Consolidated all sub-documents into character document to improve granularity significantly
Because just the top-level field changing invalidates everything in the sub-document, a single attribute change would trigger a re-calculation on all attributes and their dependents. This change should significantly improve performance.
This commit is contained in:
@@ -2,17 +2,242 @@
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Characters = new Meteor.Collection("characters");
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Schemas.Character = new SimpleSchema({
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strings: { type: Schemas.Strings },
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attributes: { type: Schemas.Attributes },
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skills: { type: Schemas.Skills },
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proficiencies: { type: Schemas.Proficiencies },
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//strings
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name: { type: String, defaultValue: "", optional: true },
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alignment: { type: String, defaultValue: "", optional: true },
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gender: { type: String, defaultValue: "", optional: true },
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race: { type: String, defaultValue: "", optional: true },
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description:{ type: String, defaultValue: "", optional: true },
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personality:{ type: String, defaultValue: "", optional: true },
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ideals: { type: String, defaultValue: "", optional: true },
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bonds: { type: String, defaultValue: "", optional: true },
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flaws: { type: String, defaultValue: "", optional: true },
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backstory: { type: String, defaultValue: "", optional: true },
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notes: { type: String, defaultValue: "", 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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"hitPoints.add": {
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type: [Schemas.Effect],
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defaultValue: [
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{name: "Constitution modifier for each level", calculation: "level * constitutionMod"}
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]
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},
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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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weightCarried: {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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"armor.add": {
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type: [Schemas.Effect],
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defaultValue: [
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{name: "Dexterity Modifier", calculation: "dexterityArmor"}
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]
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},
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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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//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.Vulnerability},
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bludgeoningMultiplier: {type: Schemas.Vulnerability},
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coldMultiplier: {type: Schemas.Vulnerability},
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fireMultiplier: {type: Schemas.Vulnerability},
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forceMultiplier: {type: Schemas.Vulnerability},
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lightningMultiplier: {type: Schemas.Vulnerability},
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necroticMultiplier: {type: Schemas.Vulnerability},
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piercingMultiplier: {type: Schemas.Vulnerability},
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poisonMultiplier: {type: Schemas.Vulnerability},
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psychicMultiplier: {type: Schemas.Vulnerability},
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radiantMultiplier: {type: Schemas.Vulnerability},
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slashingMultiplier: {type: Schemas.Vulnerability},
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thunderMultiplier: {type: Schemas.Vulnerability},
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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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strengthAttack: {type: Schemas.Skill},
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"strengthAttack.ability": {type: String,defaultValue: "strength"},
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"strengthAttack.proficiency": {
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type: [Schemas.Effect],
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defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
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},
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dexterityAttack: {type: Schemas.Skill},
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"dexterityAttack.ability": { type: String, defaultValue: "dexterity" },
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"dexterityAttack.proficiency": {
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type: [Schemas.Effect],
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defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
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},
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constitutionAttack: {type: Schemas.Skill},
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"constitutionAttack.ability":{ type: String, defaultValue: "constitution" },
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"constitutionAttack.proficiency": {
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type: [Schemas.Effect],
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defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
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},
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intelligenceAttack: {type: Schemas.Skill},
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"intelligenceAttack.ability":{ type: String, defaultValue: "intelligence" },
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"intelligenceAttack.proficiency": {
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type: [Schemas.Effect],
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defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
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},
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wisdomAttack: {type: Schemas.Skill},
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"wisdomAttack.ability": { type: String, defaultValue: "wisdom" },
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"wisdomAttack.proficiency": {
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type: [Schemas.Effect],
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defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
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},
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charismaAttack: {type: Schemas.Skill},
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"charismaAttack.ability": { type: String, defaultValue: "charisma" },
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"charismaAttack.proficiency": {
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type: [Schemas.Effect],
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defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
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},
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rangedAttack: {type: Schemas.Skill},
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"rangedAttack.ability": { type: String, defaultValue: "dexterity" },
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"rangedAttack.proficiency": {
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type: [Schemas.Effect],
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defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
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},
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dexterityArmor: {type: Schemas.Skill},
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"dexterityArmor.ability": { type: String, defaultValue: "dexterity" },
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//proficiencies
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weaponsProficiencies: {
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type: [Schemas.Proficiency],
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defaultValue: []
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},
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toolsProficiencies: {
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type: [Schemas.Proficiency],
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defaultValue: []
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},
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languages: {
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type: [Schemas.Proficiency],
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defaultValue: []
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},
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//mechanics
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features: { type: [Schemas.Feature], 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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initiativeOrder:{ type: Number, min: 0, max: 1, decimal: true, defaultValue: 0},
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expirations: { type: [Schemas.Expiration], defaultValue: []}
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//TODO add permission stuff for owner, readers and writers
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//TODO hit dice
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//TODO spells
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});
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@@ -32,32 +257,69 @@ Characters.find({},{fields: {time: 1, expirations: 1}}).observe({
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}
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});
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//functions and calculated values
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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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var fieldSelector = {};
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fieldSelector[fieldName] = 1;
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var char = Characters.findOne(this._id, {fields: fieldSelector});
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var field = char[fieldName];
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if(field === undefined){
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throw "no such field "+fieldName+" exists";
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}
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return field;
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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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if(!Schemas.Character.schema(fieldName)){
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console.log("Character's schema does not contain a field called: " + fieldName);
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return;
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}
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var field = this.getField(fieldName);
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//duck typing to get the right value function
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//.proficiency implies skill
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if (Schemas.Character.schema(fieldName + ".proficiency")){
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return this.skillMod(field);
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}
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//base without proficiency implies attribute
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if (Schemas.Character.schema(fieldName + ".base")){
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return this.attributeValue(field);
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}
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//fall back to just returning the field itself
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return field;
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},
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attributeValue: function(attribute){
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if (attribute === undefined) return;
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var charId = this._id;
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if (_.isString(attribute)){
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attribute = this.getField(attribute);
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}
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//base value
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var value = attribute.base;
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var char = this;
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//add all values in add array
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_.each(attribute.add, function(effect){
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value += evaluateEffect(char, effect);
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value += evaluateEffect(charId, effect);
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});
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//multiply all values in mul array
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_.each(attribute.mul, function(effect){
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value *= evaluateEffect(char, effect);
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value *= evaluateEffect(charId, effect);
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});
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//largest min
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_.each(attribute.min, function(effect){
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var min = evaluateEffect(char, effect);
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var min = evaluateEffect(charId, effect);
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value = value > min? value : min;
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});
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//smallest max
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_.each(attribute.max, function(effect){
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var max = evaluateEffect(char, effect);
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var max = evaluateEffect(charId, effect);
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value = value < max? value : max;
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});
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@@ -65,11 +327,14 @@ Characters.helpers({
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},
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proficiency: function(skill){
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if (_.isString(skill)){
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skill = this.getField(skill);
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}
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var charId = this._id;
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//return largest value in proficiency array
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var char = this;
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var prof = 0;
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_.each(skill.proficiency, function(effect){
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var newProf = evaluateEffect(char, effect);
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var newProf = evaluateEffect(charId, effect);
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if (newProf > prof){
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prof = newProf;
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}
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@@ -82,9 +347,12 @@ Characters.helpers({
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console.log("Cannot get skillMod of undefined");
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return;
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}
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var char = this;
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var charId = this._id;
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if (_.isString(skill)){
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skill = this.getField(skill);
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}
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//get the final value of the ability score
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var ability = this.attributeValue(this.attributes[skill.ability]);
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var ability = this.attributeValue(skill.ability);
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//base modifier
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var mod = +getMod(ability)
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@@ -93,27 +361,27 @@ Characters.helpers({
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var prof = this.proficiency(skill);
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//add multiplied proficiency bonus to modifier
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mod += prof * this.attributeValue(this.attributes.proficiencyBonus);
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mod += prof * this.attributeValue("proficiencyBonus");
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//add all values in add array
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_.each(skill.add, function(effect){
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mod += evaluateEffect(char, effect);
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mod += evaluateEffect(charId, effect);
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});
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//multiply all values in mul array
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_.each(skill.mul, function(effect){
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mod *= evaluateEffect(char, effect);
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mod *= evaluateEffect(charId, effect);
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});
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//largest min
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_.each(skill.min, function(effect){
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var min = evaluateEffect(char, effect);
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var min = evaluateEffect(charId, effect);
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mod = mod > min? mod : min;
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});
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//smallest max
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_.each(skill.max, function(effect){
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var max = evaluateEffect(char, effect);
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var max = evaluateEffect(charId, effect);
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mod = mod < max? mod : max;
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});
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@@ -121,11 +389,14 @@ Characters.helpers({
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},
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passiveSkill: function(skill){
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if (_.isString(skill)){
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skill = this.getField(skill);
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}
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var charId = this._id
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var mod = +this.skillMod(skill);
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var char = this;
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var value = 10 + mod;
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_.each(skill.passiveAdd, function(effect){
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value += evaluateEffect(char, effect);
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value += evaluateEffect(charId, effect);
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});
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return value;
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//TODO decide whether (dis)advantage gives (-)+5 to passive checks
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@@ -141,15 +412,16 @@ Characters.helpers({
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},
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level: function(){
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var xp = this.attributeValue(this.attributes.experience);
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var xp = this.attributeValue("experience");
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var xpTable = [0, 300, 900, 2700, 6500, 14000, 23000, 34000, 48000, 64000,
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85000, 100000, 120000, 140000, 165000, 195000, 225000, 265000,
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305000, 355000];
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_.each(xpTable, function(value, i){
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if(xp < value){
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for(var i = 0; i < 19; i++){
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if(xp < xpTable[i]){
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return i;
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}
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});
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return 20;
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};
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if(xp > 355000) return 20;
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return 0;
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}
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});
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27
rpg-docs/Model/Character/SubSchemas/Attribute.js
Normal file
27
rpg-docs/Model/Character/SubSchemas/Attribute.js
Normal file
@@ -0,0 +1,27 @@
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Schemas.Attribute = new SimpleSchema({
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//the unmodified value of the attribute
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//should be zero for most attributes after a long rest
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base: {
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type: Number,
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defaultValue: 0
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},
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//effect arrays
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add: { type: [Schemas.Effect], defaultValue: [] },
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mul: { type: [Schemas.Effect], defaultValue: [] },
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min: { type: [Schemas.Effect], defaultValue: [] },
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max: { type: [Schemas.Effect], defaultValue: [] },
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conditional:{ type: [Schemas.Effect], defaultValue: [] }
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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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Schemas.Vulnerability = new SimpleSchema({
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//same as attribute
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base: {
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type: Number,
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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: [] },
|
||||
min: { type: [Schemas.Effect], defaultValue: [{name: "Resistance doesn't stack", value: 0.5}] },
|
||||
max: { type: [Schemas.Effect], defaultValue: [{name: "Vulnerability doesn't stack", value: 2}] },
|
||||
});
|
||||
@@ -1,92 +0,0 @@
|
||||
Schemas.Attribute = new SimpleSchema({
|
||||
//the unmodified value of the attribute
|
||||
//should be zero for most attributes after a long rest
|
||||
base: {
|
||||
type: Number,
|
||||
defaultValue: 0
|
||||
},
|
||||
//effect arrays
|
||||
add: { type: [Schemas.Effect], defaultValue: [] },
|
||||
mul: { type: [Schemas.Effect], defaultValue: [] },
|
||||
min: { type: [Schemas.Effect], defaultValue: [] },
|
||||
max: { type: [Schemas.Effect], defaultValue: [] },
|
||||
conditional:{ type: [Schemas.Effect], defaultValue: [] }
|
||||
});
|
||||
|
||||
//note to make an invulnerability add a new max of zero value
|
||||
Schemas.Vulnerability = new SimpleSchema({
|
||||
//same as attribute
|
||||
base: {
|
||||
type: Number,
|
||||
defaultValue: 0
|
||||
},
|
||||
//effect arrays
|
||||
add: { type: [Schemas.Effect], defaultValue: [] },
|
||||
mul: { type: [Schemas.Effect], defaultValue: [] },
|
||||
min: { type: [Schemas.Effect], defaultValue: [{name: "Resistance doesn't stack", value: 0.5}] },
|
||||
max: { type: [Schemas.Effect], defaultValue: [{name: "Vulnerability doesn't stack", value: 2}] },
|
||||
conditional:{ type: [Schemas.Effect], defaultValue: [] },
|
||||
});
|
||||
|
||||
Schemas.Attributes = new SimpleSchema({
|
||||
//ability scores
|
||||
strength: {type: Schemas.Attribute},
|
||||
dexterity: {type: Schemas.Attribute},
|
||||
constitution: {type: Schemas.Attribute},
|
||||
intelligence: {type: Schemas.Attribute},
|
||||
wisdom: {type: Schemas.Attribute},
|
||||
charisma: {type: Schemas.Attribute},
|
||||
|
||||
//stats
|
||||
hitPoints: {type: Schemas.Attribute},
|
||||
experience: {type: Schemas.Attribute},
|
||||
proficiencyBonus: {type: Schemas.Attribute},
|
||||
speed: {type: Schemas.Attribute},
|
||||
weight: {type: Schemas.Attribute},
|
||||
weightCarried: {type: Schemas.Attribute},
|
||||
age: {type: Schemas.Attribute},
|
||||
ageRate: {type: Schemas.Attribute},
|
||||
armor: {type: Schemas.Attribute},
|
||||
"armor.add": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [
|
||||
{name: "Dexterity Modifier", calculation: "dexterityArmor"}
|
||||
]
|
||||
},
|
||||
|
||||
//resources
|
||||
level1SpellSlots: {type: Schemas.Attribute},
|
||||
level2SpellSlots: {type: Schemas.Attribute},
|
||||
level3SpellSlots: {type: Schemas.Attribute},
|
||||
level4SpellSlots: {type: Schemas.Attribute},
|
||||
level5SpellSlots: {type: Schemas.Attribute},
|
||||
level6SpellSlots: {type: Schemas.Attribute},
|
||||
level7SpellSlots: {type: Schemas.Attribute},
|
||||
level8SpellSlots: {type: Schemas.Attribute},
|
||||
level9SpellSlots: {type: Schemas.Attribute},
|
||||
ki: {type: Schemas.Attribute},
|
||||
sorceryPoints: {type: Schemas.Attribute},
|
||||
rages: {type: Schemas.Attribute},
|
||||
|
||||
|
||||
//hit dice
|
||||
d6HitDice: {type: Schemas.Attribute},
|
||||
d8HitDice: {type: Schemas.Attribute},
|
||||
d10HitDice: {type: Schemas.Attribute},
|
||||
d12HitDice: {type: Schemas.Attribute},
|
||||
|
||||
//vulnerabilities
|
||||
acidMultiplier: {type: Schemas.Vulnerability},
|
||||
bludgeoningMultiplier: {type: Schemas.Vulnerability},
|
||||
coldMultiplier: {type: Schemas.Vulnerability},
|
||||
fireMultiplier: {type: Schemas.Vulnerability},
|
||||
forceMultiplier: {type: Schemas.Vulnerability},
|
||||
lightningMultiplier: {type: Schemas.Vulnerability},
|
||||
necroticMultiplier: {type: Schemas.Vulnerability},
|
||||
piercingMultiplier: {type: Schemas.Vulnerability},
|
||||
poisonMultiplier: {type: Schemas.Vulnerability},
|
||||
psychicMultiplier: {type: Schemas.Vulnerability},
|
||||
radiantMultiplier: {type: Schemas.Vulnerability},
|
||||
slashingMultiplier: {type: Schemas.Vulnerability},
|
||||
thunderMultiplier: {type: Schemas.Vulnerability},
|
||||
});
|
||||
@@ -1,19 +0,0 @@
|
||||
Schemas.Proficiency = new SimpleSchema({
|
||||
name: {type: String},
|
||||
source: {type: String}
|
||||
})
|
||||
|
||||
Schemas.Proficiencies = new SimpleSchema({
|
||||
weapons: {
|
||||
type: [Schemas.Proficiency],
|
||||
defaultValue: []
|
||||
},
|
||||
tools: {
|
||||
type: [Schemas.Proficiency],
|
||||
defaultValue: []
|
||||
},
|
||||
languages: {
|
||||
type: [Schemas.Proficiency],
|
||||
defaultValue: []
|
||||
}
|
||||
});
|
||||
4
rpg-docs/Model/Character/SubSchemas/Proficiency.js
Normal file
4
rpg-docs/Model/Character/SubSchemas/Proficiency.js
Normal file
@@ -0,0 +1,4 @@
|
||||
Schemas.Proficiency = new SimpleSchema({
|
||||
name: {type: String},
|
||||
source: {type: String}
|
||||
})
|
||||
25
rpg-docs/Model/Character/SubSchemas/Skill.js
Normal file
25
rpg-docs/Model/Character/SubSchemas/Skill.js
Normal file
@@ -0,0 +1,25 @@
|
||||
Schemas.Skill = new SimpleSchema({
|
||||
//attribute name that this skill used as base mod for roll
|
||||
ability: { type: String, defaultValue: "" },
|
||||
//multiplied by profBonus and added to base mod
|
||||
//only highest value proficiency is used
|
||||
proficiency: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//added to base mod
|
||||
add: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//multiplied by base + adds
|
||||
mul: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//lower bounds, highest used
|
||||
min: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//upper bounds, lowest used
|
||||
max: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things giving advantage
|
||||
advantage: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things giving disadvantage
|
||||
disadvantage: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//added to passive checks only
|
||||
passiveAdd: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things causing all rolls to fail
|
||||
fail: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things that only apply sometimes
|
||||
conditional: { type: [Schemas.Effect], defaultValue: [] }
|
||||
});
|
||||
@@ -1,159 +0,0 @@
|
||||
Schemas.Skill = new SimpleSchema({
|
||||
//attribute name that this skill used as base mod for roll
|
||||
ability: { type: String, defaultValue: "" },
|
||||
//multiplied by profBonus and added to base mod
|
||||
//only highest value proficiency is used
|
||||
proficiency: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//added to base mod
|
||||
add: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//multiplied by base + adds
|
||||
mul: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//lower bounds, highest used
|
||||
min: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//upper bounds, lowest used
|
||||
max: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things giving advantage
|
||||
advantage: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things giving disadvantage
|
||||
disadvantage: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//added to passive checks only
|
||||
passiveAdd: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things causing all rolls to fail
|
||||
fail: { type: [Schemas.Effect], defaultValue: [] },
|
||||
//things that only apply sometimes
|
||||
conditional: { type: [Schemas.Effect], defaultValue: [] }
|
||||
});
|
||||
|
||||
Schemas.Skills = new SimpleSchema({
|
||||
//saves
|
||||
strengthSave: {type: Schemas.Skill},
|
||||
"strengthSave.ability": { type: String, defaultValue: "strength" },
|
||||
|
||||
dexteritySave: {type: Schemas.Skill},
|
||||
"dexteritySave.ability": { type: String, defaultValue: "dexterity" },
|
||||
|
||||
constitutionSave:{type: Schemas.Skill},
|
||||
"constitutionSave.ability": { type: String, defaultValue: "constitution" },
|
||||
|
||||
intelligenceSave:{type: Schemas.Skill},
|
||||
"intelligenceSave.ability": { type: String, defaultValue: "intelligence" },
|
||||
|
||||
wisdomSave: {type: Schemas.Skill},
|
||||
"wisdomSave.ability": { type: String, defaultValue: "wisdom" },
|
||||
|
||||
charismaSave: {type: Schemas.Skill},
|
||||
"charismaSave.ability": { type: String, defaultValue: "charisma" },
|
||||
|
||||
|
||||
//skill skills
|
||||
acrobatics: {type: Schemas.Skill},
|
||||
"acrobatics.ability": { type: String, defaultValue: "dexterity" },
|
||||
|
||||
animalHandling: {type: Schemas.Skill},
|
||||
"animalHandling.ability": { type: String, defaultValue: "wisdom" },
|
||||
|
||||
arcana: {type: Schemas.Skill},
|
||||
"arcana.ability": { type: String, defaultValue: "intelligence" },
|
||||
|
||||
athletics: {type: Schemas.Skill},
|
||||
"athletics.ability": { type: String, defaultValue: "strength" },
|
||||
|
||||
deception: {type: Schemas.Skill},
|
||||
"deception.ability": { type: String, defaultValue: "charisma" },
|
||||
|
||||
history: {type: Schemas.Skill},
|
||||
"history.ability": { type: String, defaultValue: "intelligence" },
|
||||
|
||||
insight: {type: Schemas.Skill},
|
||||
"insight.ability": { type: String, defaultValue: "wisdom" },
|
||||
|
||||
intimidation: {type: Schemas.Skill},
|
||||
"intimidation.ability": { type: String, defaultValue: "charisma" },
|
||||
|
||||
investigation: {type: Schemas.Skill},
|
||||
"investigation.ability": { type: String, defaultValue: "intelligence" },
|
||||
|
||||
medicine: {type: Schemas.Skill},
|
||||
"medicine.ability": { type: String, defaultValue: "wisdom" },
|
||||
|
||||
nature: {type: Schemas.Skill},
|
||||
"nature.ability": { type: String, defaultValue: "intelligence" },
|
||||
|
||||
perception: {type: Schemas.Skill},
|
||||
"perception.ability": { type: String, defaultValue: "wisdom" },
|
||||
|
||||
performance: {type: Schemas.Skill},
|
||||
"performance.ability": { type: String, defaultValue: "charisma" },
|
||||
|
||||
persuasion: {type: Schemas.Skill},
|
||||
"persuasion.ability": { type: String, defaultValue: "charisma" },
|
||||
|
||||
religion: {type: Schemas.Skill},
|
||||
"religion.ability": { type: String, defaultValue: "intelligence" },
|
||||
|
||||
sleightOfHand: {type: Schemas.Skill},
|
||||
"sleightOfHand.ability": { type: String, defaultValue: "dexterity" },
|
||||
|
||||
stealth: {type: Schemas.Skill},
|
||||
"stealth.ability": { type: String, defaultValue: "dexterity" },
|
||||
|
||||
survival: {type: Schemas.Skill},
|
||||
"survival.ability": { type: String, defaultValue: "wisdom" },
|
||||
|
||||
|
||||
//Mechanical Skills
|
||||
initiative: {type: Schemas.Skill},
|
||||
"initiative.ability": { type: String, defaultValue: "dexterity" },
|
||||
|
||||
strengthAttack: {type: Schemas.Skill},
|
||||
"strengthAttack.ability": {type: String,defaultValue: "strength"},
|
||||
"strengthAttack.proficiency": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
|
||||
},
|
||||
|
||||
dexterityAttack: {type: Schemas.Skill},
|
||||
"dexterityAttack.ability": { type: String, defaultValue: "dexterity" },
|
||||
"dexterityAttack.proficiency": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
|
||||
},
|
||||
|
||||
constitutionAttack: {type: Schemas.Skill},
|
||||
"constitutionAttack.ability":{ type: String, defaultValue: "constitution" },
|
||||
"constitutionAttack.proficiency": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
|
||||
},
|
||||
|
||||
intelligenceAttack: {type: Schemas.Skill},
|
||||
"intelligenceAttack.ability":{ type: String, defaultValue: "intelligence" },
|
||||
"intelligenceAttack.proficiency": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
|
||||
},
|
||||
|
||||
wisdomAttack: {type: Schemas.Skill},
|
||||
"wisdomAttack.ability": { type: String, defaultValue: "wisdom" },
|
||||
"wisdomAttack.proficiency": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
|
||||
},
|
||||
|
||||
charismaAttack: {type: Schemas.Skill},
|
||||
"charismaAttack.ability": { type: String, defaultValue: "charisma" },
|
||||
"charismaAttack.proficiency": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
|
||||
},
|
||||
|
||||
rangedAttack: {type: Schemas.Skill},
|
||||
"rangedAttack.ability": { type: String, defaultValue: "dexterity" },
|
||||
"rangedAttack.proficiency": {
|
||||
type: [Schemas.Effect],
|
||||
defaultValue: [{_id: Random.id(),name: "Attack Proficiency",value: 1}]
|
||||
},
|
||||
|
||||
dexterityArmor: {type: Schemas.Skill},
|
||||
"dexterityArmor.ability": { type: String, defaultValue: "dexterity" }
|
||||
});
|
||||
@@ -1,13 +0,0 @@
|
||||
Schemas.Strings = new SimpleSchema({
|
||||
name: { type: String, defaultValue: "", optional: true },
|
||||
alignment: { type: String, defaultValue: "", optional: true },
|
||||
gender: { type: String, defaultValue: "", optional: true },
|
||||
race: { type: String, defaultValue: "", optional: true },
|
||||
description:{ type: String, defaultValue: "", optional: true },
|
||||
personality:{ type: String, defaultValue: "", optional: true },
|
||||
ideals: { type: String, defaultValue: "", optional: true },
|
||||
bonds: { type: String, defaultValue: "", optional: true },
|
||||
flaws: { type: String, defaultValue: "", optional: true },
|
||||
backstory: { type: String, defaultValue: "", optional: true },
|
||||
notes: { type: String, defaultValue: "", optional: true },
|
||||
});
|
||||
@@ -7,7 +7,7 @@ Router.map( function () {
|
||||
},
|
||||
data: {
|
||||
characters: function(){
|
||||
return Characters.find()
|
||||
return Characters.find({}, {fields: {_id: 1}});
|
||||
}
|
||||
}
|
||||
});
|
||||
@@ -19,7 +19,7 @@ Router.map( function () {
|
||||
return Meteor.subscribe("singleCharacter", this.params._id, Meteor.userId());
|
||||
},
|
||||
data: function() {
|
||||
var data = Characters.findOne({_id: this.params._id});
|
||||
var data = Characters.findOne({_id: this.params._id}, {fields: {_id: 1}});
|
||||
return data;
|
||||
}
|
||||
});
|
||||
@@ -29,7 +29,7 @@ Router.map( function () {
|
||||
notFoundTemplate: 'characterNotFound',
|
||||
data: {
|
||||
containers: function() {
|
||||
var containers = Containers.find({owner: data._id});
|
||||
var containers = Containers.find({owner: data._id}, {fields: {_id: 1}});
|
||||
return containers;
|
||||
},
|
||||
|
||||
|
||||
8
rpg-docs/client/main.js
Normal file
8
rpg-docs/client/main.js
Normal file
@@ -0,0 +1,8 @@
|
||||
_.each(Template, function (template, name) {
|
||||
if(template){
|
||||
var counter = 0;
|
||||
template.rendered = template.rendered || function () {
|
||||
console.log(name, "render count: ", ++counter);
|
||||
};
|
||||
}
|
||||
});
|
||||
@@ -4,10 +4,10 @@
|
||||
Strength
|
||||
</div>
|
||||
<div class="abilityScore">
|
||||
{{attributeValue attributes.strength}}
|
||||
{{attributeValue "strength"}}
|
||||
</div>
|
||||
<div class="abilityMod">
|
||||
{{abilityMod attributes.strength}}
|
||||
{{abilityMod "strength"}}
|
||||
</div>
|
||||
</div>
|
||||
<div class="ability floatBox">
|
||||
@@ -15,10 +15,10 @@
|
||||
Dexterity
|
||||
</div>
|
||||
<div class="abilityScore">
|
||||
{{attributeValue attributes.dexterity}}
|
||||
{{attributeValue "dexterity"}}
|
||||
</div>
|
||||
<div class="abilityMod">
|
||||
{{abilityMod attributes.dexterity}}
|
||||
{{abilityMod "dexterity"}}
|
||||
</div>
|
||||
</div>
|
||||
<div class="ability floatBox">
|
||||
@@ -26,10 +26,10 @@
|
||||
Constitution
|
||||
</div>
|
||||
<div class="abilityScore">
|
||||
{{attributeValue attributes.constitution}}
|
||||
{{attributeValue "constitution"}}
|
||||
</div>
|
||||
<div class="abilityMod">
|
||||
{{abilityMod attributes.constitution}}
|
||||
{{abilityMod "constitution"}}
|
||||
</div>
|
||||
</div>
|
||||
<div class="ability floatBox">
|
||||
@@ -37,10 +37,10 @@
|
||||
Intelligence
|
||||
</div>
|
||||
<div class="abilityScore">
|
||||
{{attributeValue attributes.intelligence}}
|
||||
{{attributeValue "intelligence"}}
|
||||
</div>
|
||||
<div class="abilityMod">
|
||||
{{abilityMod attributes.intelligence}}
|
||||
{{abilityMod "intelligence"}}
|
||||
</div>
|
||||
</div>
|
||||
<div class="ability floatBox">
|
||||
@@ -48,10 +48,10 @@
|
||||
Wisdom
|
||||
</div>
|
||||
<div class="abilityScore">
|
||||
{{attributeValue attributes.wisdom}}
|
||||
{{attributeValue "wisdom"}}
|
||||
</div>
|
||||
<div class="abilityMod">
|
||||
{{abilityMod attributes.wisdom}}
|
||||
{{abilityMod "wisdom"}}
|
||||
</div>
|
||||
</div>
|
||||
<div class="ability floatBox">
|
||||
@@ -59,10 +59,10 @@
|
||||
Charisma
|
||||
</div>
|
||||
<div class="abilityScore">
|
||||
{{attributeValue attributes.charisma}}
|
||||
{{attributeValue "charisma"}}
|
||||
</div>
|
||||
<div class="abilityMod">
|
||||
{{abilityMod attributes.charisma}}
|
||||
{{abilityMod "charisma"}}
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
@@ -26,7 +26,7 @@
|
||||
<div class="healthBarRed" style="width: {{hpRed}}%"></div>
|
||||
<div class="healthBarGreen" style="width: {{hpGreen}}%"></div>
|
||||
<div class="healthBarBorder">
|
||||
<span class="hpReadout">{{attributeValue attributes.hitPoints}}/{{maxHp}}</span>
|
||||
<span class="hpReadout">{{attributeValue "hitPoints"}}/{{maxHp}}</span>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
@@ -1,14 +1,15 @@
|
||||
Template.healthBar.helpers({
|
||||
healthy: function(){
|
||||
var hp = this.attributeValue(this.attributes.hitPoints);
|
||||
var hp = this.attributeValue("hitPoints");
|
||||
return hp > 0;
|
||||
},
|
||||
dead: function(){
|
||||
if(this.deathSave.canDeathSave){
|
||||
return this.deathSave.fail >= 3;
|
||||
var deathSave = this.getField("deathSave");
|
||||
if(deathSave.canDeathSave){
|
||||
return deathSave.fail >= 3;
|
||||
} else{
|
||||
//creatures that can't make death saves die at 0 HP
|
||||
var hp = this.attributeValue(this.attributes.hitPoints);
|
||||
var hp = this.attributeValue("hitPoints");
|
||||
return hp <= 0;
|
||||
}
|
||||
}
|
||||
@@ -16,13 +17,13 @@ Template.healthBar.helpers({
|
||||
|
||||
Template.hitPointBars.helpers({
|
||||
hpRed: function(){
|
||||
var currentHp = this.attributeValue(this.attributes.hitPoints);
|
||||
var damage = this.attributes.hitPoints.base;
|
||||
var currentHp = this.attributeValue("hitPoints");
|
||||
var damage = this.getField("hitPoints").base;
|
||||
return 100*(currentHp/(currentHp - damage));
|
||||
},
|
||||
hpGreen: function(){
|
||||
var currentHp = this.attributeValue(this.attributes.hitPoints);
|
||||
var damage = this.attributes.hitPoints.base;
|
||||
var currentHp = this.attributeValue("hitPoints");
|
||||
var damage = this.getField("hitPoints").base;
|
||||
var maxHp = currentHp - damage;
|
||||
var percent = 100*(currentHp/ maxHp);
|
||||
var change = 100 * Template.instance().deltaHp.get() / maxHp;
|
||||
@@ -33,8 +34,8 @@ Template.hitPointBars.helpers({
|
||||
}
|
||||
},
|
||||
hpYellow: function(){
|
||||
var currentHp = this.attributeValue(this.attributes.hitPoints);
|
||||
var damage = this.attributes.hitPoints.base;
|
||||
var currentHp = this.attributeValue("hitPoints");
|
||||
var damage = this.getField("hitPoints").base;
|
||||
var maxHp = currentHp - damage;
|
||||
var percent = 100*(currentHp/ maxHp);
|
||||
var change = 100 * Template.instance().deltaHp.get() / maxHp;
|
||||
@@ -48,16 +49,16 @@ Template.hitPointBars.helpers({
|
||||
if(!Template.instance().deltaHp){
|
||||
Template.instance().deltaHp = new ReactiveVar(0);
|
||||
}
|
||||
var currentHp = this.attributeValue(this.attributes.hitPoints);
|
||||
var damage = this.attributes.hitPoints.base;
|
||||
var currentHp = this.attributeValue("hitPoints");
|
||||
var damage = this.getField("hitPoints").base;
|
||||
var maxHp = currentHp - damage;
|
||||
var percent = 100*(currentHp/ maxHp);
|
||||
var change = 100 * Template.instance().deltaHp.get() / maxHp;
|
||||
return percent + change;
|
||||
},
|
||||
maxHp: function(){
|
||||
var currentHp = this.attributeValue(this.attributes.hitPoints);
|
||||
var damage = this.attributes.hitPoints.base;
|
||||
var currentHp = this.attributeValue("hitPoints");
|
||||
var damage = this.getField("hitPoints").base;
|
||||
return currentHp - damage;
|
||||
},
|
||||
deltaHp: function(){
|
||||
@@ -81,8 +82,8 @@ Template.hitPointBars.events({
|
||||
"drag": function(event, templateInstance, handler){
|
||||
//the width of the bar, fetch dynamically if needed
|
||||
var healthBarWidth = 300;
|
||||
var hpLeft = this.attributeValue(this.attributes.hitPoints)
|
||||
var damage = this.attributes.hitPoints.base
|
||||
var hpLeft = this.attributeValue("hitPoints");
|
||||
var damage = this.getField("hitPoints").base;
|
||||
var maxHp = hpLeft - damage;
|
||||
var dragMultiplier = maxHp / healthBarWidth;
|
||||
var newValue = dragMultiplier * handler.deltaX + Template.instance().startDrag.get();
|
||||
@@ -98,7 +99,7 @@ Template.hitPointBars.events({
|
||||
"click .healthBarPlus": function(event){
|
||||
var newValue = Template.instance().deltaHp.get() + 1;
|
||||
//don't heal more than -damage
|
||||
var damage = this.attributes.hitPoints.base
|
||||
var damage = this.getField("hitPoints").base;
|
||||
newValue = newValue < -damage ? newValue : -damage;
|
||||
//set value
|
||||
Template.instance().deltaHp.set(newValue);
|
||||
@@ -106,13 +107,13 @@ Template.hitPointBars.events({
|
||||
"click .healthBarMinus": function(event){
|
||||
var newValue = Template.instance().deltaHp.get() - 1;
|
||||
//dont damage more than hit points left
|
||||
var hpLeft = this.attributeValue(this.attributes.hitPoints)
|
||||
var hpLeft = this.getField("hitPoints").base;
|
||||
newValue = newValue > -hpLeft ? newValue : -hpLeft;
|
||||
//set value
|
||||
Template.instance().deltaHp.set(newValue);
|
||||
},
|
||||
"click #applyDelta": function(event){
|
||||
Characters.update(this._id, {$inc: {"attributes.hitPoints.base": Template.instance().deltaHp.get()}})
|
||||
Characters.update(this._id, {$inc: {"hitPoints.base": Template.instance().deltaHp.get()}})
|
||||
Template.instance().deltaHp.set(0);
|
||||
}
|
||||
});
|
||||
@@ -126,22 +127,26 @@ Template.deadBar.events({
|
||||
|
||||
Template.deathSaves.helpers({
|
||||
deathFailGT: function(num){
|
||||
if(this.deathSave.fail > num) return "tickedDeathFail";
|
||||
var deathSave = this.getField("deathSave");
|
||||
if(deathSave.fail > num) return "tickedDeathFail";
|
||||
else return "untickedDeathFail";
|
||||
},
|
||||
deathPassGT: function(num){
|
||||
if(this.deathSave.pass > num) return "tickedDeathPass";
|
||||
var deathSave = this.getField("deathSave");
|
||||
if(deathSave.pass > num) return "tickedDeathPass";
|
||||
else return "untickedDeathPass";
|
||||
},
|
||||
stable: function(){
|
||||
if(this.deathSave.pass > 0 || this.deathSave.fail > 0){
|
||||
var deathSave = this.getField("deathSave");
|
||||
if(deathSave.pass > 0 || deathSave.fail > 0){
|
||||
return "stability";
|
||||
} else{
|
||||
return "heal";
|
||||
}
|
||||
},
|
||||
stabilizeText: function(){
|
||||
if(this.deathSave.pass > 0 || this.deathSave.fail > 0){
|
||||
var deathSave = this.getField("deathSave");
|
||||
if(deathSave.pass > 0 || deathSave.fail > 0){
|
||||
return "stabilize";
|
||||
} else{
|
||||
return "heal";
|
||||
|
||||
@@ -1,53 +1,55 @@
|
||||
Template.skills.helpers({
|
||||
saveList: function(){
|
||||
return [
|
||||
{name: "Strength", skill: this.skills.strengthSave},
|
||||
{name: "Dexterity", skill: this.skills.dexteritySave},
|
||||
{name: "Constitution", skill: this.skills.constitutionSave},
|
||||
{name: "Intelligence", skill: this.skills.intelligenceSave},
|
||||
{name: "Wisdom", skill: this.skills.wisdomSave},
|
||||
{name: "Charisma", skill: this.skills.charismaSave}
|
||||
return [
|
||||
{name: "Strength", skill: "strengthSave"},
|
||||
{name: "Dexterity", skill: "dexteritySave"},
|
||||
{name: "Constitution", skill: "constitutionSave"},
|
||||
{name: "Intelligence", skill: "intelligenceSave"},
|
||||
{name: "Wisdom", skill: "wisdomSave"},
|
||||
{name: "Charisma", skill: "charismaSave"}
|
||||
];
|
||||
},
|
||||
skillList: function(){
|
||||
return [
|
||||
{name: "Acrobatics", skill: this.skills.acrobatics},
|
||||
{name: "Animal Handling", skill: this.skills.animalHandling},
|
||||
{name: "Arcana", skill: this.skills.arcana},
|
||||
{name: "Athletics", skill: this.skills.athletics},
|
||||
{name: "Deception", skill: this.skills.deception},
|
||||
{name: "History", skill: this.skills.history},
|
||||
{name: "Insight", skill: this.skills.insight},
|
||||
{name: "Intimidation", skill: this.skills.intimidation},
|
||||
{name: "Investigation", skill: this.skills.investigation},
|
||||
{name: "Medicine", skill: this.skills.medicine},
|
||||
{name: "Nature", skill: this.skills.nature},
|
||||
{name: "Perception", skill: this.skills.perception},
|
||||
{name: "Performance", skill: this.skills.performance},
|
||||
{name: "Persuasion", skill: this.skills.persuasion},
|
||||
{name: "Religion", skill: this.skills.religion},
|
||||
{name: "Sleight of Hand", skill: this.skills.sleightOfHand},
|
||||
{name: "Stealth", skill: this.skills.stealth},
|
||||
{name: "Survival", skill: this.skills.survival}
|
||||
{name: "Acrobatics", skill: "acrobatics"},
|
||||
{name: "Animal Handling", skill: "animalHandling"},
|
||||
{name: "Arcana", skill: "arcana"},
|
||||
{name: "Athletics", skill: "athletics"},
|
||||
{name: "Deception", skill: "deception"},
|
||||
{name: "History", skill: "history"},
|
||||
{name: "Insight", skill: "insight"},
|
||||
{name: "Intimidation", skill: "intimidation"},
|
||||
{name: "Investigation", skill: "investigation"},
|
||||
{name: "Medicine", skill: "medicine"},
|
||||
{name: "Nature", skill: "nature"},
|
||||
{name: "Perception", skill: "perception"},
|
||||
{name: "Performance", skill: "performance"},
|
||||
{name: "Persuasion", skill: "persuasion"},
|
||||
{name: "Religion", skill: "religion"},
|
||||
{name: "Sleight of Hand", skill: "sleightOfHand"},
|
||||
{name: "Stealth", skill: "stealth"},
|
||||
{name: "Survival", skill: "survival"}
|
||||
];
|
||||
},
|
||||
profIcon: function(skill){
|
||||
var prof = Template.parentData(1).proficiency(skill);
|
||||
var prof = Template.parentData(1).proficiency(this.skill);
|
||||
if(prof > 0 && prof < 1) return "profHalf.png";
|
||||
if(prof === 1) return "profSingle.png";
|
||||
if(prof > 1) return "profDouble.png";
|
||||
return "profNone.png";
|
||||
},
|
||||
failSkill: function(){
|
||||
return this.skill.fail.length > 0;
|
||||
return Template.parentData(1).getField(this.skill).fail.length > 0;
|
||||
},
|
||||
advantage: function(){
|
||||
var adv = this.skill.advantage.length;
|
||||
var disadv = this.skill.disadvantage.length;
|
||||
var adv = Template.parentData(1).getField(this.skill).advantage.length;
|
||||
var disadv = Template.parentData(1).getField(this.skill).disadvantage.length;
|
||||
if(adv > 0 && disadv === 0) return "advantage";
|
||||
if(disadv > 0 && adv === 0) return "disadvantage";
|
||||
},
|
||||
conditionals: function(){
|
||||
if(this.skill.conditional.length > 0) return "conditionals";
|
||||
if(Template.parentData(1).getField(this.skill).conditional.length > 0){
|
||||
return "conditionals";
|
||||
}
|
||||
}
|
||||
});
|
||||
@@ -8,12 +8,12 @@ Template.textField.helpers({
|
||||
return Template.instance().editing.get();
|
||||
},
|
||||
input: function(){
|
||||
var text = this.character.strings[this.field];
|
||||
var text = this.character.getField(this.field);
|
||||
if (_.isString(text)) return Spacebars.SafeString(text);
|
||||
return text;
|
||||
},
|
||||
output: function(){
|
||||
var html = evaluateString(this.character, this.character.strings[this.field]);
|
||||
var html = evaluateString(this.character._id, this.character.getField(this.field));
|
||||
if (_.isString(html)) return Spacebars.SafeString(html);
|
||||
return html;
|
||||
},
|
||||
@@ -33,7 +33,7 @@ Template.textField.events({
|
||||
if(!_.isString(text)) text = "";
|
||||
//TODO sanitise the html
|
||||
var setter = {};
|
||||
setter["strings."+this.field] = text;
|
||||
setter[this.field] = text;
|
||||
Characters.update(this.character._id, {$set: setter}, function(error, result) {
|
||||
if(error) console.log(error);
|
||||
});
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
{{>loginButtons}}
|
||||
<div>
|
||||
{{# each characters}}
|
||||
<li><a href="{{ pathFor 'character' }} ">{{_id}}</a> <button class="deleteChar">delete</button></li>
|
||||
<li><a href="{{ pathFor 'character' }} ">{{_id}}</a> <button id="deleteChar">delete</button></li>
|
||||
{{/each}}
|
||||
</div>
|
||||
<input id="addCharacter" type="button" value="Add Character">
|
||||
|
||||
@@ -2,7 +2,8 @@ Template.home.events({
|
||||
"click #addCharacter": function (event, template) {
|
||||
Characters.insert({});
|
||||
},
|
||||
"click .delete": function(event, template){
|
||||
"click #deleteChar": function(event, template){
|
||||
console.log("deleting", this);
|
||||
Characters.remove(this._id);
|
||||
}
|
||||
});
|
||||
@@ -1,22 +1,20 @@
|
||||
evaluate = function(character, string){
|
||||
//evaluates a calculation string
|
||||
evaluate = function(charId, string){
|
||||
if(!string) return string;
|
||||
string = string.replace(/\b[a-z]+\b/g, function(sub){
|
||||
//skill mods
|
||||
if(_.has(character.skills, sub)){
|
||||
return +character.skillMod(character.skills[sub]);
|
||||
}
|
||||
//attributes
|
||||
if(_.has(character.attributes, sub)){
|
||||
return +character.attributeValue(character.attributes[sub]);
|
||||
var char = Characters.findOne(charId, {fields: {_id: 1}});
|
||||
string = string.replace(/\b[a-zA-Z]+\b/g, function(sub){
|
||||
//fields
|
||||
if(Schemas.Character.schema(sub)){
|
||||
return char.fieldValue(sub)
|
||||
}
|
||||
//ability modifiers
|
||||
var abilityMods = ["strengthMod", "dexterityMod", "constitutionMod", "intelligenceMod", "wisdomMod", "charismaMod"]
|
||||
if( _.contains(abilityMods, sub) ){
|
||||
var slice = sub.slice(0, - 3);
|
||||
return +character.abilityMod(character.attributes[slice]);
|
||||
return char.abilityMod(slice);
|
||||
}
|
||||
if(sub === "level"){
|
||||
return +character.level();
|
||||
return char.level();
|
||||
}
|
||||
return sub;
|
||||
});
|
||||
@@ -29,7 +27,9 @@ evaluate = function(character, string){
|
||||
}
|
||||
}
|
||||
|
||||
evaluateString = function(character, string){
|
||||
//takes a string with {calculations} and returns it with the results
|
||||
//of the calculations returned in place
|
||||
evaluateString = function(charId, string){
|
||||
//define brackets as curly brackets around anything that isn't a curly bracket
|
||||
if(!string) return string;
|
||||
var brackets = /\{[^\{\}]*\}/g;
|
||||
@@ -37,7 +37,7 @@ evaluateString = function(character, string){
|
||||
var exp = exp.replace(/(\{|\})/g, "") //remove brackets
|
||||
var span = jQuery('<span/>', {
|
||||
title: exp,
|
||||
text: evaluate(character, exp),
|
||||
text: evaluate(charId, exp),
|
||||
class: "calculatedValue"
|
||||
});
|
||||
return span.prop('outerHTML');
|
||||
@@ -46,11 +46,14 @@ evaluateString = function(character, string){
|
||||
return result;
|
||||
}
|
||||
|
||||
evaluateEffect = function(character, effect){
|
||||
//returns the value of the effect if it exists,
|
||||
//otherwise returns the result of the calculation if it exists,
|
||||
//otherwise returns 0
|
||||
evaluateEffect = function(charId, effect){
|
||||
if(_.isFinite(effect.value)){
|
||||
return effect.value;
|
||||
} else if(_.isString(effect.calculation)){
|
||||
return +evaluate(character, effect.calculation);
|
||||
return +evaluate(charId, effect.calculation);
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user