Files
DiceCloud/rpg-docs/Model/Character/Characters.js

152 lines
3.9 KiB
JavaScript

//set up the collection for characters
Characters = new Meteor.Collection("characters");
Schemas.Character = new SimpleSchema({
strings: { type: Schemas.Strings },
attributes: { type: Schemas.Attributes },
skills: { type: Schemas.Skills },
vulerabilities: { type: Schemas.Vulnerabilities },
proficiencies: { type: Schemas.Proficiencies },
features: { type: [Schemas.Feature]},
time: { type: Number, min: 0, decimal: true},
initiativeOrder:{ type: Number, min: 0, max: 1, decimal: true},
expirations: { type: [Schemas.Expiration]}
//TODO add permission stuff for owner, readers and writers
//TODO hit dice
//TODO spells
});
Characters.attachSchema(Schemas.Character);
//reactively remove expired effects
//this can be optimised a lot once clients can do projections
Characters.find({},{fields: {time: 1, expirations: 1}}).observe({
changed: function(character, oldCharacter){
var currentTime = character.time;
_.each(character.expirations, function(expiration){
if(expiration.expiry <= currentTime){
pullEffect(character._id, expiration.stat, expiration.effectId);
pullExpiry(character._id, expiration._id);
}
})
}
});
//functions and calculated values
Characters.helpers({
attributeValue: function(attribute){
if (attribute === undefined) return;
//base value
var value = attribute.base;
//add all values in add array
_.each(attribute.add, function(effect){
value += pop(effect.value, this)
});
//multiply all values in mul array
_.each(attribute.mul, function(effect){
value *= pop(effect.value, this)
});
//largest min
_.each(attribute.min, function(effect){
var min = pop(effect.value, this);
value = value > min? value : min;
});
//smallest max
_.each(attribute.max, function(effect){
var max = pop(effect.value, this);
value = value < max? value : max;
});
return value;
},
proficiency: function(skill){
//return largest value in proficiency array
var prof = 0;
for(var i = 0, l = skill.proficiency.length; i < l; i++){
var newProf = pop(skill.proficiency[i].value, this);
if (newProf > prof){
prof = newProf;
}
}
return prof;
},
skillMod: function(skill){
if(skill === undefined){
console.log("Cannot get skillMod of undefined");
return;
}
//get the final value of the ability score
var ability = this.attributeValue(this.attributes[skill.ability]);
//base modifier
var mod = +getMod(ability)
//multiply proficiency bonus by largest value in proficiency array
var prof = this.proficiency(skill);
//add multiplied proficiency bonus to modifier
mod += prof * this.attributeValue(this.attributes.proficiencyBonus);
//add all values in add array
_.each(skill.add, function(effect){
mod += pop(effect.value, this)
});
//multiply all values in mul array
_.each(skill.mul, function(effect){
mod *= pop(effect.value, this)
});
//largest min
_.each(skill.min, function(effect){
var min = pop(effect.value, this);
mod = mod > min? mod : min;
});
//smallest max
_.each(skill.max, function(effect){
var max = pop(effect.value, this);
mod = mod < max? mod : max;
});
return signedString(mod);
},
passiveSkill: function(skill){
var mod = +this.skillMod(skill);
var value = 10 + mod;
_.each(skill.passiveAdd, function(effect){
value += pop(effect.value, this);
});
return value;
//TODO decide whether (dis)advantage gives (-)+5 to passive checks
},
abilityMod: function(attribute){
return signedString(getMod(this.attributeValue(attribute)));
},
passiveAbility: function(attribute){
var mod = +getMod(this.attributeValue(attribute));
return 10 + mod;
},
level: function(){
var xp = this.attributeValue(this.attributes.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){
return i;
}
});
return 20;
}
});