Implemented and cleaned up character schemas
This commit is contained in:
118
rpg-docs/lib/constants/Conditions.js
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118
rpg-docs/lib/constants/Conditions.js
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DamageTypes = [
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"acid", "bludgeoning", "cold", "fire", "force",
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"lightning", "necrotic", "piercing", "poison", "psychic",
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"radiant", "slashing", "thunder"
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]
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Conditions = {};
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Conditions.Blinded = {
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description: ["a blinded creature can't see and automatically fails any ability check that requires sight.",
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"Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage."]
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}
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Conditions.Charmed = {
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description: ["A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects",
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"The charmer has advantage on any ability check to interact socially with the creature."]
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}
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Conditions.Deafened = {
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description: ["A deafened creature can't hear and automatically fails any ability check that requires hearing"]
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}
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Conditions.Frightened = {
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description: []
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}
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Conditions.Grappled = {
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description: [
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"A grappled creature's speed becomes 0, and it can't benefit from any bonuses to its speed",
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"The condition ends if the grappler is incapacitated",
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"The conditions also ends if if an effect removes the\
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grappled creature from the reach of the grappler or grappling\
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effect, such as when a creature is hurled\
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away by the thunderwave spell."
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],
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effects: [
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{stat: "attributes.speed.max", value: 0}
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]
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}
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Conditions.Incapacitated = {
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effects: [
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{stat: "attributes.actions.max", value: 0},
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{stat: "attributes.reactions.max", value: 0},
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{stat: "attributes.bonusActions.max", value: 0}
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]
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}
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Conditions.Invisible = {
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}
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Conditions.Paralyzed = {
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//implies incapacitated
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effects: [
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{stat: "skills.strengthSave.fail", value: 1},
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{stat: "skills.dexteritySave.fail", value: 1},
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{stat: "attributes.speed.max", value: 0}
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]
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}
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_.extend(Conditions.Paralyzed, Conditions.Incapacitated);
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Conditions.Petrified = {
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effects: [
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{stat: "attributes.weight.mul", value: 10},
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{stat: "attributes.ageRate.max", value: 0},
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{stat: "attributes.ageRate.min", value: 0},
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{stat: "skills.strengthSave.fail", value: 1},
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{stat: "skills.dexteritySave.fail", value: 1},
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{stat: "attributes.speed.max", value: 0}
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]
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}
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for(var i = 0, l = DamageTypes.length; i < l; i++){
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var str = "vulnerability." + DamageTypes[i] + ".mul"
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Conditions.Petrified.effects.push({stat: str, value: 0.5});
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}
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_.extend(Conditions.Petrified, Conditions.Incapacitated);
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Conditions.Poisoned = {
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description: []
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}
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Conditions.Prone = {
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description: [],
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effects: [
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{stat: "skills.strengthAttack.disadvantage", value: 1},
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{stat: "skills.dexterityAttack.disadvantage", value: 1},
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{stat: "skills.rangedAttack.disadvantage", value: 1}
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]
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}
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Conditions.Restrained = {
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effects: [
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{stat: "attributes.speed.max", value: 0}
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]
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}
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Conditions.Stunned = {
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//implies incapacitated
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effects: [
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{stat: "attributes.speed.max", value: 0},
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{stat: "skills.strengthSave.fail", value: 1},
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{stat: "skills.dexteritySave.fail", value: 1}
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]
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}
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_.extend(Conditions.Stunned, Conditions.Incapacitated);
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Conditions.Unconscious = {
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//implies incapacitated
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//implies prone
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effects: [
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{stat: "attributes.speed.max", value: 0},
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{stat: "skills.strengthSave.fail", value: 1},
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{stat: "skills.dexteritySave.fail", value: 1}
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]
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}
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_.extend(Conditions.Unconscious, Conditions.Incapacitated);
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_.extend(Conditions.Unconscious, Conditions.Prone);
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1
rpg-docs/lib/constants/Schemas.js
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1
rpg-docs/lib/constants/Schemas.js
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Schemas = {};
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44
rpg-docs/lib/functions/dice.js
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44
rpg-docs/lib/functions/dice.js
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roll = function (n, d){
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if(!isNaN(n)){
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//first digit is a number
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if(d === undefined){
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d = n;
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n = 1;
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}
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if(n > 500){
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console.log(n + " > 500, cannot lift that many dice to roll them");
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return;
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}
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var result = {sum: 0, rolls: []};
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for (var i = 0; i < n; i++){
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var roll = Math.floor(Random.fraction() * d + 1)
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result.sum += roll;
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result.rolls.push(roll);
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}
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return result;
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}
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console.log("rolling dice failed for inputs: ", n, d);
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return {sum: 0, rolls: []};
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}
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rollDropLow = function(n, d, drop){
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var r = roll(n,d)
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r.rolls.sort(function(a, b){return a-b}); //sort ascending
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r.rolls.splice(0, drop); //remove the lowest elements
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r.sum = 0;
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for (var i = 0, l = r.rolls.length; i , l ; i++){
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sum += r.rolls[i];
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}
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return r;
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}
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rollDropHigh = function(n, d, drop){
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var r = roll(n,d)
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r.rolls.sort(function(a, b){return b-a}); //sort descending
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r.rolls.splice(0, drop); //remove the highest elements
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r.sum = 0;
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for (var i = 0, l = r.rolls.length; i , l ; i++){
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sum += r.rolls[i];
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}
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return r;
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}
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36
rpg-docs/lib/functions/evaluateString.js
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36
rpg-docs/lib/functions/evaluateString.js
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evaluate = function(character, string){
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string = string.replace(/\b[a-z]+\b/g, function(sub){
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//skill mods
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if(character.skills[sub]){
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return +character.skillMod(character.skills[sub]);
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}
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//attributes
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if(character.attributes[sub]){
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return +character.attributeValue(character.attributes[sub]);
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}
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return sub;
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});
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try{
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result = math.eval(string);
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return result
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} catch(e){
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console.log(e)
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return string;
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}
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}
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evaluateString = function(character, string){
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//define brackets as curly brackets around anything that isn't a curly bracket
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var brackets = /\{[^\{\}]*\}/g;
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var result = string.replace(brackets, function(exp){
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var exp = exp.replace(/(\{|\})/g, "") //remove brackets
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var span = jQuery('<span/>', {
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title: exp,
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text: evaluate(character, exp),
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class: "calculatedValue"
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});
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return span.prop('outerHTML');
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});
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//this is going to return HTML, ensure it is santized!
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return result;
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}
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34
rpg-docs/lib/functions/math.js
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34
rpg-docs/lib/functions/math.js
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File diff suppressed because one or more lines are too long
49
rpg-docs/lib/functions/pop.js
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49
rpg-docs/lib/functions/pop.js
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// turns dot notation strings into keys of root
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// argument formats:
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// 157, anything -> 157
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// "some.number", object -> object.some.number
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// "some.function", object -> object.some.function()
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// "some.function arg1 arg2", object -> object.some.function(arg1, arg2)
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pop = function(input, root){
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if(typeof(input) === "string"){
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//we need root for this part
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if(root === undefined) return;
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//this is a likely to fail if the string is malformed
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try{
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//split over spaces
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var parts = input.split(" ");
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//for each word
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for (var i = 0; i < parts.length; i++){
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//split over dots
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var str = parts[i].split(".");
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//start at root
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parts[i] = root;
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//for each word between dots
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for (var j = 0; j < str.length; j++){
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parts[i] = parts[i][str[j]];
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}
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}
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//pull the first word out, might be a function
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var func = parts.splice(0, 1)[0];
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//if it's a function, apply the arguments to it
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if(_.isFunction(func)) return +func.apply(root, parts);
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//if it's a number, return it
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if(!isNaN(func)) return +func;
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} catch (err) {
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//TODO pokemon catch statement is bad
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//"gotta catch em all"
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console.log(err);
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return;
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}
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}
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return +input;
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}
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