624 lines
17 KiB
JavaScript
624 lines
17 KiB
JavaScript
// TODO allow abilities to get advantage/disadvantage, making all skills that are based
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// on them disadvantaged as well
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import { ValidatedMethod } from 'meteor/mdg:validated-method';
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import SimpleSchema from 'simpl-schema';
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import { assertEditPermission } from '/imports/api/creature/creaturePermissions.js';
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import Creatures from "/imports/api/creature/Creatures.js";
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import CreatureProperties from "/imports/api/creature/CreatureProperties.js";
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import * as math from 'mathjs';
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import { includes } from 'lodash';
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export const recomputeCreature = new ValidatedMethod({
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name: "Creatures.methods.recomputeCreature",
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validate: new SimpleSchema({
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charId: { type: String }
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}).validator(),
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run({charId}) {
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// Permission
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assertEditPermission(charId, this.userId);
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// Work, call this direcly if you are already in a method that has checked
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// for permission to edit a given character
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recomputeCreatureById(charId);
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},
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});
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/**
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* This function is the heart of DiceCloud. It recomputes a creature's stats,
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* distilling down effects and proficiencies into the final stats that make up
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* a creature.
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*
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* Essentially this is a depth first tree traversal algorithm that computes
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* stats' dependencies before computing stats themselves, while detecting
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* dependency loops.
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*
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* At the moment it makes no effort to limit recomputation to just what was
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* changed.
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*
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* Attempting to implement dependency management to limit recomputation to just
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* change affected stats should only happen as a last resort, when this function
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* can no longer be performed more efficiently, and server resources can not be
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* expanded to meet demand.
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*
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* A brief overview:
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* - Fetch the stats of the creature and add them to
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* an object for quick lookup
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* - Fetch the effects and proficiencies which apply to each stat and store them with the stat
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* - Fetch the class levels and store them as well
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* - Mark each stat and effect as uncomputed
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* - Iterate over each stat in order and compute it
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* - If the stat is already computed, skip it
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* - If the stat is busy being computed, we are in a dependency loop, make it NaN and mark computed
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* - Mark the stat as busy computing
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* - Iterate over each effect which applies to the attribute
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* - If the effect is not computed compute it
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* - If the effect relies on another attribute, get its computed value
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* - Recurse if that attribute is uncomputed
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* - apply the effect to the attribute
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* - Conglomerate all the effects to compute the final stat values
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* - Mark the stat as computed
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* - Write the computed results back to the database
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*/
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export function recomputeCreatureById(creatureId){
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let char = buildCreature(creatureId);
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char = computeCreature(char);
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writeCreature(char);
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return char;
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}
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// Load creature details into memory from database
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function buildCreature(creatureId){
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let char = {
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id: creatureId,
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stats: {},
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skillsByAbility: {},
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unassignedEffects: [],
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computedEffects: [],
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};
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// Get all relevant properties and store them on the in-memory creature
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getCreatureProps(creatureId).filter(prop => {
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const key = prop.variableName;
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switch(prop.type){
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case 'attribute':
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case 'skill':
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let skill = statObject(prop);
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// Store the skill as a stat on the in-memory creature
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if (!char.stats[key]) char.stats[key] = skill;
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// Store a reference to the skill under the relevant ability as well
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if (skill.ability){
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if (!char.skillsByAbility[skill.ability]){
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char.skillsByAbility[skill.ability] = [];
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}
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char.skillsByAbility[skill.ability].push(skill);
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}
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return false;
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case 'damageMultiplier':
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if (!char.stats[key]) char.stats[key] = damageMultiplierObject();
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return false;
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default:
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return true;
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}
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}).forEach(prop => {
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// In a second pass through the props, assign effects and proficiencies to
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// their matched attributes and skills
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switch(prop.type){
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case 'effect':
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let effect = effectObject(prop);
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// Assign the effect to all the stats it directly targets
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let targets = getEffectTargets(char, effect);
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targets.forEach(target =>
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target.effects.push(effect)
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);
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if (!targets.length){
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char.unassignedEffects.push(effect);
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}
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break;
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case 'proficiency':
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let proficiency = proficiencyObject(prop);
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getProficiencyTargets(char, proficiency).forEach(target =>
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target.proficiencies.push(proficiency)
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);
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break;
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}
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});
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// Add direct properties from creature to variable list
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const fields = { xp: 1, weightCarried: 1, level: 1};
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const creature = Creatures.findOne(creatureId, {fields});
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for (let key in fields){
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if (!char.stats[key]){
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char.stats[key] = {
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computed: true,
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type: 'creatureProperty',
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result: creature[key] || 0,
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};
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}
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}
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return char;
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}
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function getCreatureProps(creatureId){
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// First get ids of disabled properties and unequiped items
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let disabledAncestorIds = CreatureProperties.find({
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'ancestors.id': creatureId,
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$or: [
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{disabled: true},
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{equipped: false},
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],
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}, {
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fields: {_id: 1},
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}).map(prop => prop._id);
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// Then get the ids of creatures that are children of this creature
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// to isolate their decendent properties from this calculation
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Creatures.find({
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'ancestors.id': creatureId,
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}, {
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fields: {_id: 1},
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}).forEach(prop => {
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disabledAncestorIds.push(prop._id);
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});
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// Get all the properties that aren't from the excluded decendents
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return CreatureProperties.find({
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'ancestors.id': {
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$eq: creatureId,
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$nin: disabledAncestorIds,
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},
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type: {$in: [
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'attribute',
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'skill',
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'damageMultiplier',
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'effect',
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'proficiency',
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]},
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}).fetch();
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}
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function getProficiencyTargets(char, proficiency){
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let extraTargets = [];
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if (!proficiency.stats) return [];
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let targets = proficiency.stats.map(targetStat => {
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let target = char[targetStat];
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// Proficiencies targeting ability scores apply to 'skill' and check' skills
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// based on that ability as well
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if (
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target &&
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target.type === 'attribute' &&
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target.attributeType === 'ability' &&
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char.skillsByAbility[targetStat]
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) {
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extraTargets.push(
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...char.skillsByAbility[targetStat].filter(skill =>
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includes(['skill', 'check'], skill.skillType)
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)
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);
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}
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return target;
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}).filter(target => !!target);
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return targets.concat(extraTargets);
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}
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function getEffectTargets(char, effect){
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const skillOperations = [
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'advantage',
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'disadvantage',
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'passiveAdd',
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'fail',
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'conditional',
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'rollBonus',
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];
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let extraTargets = [];
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if (!effect.stats) return [];
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let targets = effect.stats.map(targetStat => {
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let target = char[targetStat];
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// Certain effects targeting ability scores apply to skills
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// based on that ability as well
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if (
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includes(skillOperations, effect.operation) &&
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target &&
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target.type === 'attribute' &&
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target.attributeType === 'ability' &&
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char.skillsByAbility[targetStat]
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) {
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extraTargets.push(...char.skillsByAbility[targetStat]);
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}
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return target;
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});
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return targets.concat(extraTargets);
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}
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function statObject(prop){
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return {
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computed: false,
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busyComputing: false,
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type: prop.type,
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attributeType: prop.attributeType,
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skillType: prop.skillType,
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ability: prop.ability,
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base: prop.baseValue || 0,
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proficiency: prop.baseProficiency || 0,
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decimal: prop.decimal,
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result: 0,
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mod: 0, // The resulting modifier if this is an ability
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add: 0,
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mul: 1,
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min: Number.NEGATIVE_INFINITY,
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max: Number.POSITIVE_INFINITY,
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advantage: 0,
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disadvantage: 0,
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passiveAdd: 0,
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fail: 0,
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conditional: 0,
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rollBonuses: 0,
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effects: [],
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proficiencies: [],
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};
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}
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function damageMultiplierObject(){
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return {
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computed: false,
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busyComputing: false,
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type: "damageMultiplier",
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result: 0,
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immunityCount: 0,
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ressistanceCount: 0,
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vulnerabilityCount: 0,
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effects: [],
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};
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};
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function effectObject(prop){
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return {
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_id: prop._id,
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computed: false,
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result: 0,
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operation: prop.operation,
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calculation: prop.calculation,
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};
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}
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function proficiencyObject(prop){
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return {
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value: prop.value,
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};
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}
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function computeCreature(char){
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for (let statName in char.stats){
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let stat = char.stats[statName];
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computeStat (stat, char);
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}
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for (let effect of char.unassignedEffects){
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computeEffect(effect, char);
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}
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return char;
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}
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function computeStat(stat, char){
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// If the stat is already computed, skip it
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if (stat.computed) return;
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// If the stat is busy being computed, make it NaN and mark computed
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if (stat.busyComputing){
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// Trying to compute this stat again while it is already computing.
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// We must be in a dependency loop.
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stat.computed = true;
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stat.result = NaN;
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stat.busyComputing = false;
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return;
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}
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// Iterate over each effect which applies to the stat
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for (let i in stat.effects){
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computeEffect(stat.effects[i], char);
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// apply the effect to the stat
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applyEffect(stat.effects[i], stat);
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}
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// Conglomerate all the effects to compute the final stat values
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combineStat(stat, char);
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// Mark the attribute as computed
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stat.computed = true;
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stat.busyComputing = false;
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}
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/**
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* Compute a the result of a single effect
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*/
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function computeEffect(effect, char){
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if (effect.computed) return;
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if (_.isFinite(effect.calculation)){
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effect.result = +effect.calculation;
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} else if(effect.operation === "conditional" || effect.operation === "rollBonuses"){
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effect.result = effect.calculation;
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} else if(_.contains(["advantage", "disadvantage", "fail"], effect.operation)){
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effect.result = 1;
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} else {
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effect.result = evaluateCalculation(effect.calculation, char);
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}
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effect.computed = true;
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char.computedEffects.push(effect);
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}
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/**
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* Apply a computed effect to its stat
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*/
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function applyEffect(effect, stat){
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if (!_.has(stat, effect.operation)){
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return;
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}
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switch(effect.operation){
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case "base":
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// Take the largest base value
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stat.base = effect.result > stat.base ? effect.result : stat.base;
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break;
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case "add":
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// Add all adds together
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stat.add += effect.result;
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break;
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case "mul":
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// Multiply the muls together
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stat.mul *= effect.result;
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break;
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case "min":
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// Take the largest min value
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stat.min = effect.result > stat.min ? effect.result : stat.min;
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break;
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case "max":
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// Take the smallest max value
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stat.max = effect.result < stat.max ? effect.result : stat.max;
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break;
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case "advantage":
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// Sum number of advantages
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stat.advantage++;
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break;
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case "disadvantage":
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// Sum number of disadvantages
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stat.disadvantage++;
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break;
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case "passiveAdd":
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// Add all passive adds together
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stat.passiveAdd += effect.result;
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break;
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case "fail":
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// Sum number of fails
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stat.fail++;
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break;
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case "conditional":
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// Sum number of conditionals
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stat.conditional++;
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break;
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case "rollBonus":
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// Sum number of roll bonuses
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stat.rollBonus++;
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break;
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}
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}
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/**
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* Combine the results of multiple effects to get the result of the stat
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*/
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function combineStat(stat, char){
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if (stat.type === "attribute"){
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combineAttribute(stat, char);
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} else if (stat.type === "skill"){
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combineSkill(stat, char);
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} else if (stat.type === "damageMultiplier"){
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combineDamageMultiplier(stat, char);
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}
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}
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/**
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* combineAttribute - Combine attributes's results into final values
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*/
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function combineAttribute(stat, char){
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stat.result = (stat.base + stat.add) * stat.mul;
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if (stat.result < stat.min) stat.result = stat.min;
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if (stat.result > stat.max) stat.result = stat.max;
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if (!stat.decimal) stat.result = Math.floor(stat.result);
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if (stat.attributeType === "ability") {
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stat.mod = Math.floor((stat.result - 10) / 2);
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}
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}
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/**
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* Combine skills results into final values
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*/
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function combineSkill(stat, char){
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// Skills are based on some ability Modifier
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let abilityMod = 0;
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let ability = char.stats[stat.ability]
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if (stat.ability && ability){
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if (!ability.computed){
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computeStat(ability, char);
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}
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stat.abilityMod = ability.mod;
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}
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// Combine all the child proficiencies
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for (let i in stat.proficiencies){
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let prof = stat.proficiencies[i];
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if (prof.value > stat.proficiency) stat.proficiency = prof.value;
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}
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// Get the character's proficiency bonus to apply
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let profBonus;
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if (char.stats.proficiencyBonus){
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if (!char.stats.proficiencyBonus.computed){
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computeStat(char.stats.proficiencyBonus, char);
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}
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profBonus = char.stats.proficiencyBonus.result;
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} else {
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profBonus = Math.floor(char.level / 4 + 1.75);
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}
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// Multiply the proficiency bonus by the actual proficiency
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profBonus *= stat.proficiency;
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// Combine everything to get the final result
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stat.result = (abilityMod + profBonus + stat.add) * stat.mul;
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if (stat.result < stat.min) stat.result = stat.min;
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if (stat.result > stat.max) stat.result = stat.max;
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stat.result = Math.floor(stat.result);
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if (stat.base > stat.result) stat.result = stat.base;
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}
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/**
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* Combine damageMultiplier's results into final values
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*/
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function combineDamageMultiplier(stat){
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if (stat.immunityCount) return 0;
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if (stat.ressistanceCount && !stat.vulnerabilityCount){
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stat.result = 0.5;
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} else if (!stat.ressistanceCount && stat.vulnerabilityCount){
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stat.result = 2;
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} else {
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stat.result = 1;
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}
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}
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/**
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* Get the value of a key, compute it if necessary
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*/
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function getComputedValueOfKey(sub, char){
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const stat = char.stats[sub];
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if (!stat) return null;
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if (!stat.computed){
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computeStat(stat, char);
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}
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return stat.result;
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}
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/**
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* Evaluate a string computation in the context of a char
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*/
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function evaluateCalculation(string, char){
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if (!string) return string;
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// Parse the string using mathjs
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let calc;
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try {
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calc = math.parse(string);
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} catch (e) {
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return string;
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}
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// Replace all symbols with known values
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let substitutedCalc = calc.transform(node => {
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if (node.isSymbolNode) {
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let val = getComputedValueOfKey(node.name, char);
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if (val === null) return node;
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return new math.expression.node.ConstantNode(val);
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}
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else {
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return node;
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}
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});
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// Evaluate the expression to a number or return with substitutions
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try {
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return substitutedCalc.eval();
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} catch (e){
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return substitutedCalc.toString();
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}
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}
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function writeCreature(char) {
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//TODO these functions don't filter the stats before trying to write
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writeAttributes(char);
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writeSkills(char);
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writeDamageMultipliers(char);
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writeEffects(char);
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}
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/*
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* Write all the attributes from the in-memory char object to the Attirbute docs
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*/
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function writeAttributes(char) {
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let bulkWriteOps = _.map(char.atts, (att, variableName) => {
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let op = {
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updateMany: {
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filter: {'ancestors.id': char.id, variableName},
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update: {'$set': {
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value: att.result,
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rollBonuses: skill.rollBonus,
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}},
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}
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};
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if (typeof att.mod === 'number'){
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op.updateMany.update.$set.mod = att.mod;
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} else {
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op.updateMany.update.$unset = {mod: 1};
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}
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return op;
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});
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bulkWriteProperties({bulkWriteOps, selectorType: 'attribute'});
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}
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function writeSkills(char) {
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let bulkWriteOps = _.map(char.skills, (skill, variableName) => {
|
|
let op = {
|
|
updateMany: {
|
|
filter: {'ancestors.id': char.id, variableName},
|
|
update: {$set: {
|
|
value: skill.result,
|
|
abilityMod: skill.abilityMod,
|
|
advantage: skill.advantage,
|
|
passiveBonus: skill.passiveAdd,
|
|
proficiency: skill.proficiency,
|
|
conditionalBenefits: skill.conditional,
|
|
rollBonuses: skill.rollBonus,
|
|
fail: skill.fail,
|
|
}},
|
|
}
|
|
};
|
|
return op;
|
|
});
|
|
bulkWriteProperties({bulkWriteOps, selectorType: 'skill'});
|
|
}
|
|
|
|
function writeDamageMultipliers(char) {
|
|
let bulkWriteOps = _.map(char.dms, (dm, variableName) => {
|
|
let op = {
|
|
updateMany: {
|
|
filter: {'ancestors.id': char.id, variableName},
|
|
update: {$set: {
|
|
value: dm.result,
|
|
}},
|
|
}
|
|
};
|
|
return op;
|
|
});
|
|
bulkWriteProperties({bulkWriteOps, selectorType: 'damageMultiplier'});
|
|
}
|
|
|
|
function writeEffects(char){
|
|
let bulkWriteOps = _.map(char.computedEffects, effect => ({
|
|
updateOne: {
|
|
filter: {_id: effect._id},
|
|
update: {$set: {
|
|
result: effect.result,
|
|
}},
|
|
},
|
|
}));
|
|
if (!bulkWriteOps.length) return;
|
|
bulkWriteProperties({bulkWriteOps, selectorType: 'effect'});
|
|
}
|
|
|
|
function bulkWriteProperties({bulkWriteOps, selectorType}){
|
|
if (!bulkWriteOps.length) return;
|
|
if (Meteor.isServer){
|
|
CreatureProperties.rawCollection().bulkWrite(bulkWriteOps, {ordered : false}, function(e){
|
|
if (e) console.error(e);
|
|
});
|
|
} else {
|
|
_.each(bulkWriteOps, op => {
|
|
CreatureProperties.update(op.updateMany.filter, op.updateMany.update, {
|
|
multi: true,
|
|
selector: {type: selectorType}
|
|
});
|
|
});
|
|
}
|
|
}
|