import SimpleSchema from 'simpl-schema'; import { ValidatedMethod } from 'meteor/mdg:validated-method'; import Creatures from '/imports/api/creature/Creatures.js'; import CreatureProperties from '/imports/api/creature/CreatureProperties.js'; import getActiveProperties, { getActivePropertyFilter } from '/imports/api/creature/getActiveProperties.js'; import { assertEditPermission } from '/imports/api/creature/creaturePermissions.js'; import { recomputeCreatureById } from '/imports/api/creature/computation/recomputeCreature.js'; const restCreature = new ValidatedMethod({ name: 'creature.methods.longRest', validate: new SimpleSchema({ creatureId: { type: String, regEx: SimpleSchema.RegEx.Id, }, restType: { type: String, allowedValues: ['shortRest', 'longRest'], }, }).validator(), run({creatureId, restType}) { let creature = Creatures.findOne(creatureId, { fields: { owner: 1, writers: 1, settings: 1, } }) ; // Need edit permissions assertEditPermission(creature, this.userId); // Long rests reset short rest properties as well let resetFilter; if (restType === 'shortRest'){ resetFilter = 'shortRest' } else { resetFilter = {$in: ['shortRest', 'longRest']} } // Only apply to active properties let filter = getActivePropertyFilter({ filter: {reset: resetFilter}, ancestorId: creatureId, includeUntoggled: true, }); // update all attribute's damage filter.type = 'attribute'; CreatureProperties.update(filter, { $set: {damage: 0} }, { selector: {type: 'attribute'}, multi: true, }); // Update all action-like properties' usesUsed filter.type = {$in: [ 'action', 'attack', 'spell' ]}; CreatureProperties.update(filter, { $set: {usesUsed: 0} }, { selector: {type: 'action'}, multi: true, }); // Reset half hit dice on a long rest, starting with the highest dice if (restType === 'longRest'){ let hitDice = getActiveProperties({ ancestorId: creatureId, filter: {type: 'attribute', attributeType: 'hitDice'}, options: {fields: { hitDiceSize: 1, damage: 1, value: 1, }}, }); // Use a collator to do sorting in natural order let collator = new Intl.Collator('en', { numeric: true, sensitivity: 'base' }); // Get the hit dice in decending order of hitDiceSize let compare = (a, b) => collator.compare(b.hitDiceSize, a.hitDiceSize) hitDice.sort(compare); // Get the total number of hit dice that can be recovered this rest let totalHd = hitDice.reduce((sum, hd) => sum + (hd.value || 0), 0); let resetMultiplier = creature.settings.hitDiceResetMultiplier || 0.5; let recoverableHd = Math.max(Math.floor(totalHd*resetMultiplier), 1); // recover each hit dice in turn until the recoverable amount is used up let amountToRecover, resultingDamage; hitDice.forEach(hd => { if (!recoverableHd) return; amountToRecover = Math.min(recoverableHd, hd.damage || 0); if (!amountToRecover) return; recoverableHd -= amountToRecover; resultingDamage = hd.damage - amountToRecover; CreatureProperties.update(hd._id, { $set: {damage: resultingDamage} }, { selector: {type: 'attribute'}, }); }); } recomputeCreatureById(creatureId); }, }); export default restCreature;