Implemented and cleaned up character schemas

This commit is contained in:
Thaum
2014-11-13 08:44:21 +00:00
parent d80fb19dfe
commit 7ab97a17cc
27 changed files with 403 additions and 259 deletions

View File

@@ -1,164 +1,18 @@
//set up the collection for characters
Characters = new Meteor.Collection("characters");
var attributes = [
{name: "strength"},
{name: "dexterity"},
{name: "constitution"},
{name: "intelligence"},
{name: "wisdom"},
{name: "charisma"},
{name: "hitPoints"},
{name: "experience"},
{name: "proficiencyBonus",
add: [
new Effect("Level 1", 2)
]
},
{name: "speed",
add: [
new Effect("Base Speed", 30)
]
},
{name: "armor",
add: [
new Effect("Base Armor Class", 10),
new Effect("Dexterity Modifier", "skillMod skills.dexterityArmor")
]
},
{name: "weight"},
{name: "weightCarried"},
{name: "age"},
{name: "ageRate"},
{name: "level1SpellSlots"},
{name: "level2SpellSlots"},
{name: "level3SpellSlots"},
{name: "level4SpellSlots"},
{name: "level5SpellSlots"},
{name: "level6SpellSlots"},
{name: "level7SpellSlots"},
{name: "level8SpellSlots"},
{name: "level9SpellSlots"},
{name: "ki"},
{name: "sorceryPoints"},
{name: "rages"}
];
Schemas.Character = new SimpleSchema({
strings: { type: Schemas.Strings },
attributes: { type: Schemas.Attributes },
skills: { type: Schemas.Skills },
vulerabilities: { type: Schemas.Vulnerabilities },
proficiencies: { type: Schemas.Proficiencies }
var skills = [
{skill: "strengthSave", ability: "strength"},
{skill: "dexteritySave", ability: "dexterity"},
{skill: "constitutionSave", ability: "constitution"},
{skill: "intelligenceSave", ability: "intelligence"},
{skill: "wisdomSave", ability: "wisdom"},
{skill: "charismaSave", ability: "charisma"},
//TODO add permission stuff for owner, readers and writers
//TODO hit dice
});
{skill: "acrobatics", ability: "dexterity"},
{skill: "animalHandling", ability: "wisdom"},
{skill: "arcana",ability: "intelligence"},
{skill: "athletics", ability: "strength"},
{skill: "deception", ability: "charisma"},
{skill: "history", ability: "intelligence"},
{skill: "insight", ability: "wisdom"},
{skill: "intimidation", ability: "charisma"},
{skill: "investigation", ability: "intelligence"},
{skill: "medicine", ability: "wisdom"},
{skill: "nature", ability: "intelligence"},
{skill: "perception", ability: "wisdom"},
{skill: "performance", ability: "charisma"},
{skill: "persuasion", ability: "charisma"},
{skill: "religion", ability: "intelligence"},
{skill: "sleightOfHand", ability: "dexterity"},
{skill: "stealth", ability: "dexterity"},
{skill: "survival", ability: "wisdom"},
{skill: "initiative", ability: "dexterity"},
{skill: "strengthAttack", ability: "strength", proficiency: 1},
{skill: "dexterityAttack", ability: "dexterity", proficiency: 1},
{skill: "constitutionAttack", ability: "constitution", proficiency: 1},
{skill: "intelligenceAttack", ability: "intelligence", proficiency: 1},
{skill: "wisdomAttack", ability: "wisdom", proficiency: 1},
{skill: "charismaAttack", ability: "charisma", proficiency: 1},
{skill: "rangedAttack", ability: "dexterity", proficiency: 1},
{skill: "dexterityArmor", ability: "dexterity"}
];
//Plain text fields for the character
var strings = [
"name",
"alignment",
"gender",
"race",
"class",
"description",
"personality",
"ideals",
"bonds",
"flaws",
"backstory",
"notes"
];
//Data structure for the character
//no functions can be added to this constructor
Character = function(owner){
//attributes
this.attributes = {};
for(var i = 0, l = attributes.length; i < l; i++){
this.attributes[attributes[i].name] = new Attribute(0);
this.attributes[attributes[i].name].add = attributes[i].add || [];
this.attributes[attributes[i].name].mul = attributes[i].mul || [];
this.attributes[attributes[i].name].min = attributes[i].min || [];
this.attributes[attributes[i].name].max = attributes[i].max || [];
}
//skills
this.skills = {};
for(var i = 0, l = skills.length; i < l; i++){
this.skills[skills[i].skill] = new Skill(skills[i].ability);
if(skills[i].proficiency)
this.skills[skills[i].skill].proficiency.push(skills[i].proficiency);
}
this.deathSave = {
pass : 0,
fail: 0,
canDeathSave: true
};
this.strings = {};
for(var i = 0, l = strings.length; i < l; i++){
this.strings[strings[i]] = "";
};
this.weaponProficiencies = [];
this.toolProficiencies = [];
this.languages = [];
/*
//anything that needs to be edited rather than added or removed
//needs its own collection.
this.hitDice = [];
this.features = [];
this.spells = [];
*/
this.vulnerability = {};
for(var i = 0, l = DamageTypes.length; i < l; i++){
this.vulnerability[DamageTypes[i]] = new Attribute(1);
this.vulnerability[DamageTypes[i]].min.push({name: "Resistance doesn't stack", value: 0.5});
this.vulnerability[DamageTypes[i]].max.push({name: "Vulnerability doesn't stack", value: 2});
}
//admin
this.owner = owner;
this.readers = [];
this.writers = [];
}
Characters.attachSchema(Schemas.Character);
//functions and calculated values go here
Characters.helpers({
@@ -266,8 +120,9 @@ Characters.helpers({
var mod = +getMod(this.attributeValue(attribute));
return 10 + mod;
},
pushEffects : function(effectName, effectsArray){
throw "this function is not implemented correctly for buffs->effects"
//check that the arguments are of the right for
check(effectName, String);
check(effectsArray, [{ _id: String, stat: String, value: Number}]);
@@ -286,6 +141,7 @@ Characters.helpers({
},
pullEffects : function(effectsArray){
throw "this function is not implemented correctly for buffs->effects"
//check that the arguments are of the right form
check(effectsArray, [{ _id: String, stat: String, value: Number}]);
@@ -322,4 +178,4 @@ getMod = function(score){
signedString = function(number){
return number > 0? "+" + number : "" + number;
}
}