Began abstracting default abilities, damage multipliers and skills into rulesets.
This commit is contained in:
@@ -16,151 +16,9 @@ Schemas.Character = new SimpleSchema({
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flaws: {type: String, defaultValue: "", trim: false, optional: true},
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backstory: {type: String, defaultValue: "", trim: false, optional: true},
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//attributes
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//ability scores
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strength: {type: Schemas.Attribute},
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dexterity: {type: Schemas.Attribute},
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constitution: {type: Schemas.Attribute},
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intelligence: {type: Schemas.Attribute},
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wisdom: {type: Schemas.Attribute},
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charisma: {type: Schemas.Attribute},
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//stats
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hitPoints: {type: Schemas.Attribute},
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tempHP: {type: Schemas.Attribute},
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experience: {type: Schemas.Attribute},
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proficiencyBonus: {type: Schemas.Attribute},
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speed: {type: Schemas.Attribute},
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weight: {type: Schemas.Attribute},
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age: {type: Schemas.Attribute},
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ageRate: {type: Schemas.Attribute},
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armor: {type: Schemas.Attribute},
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carryMultiplier: {type: Schemas.Attribute},
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//resources
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level1SpellSlots: {type: Schemas.Attribute},
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level2SpellSlots: {type: Schemas.Attribute},
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level3SpellSlots: {type: Schemas.Attribute},
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level4SpellSlots: {type: Schemas.Attribute},
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level5SpellSlots: {type: Schemas.Attribute},
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level6SpellSlots: {type: Schemas.Attribute},
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level7SpellSlots: {type: Schemas.Attribute},
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level8SpellSlots: {type: Schemas.Attribute},
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level9SpellSlots: {type: Schemas.Attribute},
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ki: {type: Schemas.Attribute},
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sorceryPoints: {type: Schemas.Attribute},
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rages: {type: Schemas.Attribute},
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superiorityDice: {type: Schemas.Attribute},
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expertiseDice: {type: Schemas.Attribute},
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//specific features
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rageDamage: {type: Schemas.Attribute},
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//hit dice
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d6HitDice: {type: Schemas.Attribute},
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d8HitDice: {type: Schemas.Attribute},
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d10HitDice: {type: Schemas.Attribute},
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d12HitDice: {type: Schemas.Attribute},
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//vulnerabilities
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acidMultiplier: {type: Schemas.Attribute},
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bludgeoningMultiplier: {type: Schemas.Attribute},
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coldMultiplier: {type: Schemas.Attribute},
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fireMultiplier: {type: Schemas.Attribute},
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forceMultiplier: {type: Schemas.Attribute},
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lightningMultiplier: {type: Schemas.Attribute},
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necroticMultiplier: {type: Schemas.Attribute},
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piercingMultiplier: {type: Schemas.Attribute},
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poisonMultiplier: {type: Schemas.Attribute},
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psychicMultiplier: {type: Schemas.Attribute},
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radiantMultiplier: {type: Schemas.Attribute},
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slashingMultiplier: {type: Schemas.Attribute},
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thunderMultiplier: {type: Schemas.Attribute},
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//skills
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//saves
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strengthSave: {type: Schemas.Skill},
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"strengthSave.ability": {type: String, defaultValue: "strength"},
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dexteritySave: {type: Schemas.Skill},
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"dexteritySave.ability": {type: String, defaultValue: "dexterity"},
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constitutionSave:{type: Schemas.Skill},
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"constitutionSave.ability": {type: String, defaultValue: "constitution"},
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intelligenceSave:{type: Schemas.Skill},
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"intelligenceSave.ability": {type: String, defaultValue: "intelligence"},
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wisdomSave: {type: Schemas.Skill},
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"wisdomSave.ability": {type: String, defaultValue: "wisdom"},
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charismaSave: {type: Schemas.Skill},
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"charismaSave.ability": {type: String, defaultValue: "charisma"},
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//skill skills
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acrobatics: {type: Schemas.Skill},
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"acrobatics.ability": {type: String, defaultValue: "dexterity"},
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animalHandling: {type: Schemas.Skill},
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"animalHandling.ability": {type: String, defaultValue: "wisdom"},
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arcana: {type: Schemas.Skill},
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"arcana.ability": {type: String, defaultValue: "intelligence"},
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athletics: {type: Schemas.Skill},
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"athletics.ability": {type: String, defaultValue: "strength"},
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deception: {type: Schemas.Skill},
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"deception.ability": {type: String, defaultValue: "charisma"},
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history: {type: Schemas.Skill},
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"history.ability": {type: String, defaultValue: "intelligence"},
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insight: {type: Schemas.Skill},
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"insight.ability": {type: String, defaultValue: "wisdom"},
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intimidation: {type: Schemas.Skill},
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"intimidation.ability": {type: String, defaultValue: "charisma"},
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investigation: {type: Schemas.Skill},
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"investigation.ability": {type: String, defaultValue: "intelligence"},
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medicine: {type: Schemas.Skill},
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"medicine.ability": {type: String, defaultValue: "wisdom"},
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nature: {type: Schemas.Skill},
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"nature.ability": {type: String, defaultValue: "intelligence"},
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perception: {type: Schemas.Skill},
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"perception.ability": {type: String, defaultValue: "wisdom"},
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performance: {type: Schemas.Skill},
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"performance.ability": {type: String, defaultValue: "charisma"},
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persuasion: {type: Schemas.Skill},
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"persuasion.ability": {type: String, defaultValue: "charisma"},
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religion: {type: Schemas.Skill},
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"religion.ability": {type: String, defaultValue: "intelligence"},
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sleightOfHand: {type: Schemas.Skill},
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"sleightOfHand.ability": {type: String, defaultValue: "dexterity"},
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stealth: {type: Schemas.Skill},
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"stealth.ability": {type: String, defaultValue: "dexterity"},
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survival: {type: Schemas.Skill},
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"survival.ability": {type: String, defaultValue: "wisdom"},
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//Mechanical Skills
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initiative: {type: Schemas.Skill},
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"initiative.ability": {type: String, defaultValue: "dexterity"},
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dexterityArmor: {type: Schemas.Skill},
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"dexterityArmor.ability": {type: String, defaultValue: "dexterity"},
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//mechanics
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deathSave: {type: Schemas.DeathSave},
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deathSave: {type: Schemas.DeathSave},
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xp: {type: Number, defaultValue: 0},
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//permissions
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party: {type: String, regEx: SimpleSchema.RegEx.Id, optional: true},
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@@ -196,238 +54,8 @@ Schemas.Character = new SimpleSchema({
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Characters.attachSchema(Schemas.Character);
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var attributeBase = preventLoop(function(charId, statName){
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check(statName, String);
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//if it's a damage multiplier, we treat it specially
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if (_.contains(DAMAGE_MULTIPLIERS, statName)){
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var invulnerabilityCount = Effects.find({
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charId: charId,
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stat: statName,
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enabled: true,
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operation: "mul",
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value: 0,
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}).count();
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if (invulnerabilityCount) return 0;
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var resistCount = Effects.find({
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charId: charId,
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stat: statName,
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enabled: true,
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operation: "mul",
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value: 0.5,
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}).count();
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var vulnCount = Effects.find({
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charId: charId,
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stat: statName,
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enabled: true,
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operation: "mul",
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value: 2,
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}).count();
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if (!resistCount && !vulnCount){
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return 1;
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} else if (resistCount && !vulnCount){
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return 0.5;
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} else if (!resistCount && vulnCount){
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return 2;
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} else {
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return 1;
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}
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}
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var value;
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var base = 0;
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var add = 0;
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var mul = 1;
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var min = Number.NEGATIVE_INFINITY;
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var max = Number.POSITIVE_INFINITY;
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Effects.find({
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charId: charId,
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stat: statName,
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enabled: true,
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operation: {$in: ["base", "add", "mul", "min", "max"]},
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}).forEach(function(effect) {
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value = evaluateEffect(charId, effect);
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if (effect.operation === "base"){
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if (value > base) base = value;
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} else if (effect.operation === "add"){
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add += value;
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} else if (effect.operation === "mul"){
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mul *= value;
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} else if (effect.operation === "min"){
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if (value > min) min = value;
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} else if (effect.operation === "max"){
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if (value < max) max = value;
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}
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});
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var result = (base + add) * mul;
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if (result < min) result = min;
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if (result > max) result = max;
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// Don't round carry multiplier
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if (statName === "carryMultiplier"){
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return result;
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}
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return Math.floor(result);
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});
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if (Meteor.isClient) {
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Template.registerHelper("characterCalculate", function(func, charId, input) {
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try {
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return Characters.calculate[func](charId, input);
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} catch (e){
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if (!Characters.calculate[func]){
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throw new Error(func + "is not a function name");
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} else {
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throw e;
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}
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}
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});
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}
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//create a local memoize with a argument concatenating hash function
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var memoize = function(f) {
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if (Meteor.isServer) return f;
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return Tracker.memoize(f, function() {
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return _.reduce(arguments, function(memo, arg) {
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return memo + arg;
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}, "");
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});
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};
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//memoize funcitons that have finds and slow loops
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Characters.calculate = {
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getField: function(charId, fieldName) {
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var fieldSelector = {};
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fieldSelector[fieldName] = 1;
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var char = Characters.findOne(charId, {fields: fieldSelector});
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if (!char) return;
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var field = char[fieldName];
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if (field === undefined){
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throw new Meteor.Error(
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"getField failed",
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"getField could not find field " +
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fieldName +
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" in character " +
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char._id
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);
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}
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return field;
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},
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fieldValue: function(charId, fieldName) {
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if (!Schemas.Character.schema(fieldName)){
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throw new Meteor.Error(
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"Field not found",
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"Character's schema does not contain a field called: " + fieldName
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);
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}
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//duck typing to get the right value function
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//.ability implies skill
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if (Schemas.Character.schema(fieldName + ".ability")){
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return Characters.calculate.skillMod(charId, fieldName);
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}
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//adjustment implies attribute
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if (Schemas.Character.schema(fieldName + ".adjustment")){
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return Characters.calculate.attributeValue(charId, fieldName);
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}
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//fall back to just returning the field itself
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return Characters.calculate.getField(charId, fieldName);
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},
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attributeValue: memoize(function(charId, attributeName){
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var attribute = Characters.calculate.getField(charId, attributeName);
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if (!attribute) return;
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//base value
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var value = Characters.calculate.attributeBase(charId, attributeName);
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//plus adjustment
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value += attribute.adjustment;
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return value;
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}),
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attributeBase: memoize(function(charId, attributeName){
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return attributeBase(charId, attributeName);
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}),
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skillMod: memoize(preventLoop(function(charId, skillName){
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var skill = Characters.calculate.getField(charId, skillName);
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if (!skill) return;
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//get the final value of the ability score
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var ability = Characters.calculate.attributeValue(charId, skill.ability);
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//base modifier
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var mod = +getMod(ability);
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//multiply proficiency bonus by largest value in proficiency array
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var prof = Characters.calculate.proficiency(charId, skillName);
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//add multiplied proficiency bonus to modifier
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mod += prof * Characters.calculate.attributeValue(charId, "proficiencyBonus");
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//apply all effects
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var value;
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var add = 0;
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var mul = 1;
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var min = Number.NEGATIVE_INFINITY;
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var max = Number.POSITIVE_INFINITY;
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Effects.find({
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charId: charId,
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stat: skillName,
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enabled: true,
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operation: {$in: ["base", "add", "mul", "min", "max"]},
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}).forEach(function(effect) {
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value = evaluateEffect(charId, effect);
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if (effect.operation === "add"){
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add += value;
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} else if (effect.operation === "mul"){
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mul *= value;
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} else if (effect.operation === "min"){
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if (value > min) min = value;
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} else if (effect.operation === "max"){
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if (value < max) max = value;
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}
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});
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var result = (mod + add) * mul;
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if (result < min) result = min;
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if (result > max) result = max;
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return Math.floor(result);
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})),
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proficiency: memoize(function(charId, skillName){
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//return largest value in proficiency array
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var prof = Proficiencies.findOne(
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{charId: charId, name: skillName, enabled: true},
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{sort: {value: -1}}
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);
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return prof && prof.value || 0;
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}),
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passiveSkill: memoize(function(charId, skillName){
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var mod = +Characters.calculate.skillMod(charId, skillName);
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var value = 10 + mod;
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Effects.find(
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{charId: charId, stat: skillName, enabled: true, operation: "passiveAdd"}
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).forEach(function(effect){
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value += evaluateEffect(charId, effect);
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});
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var advantage = Characters.calculate.advantage(charId, skillName);
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value += 5 * advantage;
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return Math.floor(value);
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}),
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advantage: memoize(function(charId, skillName){
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var advantage = Effects.find(
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{charId: charId, stat: skillName, enabled: true, operation: "advantage"}
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).count();
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var disadvantage = Effects.find(
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{charId: charId, stat: skillName, enabled: true, operation: "disadvantage"}
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).count();
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if (advantage && !disadvantage) return 1;
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if (disadvantage && !advantage) return -1;
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return 0;
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}),
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abilityMod: function(charId, attribute){
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return getMod(
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Characters.calculate.attributeValue(charId, attribute)
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);
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},
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passiveAbility: function(charId, attribute){
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var mod = +getMod(Characters.calculate.attributeValue(charId, attribute));
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return 10 + mod;
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},
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xpLevel: function(charId){
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var xp = Characters.calculate.experience(charId);
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for (var i = 0; i < 19; i++){
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@@ -438,116 +66,28 @@ Characters.calculate = {
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if (xp > 355000) return 20;
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return 0;
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},
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level: memoize(function(charId){
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var level = 0;
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Classes.find({charId: charId}).forEach(function(cls){
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level += cls.level;
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});
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return level;
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}),
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experience: memoize(function(charId){
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var xp = 0;
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Experiences.find(
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{charId: charId},
|
||||
{fields: {value: 1}}
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||||
).forEach(function(e){
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||||
xp += e.value;
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});
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return xp;
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||||
}),
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||||
};
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||||
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||||
var deprecated = function() {
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||||
//var err = new Error("this function has been deprecated");
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||||
var name = "";
|
||||
if (Template.instance()){
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||||
name = Template.instance().view.name;
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||||
}
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||||
var logString = "this function has been deprecated \n";
|
||||
if (name){
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||||
logString += "View: " + name + "\n\n";
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||||
}
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||||
//logString += err.stack + "\n\n---------------------\n\n";
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||||
console.log(logString);
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||||
};
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||||
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||||
//functions and calculated values.
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||||
//These functions can only rely on this._id since no other
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||||
//field is likely to be attached to all returned characters
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Characters.helpers({
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||||
//returns the value stored in the field requested
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||||
//will set up dependencies on just that field
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getField : function(fieldName){
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deprecated();
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return Characters.calculate.getField(this._id, fieldName);
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},
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||||
//returns the value of a field
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||||
fieldValue : function(fieldName){
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deprecated();
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||||
return Characters.calculate.fieldValue(this._id, fieldName);
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||||
},
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||||
attributeValue: function(attributeName){
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||||
deprecated();
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||||
return Characters.calculate.attributeValue(this._id, attributeName);
|
||||
},
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||||
attributeBase: function(attributeName){
|
||||
deprecated();
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||||
return Characters.calculate.attributeBase(this._id, attributeName);
|
||||
},
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||||
skillMod: function(skillName){
|
||||
deprecated();
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||||
return Characters.calculate.skillMod(this._id, skillName);
|
||||
},
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||||
proficiency: function(skillName){
|
||||
deprecated();
|
||||
return Characters.calculate.proficiency(this._id, skillName);
|
||||
},
|
||||
passiveSkill: function(skillName){
|
||||
deprecated();
|
||||
return Characters.calculate.passiveSkill(this._id, skillName);
|
||||
},
|
||||
advantage: function(skillName){
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||||
deprecated();
|
||||
return Characters.calculate.advantage(this._id, skillName);
|
||||
},
|
||||
abilityMod: function(attribute){
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||||
deprecated();
|
||||
return Characters.calculate.abilityMod(this._id, attribute);
|
||||
},
|
||||
passiveAbility: function(attribute){
|
||||
deprecated();
|
||||
return Characters.calculate.passiveAbility(this._id, attribute);
|
||||
},
|
||||
xpLevel: function(){
|
||||
deprecated();
|
||||
return Characters.calculate.xpLevel(this._id);
|
||||
},
|
||||
level: function(){
|
||||
deprecated();
|
||||
return Characters.calculate.level(this._id);
|
||||
},
|
||||
experience: function(){
|
||||
deprecated();
|
||||
return Characters.calculate.experience(this._id);
|
||||
},
|
||||
});
|
||||
|
||||
//clean up all data related to that character before removing it
|
||||
if (Meteor.isServer){
|
||||
Characters.after.remove(function(userId, character) {
|
||||
Actions .remove({charId: character._id});
|
||||
Attacks .remove({charId: character._id});
|
||||
Buffs .remove({charId: character._id});
|
||||
Classes .remove({charId: character._id});
|
||||
CustomBuffs .remove({charId: character._id});
|
||||
Effects .remove({charId: character._id});
|
||||
Experiences .remove({charId: character._id});
|
||||
Features .remove({charId: character._id});
|
||||
Notes .remove({charId: character._id});
|
||||
Proficiencies .remove({charId: character._id});
|
||||
SpellLists .remove({charId: character._id});
|
||||
Items .remove({charId: character._id});
|
||||
Containers .remove({charId: character._id});
|
||||
let charId = character._id;
|
||||
Actions .remove({charId});
|
||||
Attacks .remove({charId});
|
||||
Attributes .remove({charId});
|
||||
Buffs .remove({charId});
|
||||
Classes .remove({charId});
|
||||
CustomBuffs .remove({charId});
|
||||
DamageMultipliers.remove({charId});
|
||||
Effects .remove({charId});
|
||||
Experiences .remove({charId});
|
||||
Features .remove({charId});
|
||||
Notes .remove({charId});
|
||||
Proficiencies .remove({charId});
|
||||
Skills .remove({charId});
|
||||
SpellLists .remove({charId});
|
||||
Items .remove({charId});
|
||||
Containers .remove({charId});
|
||||
});
|
||||
Characters.after.update(function(userId, doc, fieldNames, modifier, options) {
|
||||
if (_.contains(fieldNames, "name")){
|
||||
|
||||
Reference in New Issue
Block a user