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

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";
}
}
});

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@@ -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);
});

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@@ -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);
}
});