Started the big move to server-side computation.
This commit is contained in:
385
app/Model/Character/CharacterComputation.js
Normal file
385
app/Model/Character/CharacterComputation.js
Normal file
@@ -0,0 +1,385 @@
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// TODO make sure all attributes can only have lowercase, stripped, no spaced names
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const recomputeCharacter = new ValidatedMethod({
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"Characters.methods.recomputeCharacter", // DDP method name
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validate: new SimpleSchema({
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charId: { type: String }
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}).validator(),
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applyOptions: {
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noRetry: true,
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},
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run({ charId }) {
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// `this` is the same method invocation object you normally get inside
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// Meteor.methods
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if (!canEditCharacter(charId, this.userId)) {
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// Throw errors with a specific error code
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throw new Meteor.Error('Characters.methods.recomputeCharacter.denied',
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'You do not have permission to recompute this character');
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}
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doRecompute(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 character's stats,
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* distilling down effects and proficiencies into the final stats that make up
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* a character.
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*
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* Essentially this is a backtracking algorithm that computes stats'
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* 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 character 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, 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 attribute values
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* - Mark the attribute as computed
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*/
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const doRecompute = function (charId){
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let char = {
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atts: {},
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skills: {},
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dms: {},
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};
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// Fetch the attributes of the character and add them to an object for quick lookup
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Attributes.find({charId}).forEach(attribute => {
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if (!char.atts[attribute.name]){
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char.atts[attribute.name] = {
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computed: false,
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busyComputing: false,
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type: "attribute";
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result: 0,
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mod: 0, // The resulting modifier if this is an ability
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base: 0,
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add: 0,
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mul: 0,
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min: Number.NEGATIVE_INFINITY,
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max: Number.POSITIVE_INFINITY,
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effects: [],
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};
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}
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});
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// Fetch the skills of the character and store them
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Skills.find({charId}).forEach(skill => {
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if (!char.skills[skill.name]){
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char.skills[skill.name] = {
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computed: false,
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busyComputing: false,
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type: "skill";
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result: 0, // For skills the result is the skillMod
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proficiency: 0,
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add: 0,
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mul: 0,
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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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}
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});
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// Fetch the damage multipliers of the character and store them
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DamageMultipliers.find({charId}).forEach(damageMultiplier =>{
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if (!char.dms[damageMultiplier.name]){
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char.dms[damageMultiplier.name] = {
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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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}
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});
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// Fetch the class levels and store them
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char.level = 0;
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char.classes = {};
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Classes.find({charId}).forEach(class => {
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if (!char.classes[class.name]){
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char.classes[class.name] = {level: class.level};
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char.level += class.level;
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}
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});
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// Fetch the effects which apply to each stat and store them under the attribute
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Effects.find({
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charId: charId,
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enabled: true,
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}).forEach(effect => {
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effect.computed = false;
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effect.result = 0;
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if (char.atts[effect.stat]) {
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char.atts[effect.stat].effects.push(effect);
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} else if (char.skills[effect.stat]) {
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char.skills[effect.stat].effects.push(effect);
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} else if (char.dms[effect.stat]) {
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char.dms[effect.stat].effects.push(effect);
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} else {
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// ignore effects that don't apply to an actual stat
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}
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});
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// Fetch the proficiencies and store them under each skill
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Proficiencies.find({
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charId: charId,
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enabled: true,
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type: {$in: ["skill", "save"]}
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}).forEach(proficiency => {
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if (char.skills[proficiency.name]) {
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char.skills[proficiency.name].proficiencies.push(effect);
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}
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});
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// Iterate over each stat in order and compute it
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for (stat in atts){
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computeStat (stat, char);
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}
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for (stat in skills){
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computeStat (stat, char);
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}
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for (stat in dms){
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computeStat (stat, char);
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}
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}
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const computeStat = function(stat, char){
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// If the stat is already computed, skip it
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if (stat.computed) return;
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// If the stat is busy being computed, make it NaN and mark computed
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if (stat.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.computed = true;
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stat.result = NaN;
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stat.busyComputing = false;
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return;
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}
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// Iterate over each effect which applies to the stat
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for (effect in stat.effects){
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computeEffect(effect, char);
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// apply the effect to the stat
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applyEffect(effect, stat);
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}
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// Conglomerate all the effects to compute the final stat values
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combineStat(stat, char);
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// Mark the attribute as computed
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stat.computed = true;
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stat.busyComputing = false;
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}
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const computeEffect = function(effect, char){
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if (_.isFinite(effect.value)){
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effect.result = effect.value;
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} else if(effect.operation === "conditional"){
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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 if (_.isString(effect.calculation)){
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effect.result = evaluateCalculation(charId, effect.calculation);
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}
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};
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const applyEffect = function(effect, stat){
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// Take the largest base value
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if (effect.operation === "base"){
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if (!_.has(stat, "base")) return;
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stat.base = effect.result > stat.base ? effect.result : stat.base;
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}
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// Add all adds together
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else if (effect.operation === "add"){
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if (!_.has(stat, "add")) return;
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stat.add += effect.result;
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}
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else if (effect.operation === "mul"){
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if (!_.has(stat, "mul")) return;
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if (stat.type === "damageMultiplier"){
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if (value === 0) stat.immunityCount++;
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else if (value === 0.5) stat.ressistanceCount++;
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else if (value === 2) stat.vulnerabilityCount++;
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} else {
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// Multiply all muls together
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stat.mul *= effect.result;
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}
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}
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// Take the largest min value
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if (effect.operation === "min"){
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if (!_.has(stat, "min")) return;
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stat.min = effect.result > stat.min ? effect.result : stat.min;
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}
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// Take the smallest max value
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if (effect.operation === "max"){
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if (!_.has(stat, "max")) return;
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stat.max = effect.result < stat.max ? effect.result : stat.max;
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}
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// Sum number of advantages
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else if (effect.operation === "advantage"){
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if (!_.has(stat, "advantage")) return;
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stat.advantage++;
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}
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// Sum number of disadvantages
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else if (effect.operation === "disadvantage"){
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if (!_.has(stat, "disadvantage")) return;
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stat.disadvantage++;
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}
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// Add all passive adds together
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else if (effect.operation === "passiveAdd"){
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if (!_.has(stat, "passiveAdd")) return;
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stat.passiveAdd += effect.result;
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}
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// Sum number of fails
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else if (effect.operation === "fail"){
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if (!_.has(stat, "fail")) return;
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stat.fail++;
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}
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// Sum number of conditionals
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else if (effect.operation === "conditional"){
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if (!_.has(stat, "conditional")) return;
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stat.conditional++;
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}
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};
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const combineStat = function(stat, char){
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if (stat.type === "attribute"){
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combineAttribute(stat, char)
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} else if (stat.type === "skill"){
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combineSkill(stat, char)
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} else if (stat.type === "damageMultiplier"){
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combineDamageMultiplier(stat, char);
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}
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}
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const combineAttribute = function(stat, char){
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stat.result = (stat.base + stat.add) * stat.mul;
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if (stat.result < stat.min) stat.result = stat.min;
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if (stat.result > stat.max) stat.result = stat.max;
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// Round everything that isn't the carry multiplier
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if (stat.name !== "carryMultiplier") stat.result = Math.floor(stat.result);
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stat.mod = Math.floor((stat.result - 10) / 2);
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}
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const combineSkill = function(stat, char){
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for (prof in stat.proficiencies){
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if (prof.value > stat.proficiency) stat.proficiency = prof.value;
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}
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if (!char.atts.proficiencyBonus.computed){
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computeStat(char.atts.proficiencyBonus, char);
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}
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const profBonus = char.atts.proficiencyBonus.result;
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const base = profBonus * stat.proficiency;
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stat.result = (base + stat.add) * stat.mul;
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if (stat.result < stat.min) stat.result = stat.min;
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if (stat.result > stat.max) stat.result = stat.max;
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stat.result = Math.floor(stat.result);
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}
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const combineDamageMultiplier = function(stat, char){
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if (stat.immunityCount) return 0;
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if (ressistanceCount && !vulnerabilityCount){
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stat.result = 0.5;
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} else if (!ressistanceCount && vulnerabilityCount){
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stat.result = 2;
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} else {
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stat.result = 1;
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}
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}
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// Evaluate a string computation
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const evaluateCalculation = function(string, char){
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if (!string) return string;
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// Replace all the string variables with numbers if possible
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string = string.replace(/\b[a-z,1-9]+\b/gi, function(sub){
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// Make case insensitive
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sub = sub.toLowerCase()
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// Attributes
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if (char.atts[sub]){
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if (!char.atts[sub].computed){
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computeStat(char.atts[sub], char);
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}
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return char.atts[sub].result;
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}
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// Modifiers
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if (/^\w+mod$/.test(sub)){
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var slice = sub.slice(0, -3);
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if (char.atts[slice]){
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if (!char.atts[slice].computed){
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computeStat(char.atts[sub], char);
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}
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return char.atts[slice].mod || NaN;
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}
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}
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// Skills
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if (char.skills[sub]){
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if (!char.skills[sub].computed){
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computeStat(char.skills[sub], char);
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}
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return char.skills[sub].result;
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}
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// Damage Multipliers
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if (char.dms[sub]){
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if (!char.dms[sub].computed){
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computeStat(char.dms[sub], char);
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}
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return char.dms[sub].result;
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}
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// Class levels
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if (/^\w+levels?$/.test(sub)){
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//strip out "level(s)"
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var className = sub.replace(/levels?$/, "");
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return char.classes[className] && char.classes[className].level || sub;
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}
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// Character level
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if (sub === "level"){
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return char.level;
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}
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// Give up
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return sub;
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});
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// Evaluate the expression to a number or return it as is.
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try {
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var result = math.eval(string); // math.eval is safe
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return result;
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} catch (e){
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return string;
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}
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};
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@@ -20,7 +20,6 @@ Schemas.Effect = new SimpleSchema({
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defaultValue: "add",
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allowedValues: [
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"base",
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"proficiency",
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"add",
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"mul",
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"min",
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