Fixed property adjustments on the stats page
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@@ -183,7 +183,7 @@ const damageProperty = new ValidatedMethod({
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run({_id, operation, value}) {
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let currentProperty = CreatureProperties.findOne(_id);
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// Check permissions
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assertPropertyEditPermission(currentProperty, this.UserId);
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assertPropertyEditPermission(currentProperty, this.userId);
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// Check if property can take damage
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let schema = CreatureProperties.simpleSchema(currentProperty);
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if (!schema.allowsKey('damage')){
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@@ -194,23 +194,34 @@ const damageProperty = new ValidatedMethod({
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}
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if (operation === 'set'){
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let currentValue = currentProperty.value;
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console.log('currentValue is ', currentValue)
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console.log('target value is ', value)
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// Set represents what we want the value to be after damage
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// So we need the actual damage to get to that value
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let damage = currentValue - value;
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console.log('required damage is ', damage)
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// Damage can't exceed total value
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if (damage > currentValue) damage = currentValue;
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// Damage must be positive
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if (damage < 0) damage = 0;
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CreatureProperties.update(_id, {$set: {damage}});
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CreatureProperties.update(_id, {
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$set: {damage}
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}, {
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selector: currentProperty
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});
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} else if (operation === 'increment'){
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let currentValue = currentAttribute.value - (currentAttribute.damage || 0);
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let currentDamage = currentAttribute.damage;
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let currentValue = currentProperty.value - (currentProperty.damage || 0);
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let currentDamage = currentProperty.damage;
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let increment = value;
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// Can't increase damage above the remaining value
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if (increment > currentValue) increment = currentValue;
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// Can't decrease damage below zero
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if (-increment > currentDamage) increment = -currentDamage;
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CreatureProperties.update(_id, {$inc: {damage: increment}});
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CreatureProperties.update(_id, {
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$inc: {damage: increment}
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}, {
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selector: currentProperty
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});
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}
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recomputeCreatures(currentProperty);
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},
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