||
* distilling down effects and proficiencies into the final stats that make up
|
||||
* a creature.
|
||||
*
|
||||
* Essentially this is a depth first tree traversal algorithm that computes
|
||||
* stats' dependencies before computing stats themselves, while detecting
|
||||
* dependency loops.
|
||||
*
|
||||
* At the moment it makes no effort to limit recomputation to just what was
|
||||
* changed.
|
||||
*
|
||||
* Attempting to implement dependency management to limit recomputation to just
|
||||
* change affected stats should only happen as a last resort, when this function
|
||||
* can no longer be performed more efficiently, and server resources can not be
|
||||
* expanded to meet demand.
|
||||
*
|
||||
* A brief overview:
|
||||
* - Fetch the stats of the creature and add them to
|
||||
* an object for quick lookup
|
||||
* - Fetch the effects and proficiencies which apply to each stat and store them with the stat
|
||||
* - Fetch the class levels and store them as well
|
||||
* - Mark each stat and effect as uncomputed
|
||||
* - Iterate over each stat in order and compute it
|
||||
* - If the stat is already computed, skip it
|
||||
* - If the stat is busy being computed, we are in a dependency loop, make it NaN and mark computed
|
||||
* - Mark the stat as busy computing
|
||||
* - Iterate over each effect which applies to the attribute
|
||||
* - If the effect is not computed compute it
|
||||
* - If the effect relies on another attribute, get its computed value
|
||||
* - Recurse if that attribute is uncomputed
|
||||
* - apply the effect to the attribute
|
||||
* - Conglomerate all the effects to compute the final stat values
|
||||
* - Mark the stat as computed
|
||||
* - Write the computed results back to the database
|
||||
*/
|
||||
export function recomputeCreatureById(creatureId){
|
||||
let char = buildCreature(creatureId);
|
||||
char = computeCreature(char);
|
||||
writeCreature(char);
|
||||
return char;
|
||||
}
|
||||
|
||||
// Load creature details into memory from database
|
||||
function buildCreature(creatureId){
|
||||
let char = {
|
||||
id: creatureId,
|
||||
stats: {},
|
||||
skillsByAbility: {},
|
||||
unassignedEffects: [],
|
||||
computedEffects: [],
|
||||
};
|
||||
// Get all relevant properties and store them on the in-memory creature
|
||||
getCreatureProps(creatureId).filter(prop => {
|
||||
const key = prop.variableName;
|
||||
switch(prop.type){
|
||||
case 'attribute':
|
||||
case 'skill':
|
||||
let skill = statObject(prop);
|
||||
// Store the skill as a stat on the in-memory creature
|
||||
if (!char.stats[key]) char.stats[key] = skill;
|
||||
// Store a reference to the skill under the relevant ability as well
|
||||
if (skill.ability){
|
||||
if (!char.skillsByAbility[skill.ability]){
|
||||
char.skillsByAbility[skill.ability] = [];
|
||||
}
|
||||
char.skillsByAbility[skill.ability].push(skill);
|
||||
}
|
||||
return false;
|
||||
case 'damageMultiplier':
|
||||
if (!char.stats[key]) char.stats[key] = damageMultiplierObject();
|
||||
return false;
|
||||
default:
|
||||
return true;
|
||||
}
|
||||
}).forEach(prop => {
|
||||
// In a second pass through the props, assign effects and proficiencies to
|
||||
// their matched attributes and skills
|
||||
switch(prop.type){
|
||||
case 'effect':
|
||||
let effect = effectObject(prop);
|
||||
// Assign the effect to all the stats it directly targets
|
||||
let targets = getEffectTargets(char, effect);
|
||||
targets.forEach(target =>
|
||||
target.effects.push(effect)
|
||||
);
|
||||
if (!targets.length){
|
||||
char.unassignedEffects.push(effect);
|
||||
}
|
||||
break;
|
||||
case 'proficiency':
|
||||
let proficiency = proficiencyObject(prop);
|
||||
getProficiencyTargets(char, proficiency).forEach(target =>
|
||||
target.proficiencies.push(proficiency)
|
||||
);
|
||||
break;
|
||||
}
|
||||
});
|
||||
// Add direct properties from creature to variable list
|
||||
const fields = { xp: 1, weightCarried: 1, level: 1};
|
||||
const creature = Creatures.findOne(creatureId, {fields});
|
||||
for (let key in fields){
|
||||
if (!char.stats[key]){
|
||||
char.stats[key] = {
|
||||
computed: true,
|
||||
type: 'creatureProperty',
|
||||
result: creature[key] || 0,
|
||||
};
|
||||
}
|
||||
}
|
||||
return char;
|
||||
}
|
||||
|
||||
function getCreatureProps(creatureId){
|
||||
// First get ids of disabled properties and unequiped items
|
||||
let disabledAncestorIds = CreatureProperties.find({
|
||||
'ancestors.id': creatureId,
|
||||
$or: [
|
||||
{disabled: true},
|
||||
{equipped: false},
|
||||
],
|
||||
}, {
|
||||
fields: {_id: 1},
|
||||
}).map(prop => prop._id);
|
||||
|
||||
// Then get the ids of creatures that are children of this creature
|
||||
// to isolate their decendent properties from this calculation
|
||||
Creatures.find({
|
||||
'ancestors.id': creatureId,
|
||||
}, {
|
||||
fields: {_id: 1},
|
||||
}).forEach(prop => {
|
||||
disabledAncestorIds.push(prop._id);
|
||||
});
|
||||
|
||||
// Get all the properties that aren't from the excluded decendents
|
||||
return CreatureProperties.find({
|
||||
'ancestors.id': {
|
||||
$eq: creatureId,
|
||||
$nin: disabledAncestorIds,
|
||||
},
|
||||
type: {$in: [
|
||||
'attribute',
|
||||
'skill',
|
||||
'damageMultiplier',
|
||||
'effect',
|
||||
'proficiency',
|
||||
]},
|
||||
}).fetch();
|
||||
}
|
||||
|
||||
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 (let effect of char.unassignedEffects){
|
||||
computeEffect(effect, char);
|
||||
}
|
||||
return char;
|
||||
}
|
||||
|
||||
function computeStat(stat, char){
|
||||
|
||||
// If the stat is already computed, skip it
|
||||
if (stat.computed) return;
|
||||
|
||||
// If the stat is busy being computed, make it NaN and mark computed
|
||||
if (stat.busyComputing){
|
||||
// Trying to compute this stat again while it is already computing.
|
||||
// We must be in a dependency loop.
|
||||
stat.computed = true;
|
||||
stat.result = NaN;
|
||||
stat.busyComputing = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Iterate over each effect which applies to the stat
|
||||
for (let i in stat.effects){
|
||||
computeEffect(stat.effects[i], char);
|
||||
// apply the effect to the stat
|
||||
applyEffect(stat.effects[i], stat);
|
||||
}
|
||||
|
||||
// Conglomerate all the effects to compute the final stat values
|
||||
combineStat(stat, char);
|
||||
|
||||
// Mark the attribute as computed
|
||||
stat.computed = true;
|
||||
stat.busyComputing = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.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);
|
||||
}
|
||||
|
||||
/**
|
||||
* Apply a computed effect to its stat
|
||||
*/
|
||||
function applyEffect(effect, stat){
|
||||
if (!_.has(stat, effect.operation)){
|
||||
return;
|
||||
}
|
||||
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;
|
||||
case "rollBonus":
|
||||
// Sum number of roll bonuses
|
||||
stat.rollBonus++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Combine the results of multiple effects to get the result of the stat
|
||||
*/
|
||||
function combineStat(stat, char){
|
||||
if (stat.type === "attribute"){
|
||||
combineAttribute(stat, char);
|
||||
} else if (stat.type === "skill"){
|
||||
combineSkill(stat, char);
|
||||
} else if (stat.type === "damageMultiplier"){
|
||||
combineDamageMultiplier(stat, char);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* combineAttribute - Combine attributes's results into final values
|
||||
*/
|
||||
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;
|
||||
if (!stat.decimal) stat.result = Math.floor(stat.result);
|
||||
if (stat.attributeType === "ability") {
|
||||
stat.mod = Math.floor((stat.result - 10) / 2);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.stats.proficiencyBonus){
|
||||
if (!char.stats.proficiencyBonus.computed){
|
||||
computeStat(char.stats.proficiencyBonus, char);
|
||||
}
|
||||
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;
|
||||
// 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);
|
||||
if (stat.base > stat.result) stat.result = stat.base;
|
||||
}
|
||||
|
||||
/**
|
||||
* Combine damageMultiplier's results into final values
|
||||
*/
|
||||
function combineDamageMultiplier(stat){
|
||||
if (stat.immunityCount) return 0;
|
||||
if (stat.ressistanceCount && !stat.vulnerabilityCount){
|
||||
stat.result = 0.5;
|
||||
} else if (!stat.ressistanceCount && stat.vulnerabilityCount){
|
||||
stat.result = 2;
|
||||
} else {
|
||||
stat.result = 1;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the value of a key, compute it if necessary
|
||||
*/
|
||||
function getComputedValueOfKey(sub, char){
|
||||
const stat = char.stats[sub];
|
||||
if (!stat) return null;
|
||||
if (!stat.computed){
|
||||
computeStat(stat, char);
|
||||
}
|
||||
return stat.result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Evaluate a string computation in the context of a char
|
||||
*/
|
||||
function evaluateCalculation(string, char){
|
||||
if (!string) return string;
|
||||
// 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);
|
||||
}
|
||||
else {
|
||||
return node;
|
||||
}
|
||||
});
|
||||
|
||||
// Evaluate the expression to a number or return with substitutions
|
||||
try {
|
||||
return substitutedCalc.eval();
|
||||
} catch (e){
|
||||
return substitutedCalc.toString();
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
*/
|
||||
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.$unset = {mod: 1};
|
||||
}
|
||||
return op;
|
||||
});
|
||||
bulkWriteProperties({bulkWriteOps, selectorType: 'attribute'});
|
||||
}
|
||||
|
||||
function writeSkills(char) {
|
||||
let bulkWriteOps = _.map(char.skills, (skill, variableName) => {
|
||||
let op = {
|
||||
updateMany: {
|
||||
filter: {'ancestors.id': char.id, variableName},
|
||||
update: {$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}
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
import { recomputeCreatureById } from '/imports/api/creature/creatureComputation.js';
|
||||
import { recomputeCreatureById } from '/imports/api/creature/computation/creatureComputation.js';
|
||||
|
||||
export default function recomputeCreatureMixin(methodOptions){
|
||||
let runFunc = methodOptions.run;
|
||||
|
||||
@@ -51,8 +51,7 @@ let SkillSchema = new SimpleSchema({
|
||||
},
|
||||
});
|
||||
|
||||
|
||||
let ComputedSkillSchema = new SimpleSchema({
|
||||
let ComputedOnlySkillSchema = new SimpleSchema({
|
||||
// Computed value of skill to be added to skill rolls
|
||||
value: {
|
||||
type: Number,
|
||||
@@ -80,16 +79,29 @@ let ComputedSkillSchema = new SimpleSchema({
|
||||
allowedValues: [0, 0.5, 1, 2],
|
||||
defaultValue: 0,
|
||||
},
|
||||
// Computed number of total conditional benefits
|
||||
// Computed number of total conditional benefits
|
||||
conditionalBenefits: {
|
||||
type: SimpleSchema.Integer,
|
||||
type: Array,
|
||||
optional: true,
|
||||
},
|
||||
'conditionalBenefits.$': {
|
||||
type: String,
|
||||
},
|
||||
// Computed number of things forcing this skill to fail
|
||||
rollBonuses: {
|
||||
type: Array,
|
||||
optional: true,
|
||||
},
|
||||
'rollBonuses.$': {
|
||||
type: String,
|
||||
},
|
||||
// Computed number of things forcing this skill to fail
|
||||
fail: {
|
||||
type: SimpleSchema.Integer,
|
||||
optional: true,
|
||||
},
|
||||
}).extend(SkillSchema);
|
||||
})
|
||||
|
||||
export { SkillSchema, ComputedSkillSchema };
|
||||
let ComputedSkillSchema = ComputedOnlySkillSchema.extend(SkillSchema);
|
||||
|
||||
export { SkillSchema, ComputedSkillSchema, ComputedOnlySkillSchema };
|
||||
|
||||
@@ -1,17 +1,10 @@
|
||||
import SimpleSchema from 'simpl-schema';
|
||||
import VARIABLE_NAME_REGEX from '/imports/constants/VARIABLE_NAME_REGEX.js';
|
||||
|
||||
let SpellListSchema = new SimpleSchema({
|
||||
name: {
|
||||
type: String,
|
||||
optional: true,
|
||||
},
|
||||
// The technical, lowercase, single-word name used in formulae
|
||||
variableName: {
|
||||
type: String,
|
||||
regEx: VARIABLE_NAME_REGEX,
|
||||
min: 3,
|
||||
},
|
||||
description: {
|
||||
type: String,
|
||||
optional: true,
|
||||
|
||||
7
app/imports/constants/RESERVED_VARIABLE_NAMES.js
Normal file
7
app/imports/constants/RESERVED_VARIABLE_NAMES.js
Normal file
@@ -0,0 +1,7 @@
|
||||
const RESERVED_VARIABLE_NAMES = Object.freeze([
|
||||
'allChecks',
|
||||
'allSaves',
|
||||
'attackRolls',
|
||||
]);
|
||||
|
||||
export default RESERVED_VARIABLE_NAMES;
|
||||
@@ -102,7 +102,7 @@
|
||||
import SpellsTab from '/imports/ui/creature/character/characterSheetTabs/SpellsTab.vue';
|
||||
import PersonaTab from '/imports/ui/creature/character/characterSheetTabs/PersonaTab.vue';
|
||||
import TreeTab from '/imports/ui/creature/character/characterSheetTabs/TreeTab.vue';
|
||||
import { recomputeCreature } from '/imports/api/creature/creatureComputation.js';
|
||||
import { recomputeCreature } from '/imports/api/creature/computation/creatureComputation.js';
|
||||
|
||||
export default {
|
||||
props: {
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import "/imports/server/publications/index.js";
|
||||
import "/imports/api/creature/creatureComputation.js";
|
||||
import "/imports/api/creature/computation/creatureComputation.js";
|
||||
import "/imports/api/parenting/deleteRemovedDocuments.js";
|
||||
import "/imports/server/config/simpleSchemaDebug.js";
|
||||
import "/imports/api/parenting/organizeMethods.js";
|
||||
|
||||
Reference in New Issue
Block a user