Added efficient computation of characters to replace heavy export functionality

This commit is contained in:
Stefan Zermatten
2017-09-26 13:36:01 +02:00
parent 750022f0f1
commit 877f516565
5 changed files with 384 additions and 71 deletions

View File

@@ -6,3 +6,14 @@ abilities = [
"wisdom",
"charisma",
];
ABILITIES = abilities;
ABILITY_MODS = [
"strengthMod",
"dexterityMod",
"constitutionMod",
"intelligenceMod",
"wisdomMod",
"charismaMod",
];

View File

@@ -0,0 +1,34 @@
ATTRIBUTES = [
"strength",
"dexterity",
"constitution",
"intelligence",
"wisdom",
"charisma",
"hitPoints",
"tempHP",
"experience",
"proficiencyBonus",
"speed",
"armor",
"carryMultiplier",
"level1SpellSlots",
"level2SpellSlots",
"level3SpellSlots",
"level4SpellSlots",
"level5SpellSlots",
"level6SpellSlots",
"level7SpellSlots",
"level8SpellSlots",
"level9SpellSlots",
"ki",
"sorceryPoints",
"rages",
"superiorityDice",
"expertiseDice",
"rageDamage",
"d6HitDice",
"d8HitDice",
"d10HitDice",
"d12HitDice",
];

View File

@@ -19,3 +19,32 @@ SKILLS = [
"survival",
"initiative",
];
ALL_SKILLS = [
"strengthSave",
"dexteritySave",
"constitutionSave",
"intelligenceSave",
"wisdomSave",
"charismaSave",
"acrobatics",
"animalHandling",
"arcana",
"athletics",
"deception",
"history",
"insight",
"intimidation",
"investigation",
"medicine",
"nature",
"perception",
"performance",
"persuasion",
"religion",
"sleightOfHand",
"stealth",
"survival",
"initiative",
"dexterityArmor",
];

View File

@@ -1,5 +1,11 @@
characterExport = function(charId){
var char = Characters.findOne(charId);
var {
character, classes, effects, proficiencies,
} = getCharacterForComputation(charId);
var char = character;
computedCharacter = computeCharacter({
character, classes, effects, proficiencies,
});
if (!char) {
return {
error: charId + " character not found"
@@ -11,25 +17,87 @@ characterExport = function(charId){
};
}
var baseValue = function(attributeName){
return Characters.calculate.attributeBase(charId, attributeName);
var attribute = computedCharacter[attributeName];
return attribute && attribute.value;
};
var attributeValue = function(attributeName){
return Characters.calculate.attributeValue(charId, attributeName);
var base = baseValue(attributeName);
var adjustment = char[attributeName] && char[attributeName].adjustment;
return base + adjustment;
};
var abilityMod = function(attributeName){
return signedString(
Characters.calculate.abilityMod(charId, attributeName)
);
return signedString(getMod(attributeValue(attributeName)));
};
var skillMod = function(skillName){
return signedString(
Characters.calculate.skillMod(charId, skillName)
);
return signedString(baseValue(skillName));
};
var proficiency = function(skillName){
return Characters.calculate.proficiency(charId, skillName);
var skill = computedCharacter[skillName];
return skill && skill.proficiency;
};
var passiveSkill = function(skillName){
var attribute = computedCharacter[skillName];
if (!attribute) return;
return 10 + baseValue(skillName) + attribute.passiveAdd;
};
var experience = function(){
var xp = 0;
Experiences.find(
{charId: charId},
{fields: {value: 1}}
).forEach(function(e){
xp += e.value;
});
return xp;
};
var getClasses = function(){
return _.map(classes, c => `${c.name} ${c.level}`).join(", ");
};
var getHitDiceString = function(){
var d6 = baseValue("d6HitDice");
var d8 = baseValue("d8HitDice");
var d10 = baseValue("d10HitDice");
var d12 = baseValue("d12HitDice");
var con = abilityMod("constitution");
var string = "" +
(d6 ? `${d6}d6 + ` : "") +
(d8 ? `${d8}d8 + ` : "") +
(d10 ? `${d10}d10 + ` : "") +
(d12 ? `${d12}d12 + ` : "") +
con;
return string;
}
var damageMods = getDamageMods(charId);
var getSkills = function(charId){
var allSkills = [
{name: "acrobatics", attribute: "dexterity"},
{name: "animalHandling", attribute: "wisdom"},
{name: "arcana", attribute: "intelligence"},
{name: "athletics", attribute: "strength"},
{name: "deception", attribute: "charisma"},
{name: "history", attribute: "intelligence"},
{name: "insight", attribute: "wisdom"},
{name: "intimidation", attribute: "charisma"},
{name: "investigation", attribute: "intelligence"},
{name: "medicine", attribute: "wisdom"},
{name: "nature", attribute: "intelligence"},
{name: "perception", attribute: "wisdom"},
{name: "performance", attribute: "charisma"},
{name: "persuasion", attribute: "charisma"},
{name: "religion", attribute: "intelligence"},
{name: "sleightOfHand", attribute: "dexterity"},
{name: "stealth", attribute: "dexterity"},
{name: "survival", attribute: "wisdom"},
];
var skills = {};
_.each(allSkills, skill => {
var value = skillMod(skill.name);
var prof = proficiency(skill.name);
var name = skill.name.charAt(0).toUpperCase() + skill.name.slice(1);
skills[name] = value;
skills[name + "Proficiency"] = prof;
});
return skills;
};
var character = {
"Id": char._id,
"Name": char.name,
@@ -37,8 +105,8 @@ characterExport = function(charId){
"Alignment": char.alignment || "",
"Gender": char.gender || "",
"Race": char.race || "",
"Level": Characters.calculate.level(charId),
"Experience": Characters.calculate.experience(charId),
"Level": _.reduce(classes, (memo, cls) => memo + cls.level, 0),
"Experience": experience(),
"Class": getClasses(charId),
"HPBase": baseValue("hitPoints"),
"HPValue": attributeValue("hitPoints"),
@@ -47,7 +115,7 @@ characterExport = function(charId){
"Initiative": skillMod("initiative"),
"Speed": attributeValue("speed"),
"ProficiencyBonus": attributeValue("proficiencyBonus"),
"passivePerception": Characters.calculate.passiveSkill(charId, "perception"),
"passivePerception": passiveSkill("perception"),
"Languages": getLanguages(charId),
"Description": char.description || "",
@@ -72,9 +140,9 @@ characterExport = function(charId){
"WisdomMod": abilityMod("wisdom"),
"CharismaMod": abilityMod("charisma"),
"DamageVulnerabilities": damageMods.vulnerabilities,
"DamageResistances": damageMods.resistances,
"DamageImmunities": damageMods.immunities,
//"DamageVulnerabilities": damageMods.vulnerabilities,
//"DamageResistances": damageMods.resistances,
//"DamageImmunities": damageMods.immunities,
"StrengthSave": skillMod("strengthSave"),
"StrengthSaveProficiency": proficiency("strengthSave"),
@@ -112,21 +180,6 @@ characterExport = function(charId){
return character;
}
var getHitDiceString = function(charId){
var d6 = Characters.calculate.attributeBase(charId, "d6HitDice");
var d8 = Characters.calculate.attributeBase(charId, "d8HitDice");
var d10 = Characters.calculate.attributeBase(charId, "d10HitDice");
var d12 = Characters.calculate.attributeBase(charId, "d12HitDice");
var con = Characters.calculate.abilityMod(charId,"constitution");
var string = "" +
(d6 ? `${d6}d6 + ` : "") +
(d8 ? `${d8}d8 + ` : "") +
(d10 ? `${d10}d10 + ` : "") +
(d12 ? `${d12}d12 + ` : "") +
con;
return string;
}
var getArmorString = function(charId){
var bases = Effects.find({
charId: charId,
@@ -148,7 +201,7 @@ var getArmorString = function(charId){
strings = strings.concat(effects);
return strings.join(", ");
}
/*
var getDamageMods = function(charId){
// jscs:disable maximumLineLength
var multipliers = [
@@ -175,40 +228,7 @@ var getDamageMods = function(charId){
"vulnerabilities": _.map(multipliers["2"], names).join(", "),
};
}
var getSkills = function(charId){
var allSkills = [
{name: "acrobatics", attribute: "dexterity"},
{name: "animalHandling", attribute: "wisdom"},
{name: "arcana", attribute: "intelligence"},
{name: "athletics", attribute: "strength"},
{name: "deception", attribute: "charisma"},
{name: "history", attribute: "intelligence"},
{name: "insight", attribute: "wisdom"},
{name: "intimidation", attribute: "charisma"},
{name: "investigation", attribute: "intelligence"},
{name: "medicine", attribute: "wisdom"},
{name: "nature", attribute: "intelligence"},
{name: "perception", attribute: "wisdom"},
{name: "performance", attribute: "charisma"},
{name: "persuasion", attribute: "charisma"},
{name: "religion", attribute: "intelligence"},
{name: "sleightOfHand", attribute: "dexterity"},
{name: "stealth", attribute: "dexterity"},
{name: "survival", attribute: "wisdom"},
];
var skills = {};
_.each(allSkills, skill => {
var value = signedString(
Characters.calculate.skillMod(charId, skill.name)
);
var prof = Characters.calculate.proficiency(charId, skill.name);
var name = skill.name.charAt(0).toUpperCase() + skill.name.slice(1);
skills[name] = value;
skills[name + "Proficiency"] = prof;
});
return skills;
};
*/
var getLanguages = function(charId){
return Proficiencies.find({
@@ -218,10 +238,6 @@ var getLanguages = function(charId){
}).map(l => l.name).join(", ");
};
var getClasses = function(charId){
return Classes.find({charId}).map(c => `${c.name} ${c.level}`).join(", ");
};
var getAttacks = function(charId){
var attacks = {};
var i = 1;

View File

@@ -0,0 +1,223 @@
getCharacterForComputation = function(charId){
const character = Characters.findOne(charId);
const classes = Classes.find({charId}).fetch();
const effects = Effects.find({charId, enabled: true}).fetch();
const proficiencies = Proficiencies.find({
charId,
enabled: true,
type: {$in: ["skill", "save"]},
}).fetch();
return {character, classes, effects, proficiencies};
}
computeCharacter = function({character, classes, effects, proficiencies}){
let computedClasses = computeCharacterClasses(charId, classes);
let changed = false;
computedCharacter = {};
let i;
for (i = 0; i < 15; i++){
[computedCharacter, changed] = compute({
classes: computedClasses,
oldChar: computedCharacter,
charId,
character,
effects,
proficiencies,
});
if (!changed) break;
}
return computedCharacter;
};
var ensureCharacterExists = (character) => {
if (!character) {
throw new Meteor.Error("Character doesn't exist",
"You can't recompute a character that doesn't exist");
}
};
var ensureWritePermissions = (character, userId) => {
if (
userId &&
userId !== character.owner &&
!_.contains(character.writers, userId)
){
throw new Meteor.Error("Character write denied",
"You don't have permission to recompute this character");
}
};
var computeCharacterClasses = function(charId, classes){
let computedClasses = {};
_.each(classes, (cls) => {
if (computedClasses[cls.name]){
computedClasses[cls.name].level += cls.level;
} else {
computedClasses[cls.name] = cls;
}
});
return computedClasses;
}
var compute = function({
charId, oldChar, character, classes, effects, proficiencies,
}){
let newChar = {};
_.each(effects, (effect, index) => {
if (!effect.stat || effect.operation === "conditional") return;
if (!newChar[effect.stat]) newChar[effect.stat] = defaultStat();
let value = effect.calculation ?
computeEffect(effect.calculation, oldChar, classes) :
effect.value || 0;
let stat = newChar[effect.stat];
if (!_.isNumber(value)) return;
switch (effect.operation) {
case "base":
if (value > stat.base) stat.base = value;
break;
case "proficiency":
if (value > stat.proficiency) stat.proficiency = value;
break;
case "add":
stat.add += value;
break;
case "mul":
stat.mul *= value;
break;
case "min":
if (value > stat.min) stat.min = value;
break;
case "max":
if (value < stat.max) stat.max = value;
break;
case "advantage":
stat.advantage++;
break;
case "disadvantage":
stat.disadvantage++;
break;
case "passiveAdd":
stat.passiveAdd += value;
break;
case "fail":
stat.fail = true;
break;
}
});
_.each(proficiencies, proficiency => {
if (!proficiency.name) return;
if (!newChar[proficiency.name]) newChar[proficiency.name] = defaultStat();
let stat = newChar[proficiency.name];
let value = proficiency.value;
if (value > stat.proficiency) stat.proficiency = value;
});
let changed = false;
_.each(ATTRIBUTES, function(statName) {
if (!newChar[statName]) newChar[statName] = defaultStat();
let stat = newChar[statName];
stat.value = (stat.base + stat.add) * stat.mul;
if (stat.value < stat.min) stat.value = stat.min;
if (stat.value > stat.max) stat.value = stat.max;
if (!_.isEqual(stat.value, oldChar[statName] && oldChar[statName].value)){
changed = true;
}
});
_.each(ALL_SKILLS, function(statName) {
if (!newChar[statName]) newChar[statName] = defaultStat();
let stat = newChar[statName];
stat.value = characterAbilityMod(
oldChar, character[statName] && character[statName].ability
);
stat.value += stat.base + stat.add;
stat.value += stat.proficiency *
characterFieldValue(oldChar, "proficiencyBonus");
stat.value *= stat.mul;
if (stat.value < stat.min) stat.value = stat.min;
if (stat.value > stat.max) stat.value = stat.max;
if (!_.isEqual(stat.value, oldChar[statName] && oldChar[statName].value)){
changed = true;
}
});
return [newChar, changed];
};
var defaultStat = function(){
return {
base: 0,
proficiency: 0,
add: 0,
mul: 1,
min: Number.NEGATIVE_INFINITY,
max: Number.POSITIVE_INFINITY,
advantage: 0,
disadvantage: 0,
passiveAdd: 0,
fail: false,
}
}
var computeEffect = function(string, character, classes){
if (!string) return string;
string = string.replace(/\b[a-z][\w]+/gi, function(sub){
//fields
if (character[sub]){
return characterFieldValue(character, sub);
}
//ability modifiers
if (_.contains(ABILITY_MODS, sub)){
var slice = sub.slice(0, -3);
return getMod(
character[slice] ? characterFieldValue(character, slice) : 0
);
}
//class levels
if (/\w+levels?\b/gi.test(sub)){
//strip out "level"
var className = sub.replace(/levels?\b/gi, "");
return characterClassLevel(classes, className)
}
//character level
if (sub.toUpperCase() === "LEVEL"){
return characterTotalLevel(classes);
}
// exclude math functions
if (math[sub]){
return sub;
}
return 0;
});
try {
var result = math.eval(string);
return result;
} catch (e){
return string;
}
};
var characterFieldValue = function(character, field){
if (_.isNumber(character[field] && character[field].value)){
return character[field].value;
} else {
return field;
}
};
var characterClassLevel = function(classes, className){
if (_.isNumber(classes[className] && classes[className].level)){
return classes[className].level;
} else {
return className;
}
};
var characterTotalLevel = function(classes){
return _.reduce(classes, (memo, cls) => memo + cls.level, 0);
};
var characterAbilityMod = function(character, abilityName){
if (_.isNumber(character[abilityName] && character[abilityName].value)){
return getMod(character[abilityName].value);
} else {
return 0;
}
};