Merge branch 'develop' into feature-tabletop

This commit is contained in:
ThaumRystra
2023-09-24 19:10:04 +02:00
47 changed files with 1166 additions and 562 deletions

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@@ -1,4 +1,5 @@
import action from './applyPropertyByType/applyAction.js';
import ammo from './applyPropertyByType/applyItemAsAmmo.js'
import adjustment from './applyPropertyByType/applyAdjustment.js';
import branch from './applyPropertyByType/applyBranch.js';
import buff from './applyPropertyByType/applyBuff.js';
@@ -12,6 +13,7 @@ import toggle from './applyPropertyByType/applyToggle.js';
const applyPropertyByType = {
action,
ammo,
adjustment,
branch,
buff,

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@@ -4,13 +4,10 @@ import rollDice from '/imports/parser/rollDice.js';
import applyProperty from '../applyProperty.js';
import CreatureProperties from '/imports/api/creature/creatureProperties/CreatureProperties.js';
import applyChildren from '/imports/api/engine/actions/applyPropertyByType/shared/applyChildren.js';
import { adjustQuantityWork } from '/imports/api/creature/creatureProperties/methods/adjustQuantity.js';
import { damagePropertyWork } from '/imports/api/creature/creatureProperties/methods/damageProperty.js';
import numberToSignedString from '/imports/api/utility/numberToSignedString.js';
import { applyNodeTriggers } from '/imports/api/engine/actions/applyTriggers.js';
import { resetProperties } from '/imports/api/creature/creatures/methods/restCreature.js';
import { getPropertyDecendants } from '/imports/api/engine/loadCreatures.js';
import { nodeArrayToTree } from '/imports/api/parenting/nodesToTree.js';
export default function applyAction(node, actionContext) {
applyNodeTriggers(node, 'before', actionContext);
@@ -174,7 +171,11 @@ function rollAttack(attack, scope) {
}
function applyCrits(value, scope) {
const criticalHitTarget = scope['~criticalHitTarget']?.value || 20;
let scopeCrit = scope['~criticalHitTarget']?.value;
if (scopeCrit?.parseType === 'constant') {
scopeCrit = scopeCrit.value;
}
const criticalHitTarget = scopeCrit || 20;
let criticalHit = value >= criticalHitTarget;
let criticalMiss;
if (criticalHit) {
@@ -206,10 +207,9 @@ function spendResources(prop, actionContext) {
return true;
}
// Items
let itemQuantityAdjustments = [];
let spendLog = [];
let gainLog = [];
let ammoChildren = [];
const ammoToApply = [];
try {
prop.resources.itemsConsumed.forEach(itemConsumed => {
recalculateCalculation(itemConsumed.quantity, actionContext);
@@ -224,11 +224,6 @@ function spendResources(prop, actionContext) {
!itemConsumed?.quantity?.value ||
!isFinite(itemConsumed.quantity.value)
) return;
itemQuantityAdjustments.push({
property: item,
operation: 'increment',
value: itemConsumed.quantity.value,
});
let logName = item.name;
if (itemConsumed.quantity.value > 1 || itemConsumed.quantity.value < -1) {
logName = item.plural || logName;
@@ -238,7 +233,20 @@ function spendResources(prop, actionContext) {
} else if (itemConsumed.quantity.value < 0) {
gainLog.push(logName + ': ' + -itemConsumed.quantity.value);
}
ammoChildren.push(...getItemChildren(item, actionContext, prop));
// So long as the item isn't an ancestor of the current prop apply it
// If it was an ancestor this would be an infinite loop
if (!hasAncestorRelationship(item, prop)) {
ammoToApply.push({
node: {
...item,
// Use ammo pseudo-type
type: 'ammo',
// Store the adjustment to be applied
adjustment: itemConsumed.quantity.value,
},
children: []
});
}
});
} catch (e) {
actionContext.addLog({
@@ -249,9 +257,6 @@ function spendResources(prop, actionContext) {
return true;
}
// No more errors should be thrown after this line
// Now that we have confirmed that there are no errors, do actual work
//Items
itemQuantityAdjustments.forEach(adjustQuantityWork);
// Use uses
if (prop.usesLeft) {
@@ -291,6 +296,11 @@ function spendResources(prop, actionContext) {
}
});
// Apply the ammo children
ammoToApply.forEach(node => {
applyProperty(node, actionContext);
});
// Log all the spending
if (gainLog.length && !prop.silent) actionContext.addLog({
name: 'Gained',
@@ -302,21 +312,6 @@ function spendResources(prop, actionContext) {
value: spendLog.join('\n'),
inline: true,
});
// Apply the ammo children
ammoChildren.forEach(prop => {
applyProperty(prop, actionContext);
});
}
function getItemChildren(item, actionContext, prop) {
// Skip if the prop or the item are ancestors of one another, otherwise infinite loop
if (hasAncestorRelationship(item, prop)) return [];
// Get the item children
const itemProperties = getPropertyDecendants(actionContext.creature._id, item._id);
// Tree them up
const propertyForest = nodeArrayToTree(itemProperties);
return propertyForest
}
function hasAncestorRelationship(a, b) {

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@@ -10,6 +10,7 @@ import {
} from '/imports/api/engine/loadCreatures.js';
import { applyNodeTriggers } from '/imports/api/engine/actions/applyTriggers.js';
import getEffectivePropTags from '/imports/api/engine/computation/utility/getEffectivePropTags.js';
import applySavingThrow from '/imports/api/engine/actions/applyPropertyByType/applySavingThrow.js';
export default function applyDamage(node, actionContext) {
applyNodeTriggers(node, 'before', actionContext);
@@ -36,7 +37,7 @@ export default function applyDamage(node, actionContext) {
const logName = prop.damageType === 'healing' ? 'Healing' : 'Damage';
// roll the dice only and store that string
applyEffectsToCalculationParseNode(prop.amount, actionContext.log);
applyEffectsToCalculationParseNode(prop.amount, actionContext);
const { result: rolled } = resolve('roll', prop.amount.parseNode, scope, context);
if (rolled.parseType !== 'constant') {
logValue.push(toString(rolled));
@@ -67,6 +68,7 @@ export default function applyDamage(node, actionContext) {
// Round the damage to a whole number
damage = Math.floor(damage);
scope['~damage'] = damage;
// Convert extra damage into the stored type
if (prop.damageType === 'extra' && scope['~lastDamageType']?.value) {
@@ -82,24 +84,74 @@ export default function applyDamage(node, actionContext) {
prop.damageType +
(prop.damageType !== 'healing' ? ' damage ' : '');
// If there is a save, calculate the save damage
let damageOnSave, saveNode, saveRoll;
if (prop.save) {
if (prop.save.damageFunction?.calculation) {
applyEffectsToCalculationParseNode(prop.save.damageFunction, actionContext);
let { result: saveDamageRolled } = resolve('roll', prop.save.damageFunction.parseNode, scope, context);
saveRoll = toString(saveDamageRolled);
let { result: saveDamageResult } = resolve('reduce', saveDamageRolled, scope, context);
// If we didn't end up with a constant of finite amount, give up
if (reduced?.parseType !== 'constant' || !isFinite(reduced.value)) {
return applyChildren(node, actionContext);
}
damageOnSave = +saveDamageResult.value;
// Round the damage to a whole number
damageOnSave = Math.floor(damageOnSave);
} else {
damageOnSave = Math.floor(damage / 2);
}
saveNode = {
node: {
...prop.save,
name: prop.save.stat,
silent: prop.silent,
},
children: [],
}
}
if (damageTargets && damageTargets.length) {
// Iterate through all the targets
damageTargets.forEach(target => {
actionContext.target = [target];
let damageToApply = damage;
// If there is a saving throw, apply that first
if (prop.save) {
applySavingThrow(saveNode, actionContext);
if (scope['~saveSucceeded']?.value) {
// Log the total damage
logValue.push(toString(reduced));
// Log the save damage
const damageText = damageFunctionText(prop.save);
if (damageText) {
logValue.push(damageText);
} else {
logValue.push(
'**Damage on successful save**',
prop.save.damageFunction.calculation,
saveRoll
);
}
damageToApply = damageOnSave;
}
}
// Apply weaknesses/resistances/immunities
damage = applyDamageMultipliers({
damageToApply = applyDamageMultipliers({
target,
damage,
damage: damageToApply,
damageProp: prop,
logValue
});
actionContext.target = [target];
// Deal the damage to the target
let damageDealt = dealDamage({
target,
damageType: prop.damageType,
amount: damage,
amount: damageToApply,
actionContext
});
@@ -123,6 +175,10 @@ export default function applyDamage(node, actionContext) {
} else {
// There are no targets, just log the result
logValue.push(`**${damage}** ${suffix}`);
if (prop.save) {
applySavingThrow(saveNode, actionContext);
logValue.push(`**${damageOnSave}** ${suffix} on a successful save`);
}
}
if (!prop.silent) actionContext.addLog({
name: logName,
@@ -132,6 +188,16 @@ export default function applyDamage(node, actionContext) {
return applyChildren(node, actionContext);
}
function damageFunctionText(save, scope, context, actionContext) {
if (!save) return [];
if (!save.damageFunction) {
return '**Half damage on successful save**';
}
if (save.damageFunction.calculation == '0' || save.damageFunction.value === 0) {
return '**No damage on successful save**'
}
}
function applyDamageMultipliers({ target, damage, damageProp, logValue }) {
const damageType = damageProp?.damageType;
if (!damageType) return damage;

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@@ -0,0 +1,42 @@
import { getPropertyDecendants } from '/imports/api/engine/loadCreatures.js';
import applyProperty from '../applyProperty.js';
import { applyNodeTriggers } from '/imports/api/engine/actions/applyTriggers.js';
import { nodeArrayToTree } from '/imports/api/parenting/nodesToTree.js';
import { adjustQuantityWork } from '/imports/api/creature/creatureProperties/methods/adjustQuantity.js';
export default function applyItemAsAmmo(node, actionContext) {
// The item node should come without children, since it is not part of the original action tree
const prop = node.node;
// Get all the item's descendant properties
const properties = getPropertyDecendants(actionContext.creature._id, prop._id);
properties.sort((a, b) => a.order - b.order);
const propertyForest = nodeArrayToTree(properties);
// Apply the item
applyNodeTriggers(node, 'before', actionContext);
// Do the quantity adjustment
const itemProp = { ...prop, type: 'item' };
delete itemProp.adjustment;
adjustQuantityWork({
property: itemProp,
operation: 'increment',
value: prop.adjustment,
});
// Simulate the change to quantity
prop.quantity -= prop.adjustment;
// Log the item name as a heading if it's not silent and has child properties to apply
if (!prop.silent && propertyForest.length) {
actionContext.addLog({
name: prop.name || 'Ammo',
inline: false,
});
}
applyNodeTriggers(node, 'after', actionContext);
// Apply the item's children
propertyForest.forEach(node => applyProperty(node, actionContext));
applyNodeTriggers(node, 'afterChildren', actionContext);
}