Implemented Feature editing UI
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@@ -213,8 +213,6 @@ Schemas.Character = new SimpleSchema({
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},
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//mechanics
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features: { type: [String], defaultValue: [], regEx: SimpleSchema.RegEx.Id,},
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customFeatures: { type: [Schemas.Feature], defaultValue: []},
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actions: { type: [Schemas.Action], defaultValue: []},
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deathSave: { type: Schemas.DeathSave },
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time: { type: Number, min: 0, decimal: true, defaultValue: 0},
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@@ -1,28 +1,9 @@
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//Features are features that can be selected but not edited
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//they are the things that come in the player's handbook and
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//facilitate the quick building of characters
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//They are the primary means of collecting cease and desist letters :(
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//
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//Should only be edited by admins
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//
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//TODO add a Meteor Method that lets users add a feature to their character
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//and pushes the effects and actions accordingly
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//
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//TODO add a Method that updates every character with a given feature if that feature should change
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Features = new Meteor.Collection("features");
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Schemas.Feature = new SimpleSchema({
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_id: {
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type: String,
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regEx: SimpleSchema.RegEx.Id,
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autoValue: function(){
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if(!this.isSet) return Random.id();
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}
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},
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charId: {type: String, regEx: SimpleSchema.RegEx.Id, optional: true},
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name: {type: String},
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description:{type: String, optional: true},
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source: {type: String, optional: true},
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effects: {type: [Schemas.Effect], defaultValue: []},
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actions: {type: [Schemas.Action], defaultValue: []},
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attacks: {type: [Schemas.Attack], defaultValue: []},
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@@ -31,12 +12,24 @@ Schemas.Feature = new SimpleSchema({
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Features.attachSchema(Schemas.Feature);
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//observe standard features for changes and update characters using them
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Features.find().observe({
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//update the features of the items as needed
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Features.find({}, {fields: {name: 0, description: 0}}).observe({
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added: function(newFeature){
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if(newFeature.charId){
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//make sure existing versions of this feature's effects aren't duplicated
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removeFeatureEffects(newFeature.charId, newFeature);
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//add the new feature's effects
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addFeatureEffects(newFeature.charId, newFeature);
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}
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},
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changed: function(newFeature, oldFeature){
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//TODO
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if(oldFeature.charId)
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removeFeatureEffects(oldFeature.charId, oldFeature);
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if(newFeature.charId)
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addFeatureEffects(newFeature.charId, newFeature);
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},
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removed: function(oldFeature){
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//TODO
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if(oldFeature.charId)
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removeFeatureEffects(oldFeature.charId, oldFeature);
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}
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});
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});
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@@ -7,11 +7,11 @@ Schemas.Attribute = new SimpleSchema({
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},
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//effect arrays
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effects: { type: [Schemas.Effect], defaultValue: [] },
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reset: {
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type: String,
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defaultValue: "longRest",
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allowedValues: ["longRest", "shortRest"]
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}
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reset: {
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type: String,
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defaultValue: "longRest",
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allowedValues: ["longRest", "shortRest"]
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}
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});
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//note that to make an invulnerability add a new max of zero value
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@@ -22,12 +22,16 @@ Schemas.Vulnerability = new SimpleSchema({
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defaultValue: 0
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},
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//effect arrays
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mul: { type: [Schemas.Effect], defaultValue: [] },
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min: { type: [Schemas.Effect], defaultValue: [{name: "Resistance doesn't stack", value: 0.5}] },
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max: { type: [Schemas.Effect], defaultValue: [{name: "Vulnerability doesn't stack", value: 2}] },
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reset: {
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type: String,
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defaultValue: "longRest",
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allowedValues: ["longRest", "shortRest"]
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}
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effects: {
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type: [Schemas.Effect],
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defaultValue: [
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{type: "inate", name: "Resistance doesn't stack", operation: "min", value: 0.5},
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{type: "inate", name: "Vulnerability doesn't stack", operation: "max", value: 2}
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]
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},
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reset: {
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type: String,
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defaultValue: "longRest",
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allowedValues: ["longRest", "shortRest"]
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}
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});
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@@ -16,7 +16,7 @@ Schemas.Effect = new SimpleSchema({
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operation: {
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type: String,
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defaultValue: "add",
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allowedValues: ["base", "proficiency","add","mul","min","max","advantage","disadvantage","passiveAdd","fail","conditional","passiveAdd"]
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allowedValues: ["base", "proficiency","add","mul","min","max","advantage","disadvantage","passiveAdd","fail","conditional"]
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},
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value: {
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type: Number,
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@@ -31,7 +31,7 @@ Schemas.Effect = new SimpleSchema({
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type: {
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type: String,
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defaultValue: "editable",
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allowedValues: ["editable", "feat", "buff", "equipment", "inate"]
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allowedValues: ["editable", "feature", "buff", "equipment", "inate"]
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},
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//which stat the effect is applied to
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stat: {
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