Changed task triggers to be stored differently so that attribute check and damage triggers don't overlap
This commit is contained in:
@@ -1,139 +0,0 @@
|
||||
import { ValidatedMethod } from 'meteor/mdg:validated-method';
|
||||
import { RateLimiterMixin } from 'ddp-rate-limiter-mixin';
|
||||
import SimpleSchema from 'simpl-schema';
|
||||
import CreatureProperties from '/imports/api/creature/creatureProperties/CreatureProperties';
|
||||
import { assertEditPermission } from '/imports/api/sharing/sharingPermissions';
|
||||
|
||||
const damageProperty = new ValidatedMethod({
|
||||
name: 'creatureProperties.damage',
|
||||
validate: new SimpleSchema({
|
||||
_id: SimpleSchema.RegEx.Id,
|
||||
operation: {
|
||||
type: String,
|
||||
allowedValues: ['set', 'increment']
|
||||
},
|
||||
value: Number,
|
||||
}).validator(),
|
||||
mixins: [RateLimiterMixin],
|
||||
rateLimit: {
|
||||
numRequests: 20,
|
||||
timeInterval: 5000,
|
||||
},
|
||||
run({ _id, operation, value }) {
|
||||
|
||||
// Get action context
|
||||
let prop = CreatureProperties.findOne(_id);
|
||||
if (!prop) throw new Meteor.Error(
|
||||
'Damage property failed', 'Property doesn\'t exist'
|
||||
);
|
||||
const creatureId = prop.root.id;
|
||||
const actionContext = new ActionContext(creatureId, [creatureId], this);
|
||||
|
||||
// Check permissions
|
||||
assertEditPermission(actionContext.creature, this.userId);
|
||||
|
||||
// Check if property can take damage
|
||||
let schema = CreatureProperties.simpleSchema(prop);
|
||||
if (!schema.allowsKey('damage')) {
|
||||
throw new Meteor.Error(
|
||||
'Damage property failed',
|
||||
`Property of type "${prop.type}" can't be damaged`
|
||||
);
|
||||
}
|
||||
|
||||
// Replace the prop by its actionContext counterpart if possible
|
||||
if (prop.variableName) {
|
||||
const actionContextProp = actionContext.scope[prop.variableName];
|
||||
if (actionContextProp?._id === prop._id) {
|
||||
prop = actionContextProp;
|
||||
}
|
||||
}
|
||||
|
||||
const result = damagePropertyWork({ prop, operation, value, actionContext });
|
||||
|
||||
// Insert the log
|
||||
actionContext.writeLog();
|
||||
return result;
|
||||
},
|
||||
});
|
||||
|
||||
export function damagePropertyWork({ prop, operation, value, actionContext, logFunction = undefined }) {
|
||||
|
||||
// Save the value to the scope before applying the before triggers
|
||||
if (operation === 'increment') {
|
||||
if (value >= 0) {
|
||||
actionContext.scope['~damage'] = { value };
|
||||
} else {
|
||||
actionContext.scope['~healing'] = { value: -value };
|
||||
}
|
||||
} else {
|
||||
actionContext.scope['~set'] = { value };
|
||||
}
|
||||
|
||||
applyTriggers(actionContext.triggers?.damageProperty?.before, prop, actionContext);
|
||||
|
||||
// fetch the value from the scope after the before triggers, in case they changed them
|
||||
if (operation === 'increment') {
|
||||
if (value >= 0) {
|
||||
value = actionContext.scope['~damage']?.value;
|
||||
} else {
|
||||
value = -actionContext.scope['~healing']?.value;
|
||||
}
|
||||
} else {
|
||||
value = actionContext.scope['~set']?.value;
|
||||
}
|
||||
|
||||
let damage, newValue, increment;
|
||||
if (operation === 'set') {
|
||||
const total = prop.total || 0;
|
||||
// Set represents what we want the value to be after damage
|
||||
// So we need the actual damage to get to that value
|
||||
damage = total - value;
|
||||
// Damage can't exceed total value
|
||||
if (damage > total && !prop.ignoreLowerLimit) damage = total;
|
||||
// Damage must be positive
|
||||
if (damage < 0 && !prop.ignoreUpperLimit) damage = 0;
|
||||
newValue = prop.total - damage;
|
||||
// Write the results
|
||||
CreatureProperties.update(prop._id, {
|
||||
$set: { damage, value: newValue, dirty: true }
|
||||
}, {
|
||||
selector: prop
|
||||
});
|
||||
// Also write it straight to the prop so that it is updated in the actionContext
|
||||
prop.damage = damage;
|
||||
prop.value = newValue;
|
||||
logFunction?.(newValue);
|
||||
} else if (operation === 'increment') {
|
||||
let currentValue = prop.value || 0;
|
||||
let currentDamage = prop.damage || 0;
|
||||
increment = value;
|
||||
// Can't increase damage above the remaining value
|
||||
if (increment > currentValue && !prop.ignoreLowerLimit) increment = currentValue;
|
||||
// Can't decrease damage below zero
|
||||
if (-increment > currentDamage && !prop.ignoreUpperLimit) increment = -currentDamage;
|
||||
damage = currentDamage + increment;
|
||||
newValue = prop.total - damage;
|
||||
// Write the results
|
||||
CreatureProperties.update(prop._id, {
|
||||
$inc: { damage: increment, value: -increment },
|
||||
$set: { dirty: true },
|
||||
}, {
|
||||
selector: prop
|
||||
});
|
||||
// Also write it straight to the prop so that it is updated in the actionContext
|
||||
prop.damage += increment;
|
||||
prop.value -= increment;
|
||||
logFunction?.(increment);
|
||||
}
|
||||
|
||||
applyTriggers(actionContext.triggers?.damageProperty?.after, prop, actionContext);
|
||||
|
||||
if (operation === 'set') {
|
||||
return damage;
|
||||
} else if (operation === 'increment') {
|
||||
return increment;
|
||||
}
|
||||
}
|
||||
|
||||
export default damageProperty;
|
||||
Reference in New Issue
Block a user