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:
Thaum
2014-11-20 06:52:05 +00:00
parent b4d92e799a
commit ca7a625534
19 changed files with 463 additions and 399 deletions

View File

@@ -2,17 +2,242 @@
Characters = new Meteor.Collection("characters");
Schemas.Character = new SimpleSchema({
strings: { type: Schemas.Strings },
attributes: { type: Schemas.Attributes },
skills: { type: Schemas.Skills },
proficiencies: { type: Schemas.Proficiencies },
//strings
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 },
//attributes
//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},
"hitPoints.add": {
type: [Schemas.Effect],
defaultValue: [
{name: "Constitution modifier for each level", calculation: "level * constitutionMod"}
]
},
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},
//skills
//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" },
//proficiencies
weaponsProficiencies: {
type: [Schemas.Proficiency],
defaultValue: []
},
toolsProficiencies: {
type: [Schemas.Proficiency],
defaultValue: []
},
languages: {
type: [Schemas.Proficiency],
defaultValue: []
},
//mechanics
features: { type: [Schemas.Feature], defaultValue: []},
deathSave: { type: Schemas.DeathSave },
time: { type: Number, min: 0, decimal: true, defaultValue: 0},
initiativeOrder:{ type: Number, min: 0, max: 1, decimal: true, defaultValue: 0},
expirations: { type: [Schemas.Expiration], defaultValue: []}
//TODO add permission stuff for owner, readers and writers
//TODO hit dice
//TODO spells
});
@@ -32,32 +257,69 @@ Characters.find({},{fields: {time: 1, expirations: 1}}).observe({
}
});
//functions and calculated values
//functions and calculated values.
//These functions can only rely on this._id since no other
//field is likely to be attached to all returned characters
Characters.helpers({
//returns the value stored in the field requested
//will set up dependencies on just that field
getField : function(fieldName){
var fieldSelector = {};
fieldSelector[fieldName] = 1;
var char = Characters.findOne(this._id, {fields: fieldSelector});
var field = char[fieldName];
if(field === undefined){
throw "no such field "+fieldName+" exists";
}
return field;
},
//returns the value of a field
fieldValue : function(fieldName){
if(!Schemas.Character.schema(fieldName)){
console.log("Character's schema does not contain a field called: " + fieldName);
return;
}
var field = this.getField(fieldName);
//duck typing to get the right value function
//.proficiency implies skill
if (Schemas.Character.schema(fieldName + ".proficiency")){
return this.skillMod(field);
}
//base without proficiency implies attribute
if (Schemas.Character.schema(fieldName + ".base")){
return this.attributeValue(field);
}
//fall back to just returning the field itself
return field;
},
attributeValue: function(attribute){
if (attribute === undefined) return;
var charId = this._id;
if (_.isString(attribute)){
attribute = this.getField(attribute);
}
//base value
var value = attribute.base;
var char = this;
//add all values in add array
_.each(attribute.add, function(effect){
value += evaluateEffect(char, effect);
value += evaluateEffect(charId, effect);
});
//multiply all values in mul array
_.each(attribute.mul, function(effect){
value *= evaluateEffect(char, effect);
value *= evaluateEffect(charId, effect);
});
//largest min
_.each(attribute.min, function(effect){
var min = evaluateEffect(char, effect);
var min = evaluateEffect(charId, effect);
value = value > min? value : min;
});
//smallest max
_.each(attribute.max, function(effect){
var max = evaluateEffect(char, effect);
var max = evaluateEffect(charId, effect);
value = value < max? value : max;
});
@@ -65,11 +327,14 @@ Characters.helpers({
},
proficiency: function(skill){
if (_.isString(skill)){
skill = this.getField(skill);
}
var charId = this._id;
//return largest value in proficiency array
var char = this;
var prof = 0;
_.each(skill.proficiency, function(effect){
var newProf = evaluateEffect(char, effect);
var newProf = evaluateEffect(charId, effect);
if (newProf > prof){
prof = newProf;
}
@@ -82,9 +347,12 @@ Characters.helpers({
console.log("Cannot get skillMod of undefined");
return;
}
var char = this;
var charId = this._id;
if (_.isString(skill)){
skill = this.getField(skill);
}
//get the final value of the ability score
var ability = this.attributeValue(this.attributes[skill.ability]);
var ability = this.attributeValue(skill.ability);
//base modifier
var mod = +getMod(ability)
@@ -93,27 +361,27 @@ Characters.helpers({
var prof = this.proficiency(skill);
//add multiplied proficiency bonus to modifier
mod += prof * this.attributeValue(this.attributes.proficiencyBonus);
mod += prof * this.attributeValue("proficiencyBonus");
//add all values in add array
_.each(skill.add, function(effect){
mod += evaluateEffect(char, effect);
mod += evaluateEffect(charId, effect);
});
//multiply all values in mul array
_.each(skill.mul, function(effect){
mod *= evaluateEffect(char, effect);
mod *= evaluateEffect(charId, effect);
});
//largest min
_.each(skill.min, function(effect){
var min = evaluateEffect(char, effect);
var min = evaluateEffect(charId, effect);
mod = mod > min? mod : min;
});
//smallest max
_.each(skill.max, function(effect){
var max = evaluateEffect(char, effect);
var max = evaluateEffect(charId, effect);
mod = mod < max? mod : max;
});
@@ -121,11 +389,14 @@ Characters.helpers({
},
passiveSkill: function(skill){
if (_.isString(skill)){
skill = this.getField(skill);
}
var charId = this._id
var mod = +this.skillMod(skill);
var char = this;
var value = 10 + mod;
_.each(skill.passiveAdd, function(effect){
value += evaluateEffect(char, effect);
value += evaluateEffect(charId, effect);
});
return value;
//TODO decide whether (dis)advantage gives (-)+5 to passive checks
@@ -141,15 +412,16 @@ Characters.helpers({
},
level: function(){
var xp = this.attributeValue(this.attributes.experience);
var xp = this.attributeValue("experience");
var xpTable = [0, 300, 900, 2700, 6500, 14000, 23000, 34000, 48000, 64000,
85000, 100000, 120000, 140000, 165000, 195000, 225000, 265000,
305000, 355000];
_.each(xpTable, function(value, i){
if(xp < value){
for(var i = 0; i < 19; i++){
if(xp < xpTable[i]){
return i;
}
});
return 20;
};
if(xp > 355000) return 20;
return 0;
}
});

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@@ -0,0 +1,27 @@
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 that 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
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}] },
});

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@@ -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},
});

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@@ -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: []
}
});

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@@ -0,0 +1,4 @@
Schemas.Proficiency = new SimpleSchema({
name: {type: String},
source: {type: String}
})

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@@ -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: [] }
});

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@@ -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" }
});

View File

@@ -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 },
});

View File

@@ -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
View 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);
};
}
});

View File

@@ -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>

View File

@@ -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>

View File

@@ -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";

View File

@@ -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";
}
}
});

View File

@@ -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);
});

View File

@@ -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">

View File

@@ -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);
}
});

View File

@@ -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;
}