483 lines
15 KiB
JavaScript
483 lines
15 KiB
JavaScript
//set up the collection for characters
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Characters = new Mongo.Collection("characters");
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Schemas.Character = new SimpleSchema({
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//strings
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name: {type: String, defaultValue: "", trim: false},
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alignment: {type: String, defaultValue: "", trim: false},
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gender: {type: String, defaultValue: "", trim: false},
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race: {type: String, defaultValue: "", trim: false},
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description: {type: String, defaultValue: "", trim: false},
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personality: {type: String, defaultValue: "", trim: false},
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ideals: {type: String, defaultValue: "", trim: false},
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bonds: {type: String, defaultValue: "", trim: false},
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flaws: {type: String, defaultValue: "", trim: false},
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backstory: {type: String, defaultValue: "", trim: false},
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//attributes
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//ability scores
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strength: {type: Schemas.Attribute},
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dexterity: {type: Schemas.Attribute},
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constitution: {type: Schemas.Attribute},
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intelligence: {type: Schemas.Attribute},
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wisdom: {type: Schemas.Attribute},
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charisma: {type: Schemas.Attribute},
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//stats
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hitPoints: {type: Schemas.Attribute},
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experience: {type: Schemas.Attribute},
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proficiencyBonus: {type: Schemas.Attribute},
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speed: {type: Schemas.Attribute},
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weight: {type: Schemas.Attribute},
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age: {type: Schemas.Attribute},
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ageRate: {type: Schemas.Attribute},
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armor: {type: Schemas.Attribute},
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//resources
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level1SpellSlots: {type: Schemas.Attribute},
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level2SpellSlots: {type: Schemas.Attribute},
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level3SpellSlots: {type: Schemas.Attribute},
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level4SpellSlots: {type: Schemas.Attribute},
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level5SpellSlots: {type: Schemas.Attribute},
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level6SpellSlots: {type: Schemas.Attribute},
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level7SpellSlots: {type: Schemas.Attribute},
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level8SpellSlots: {type: Schemas.Attribute},
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level9SpellSlots: {type: Schemas.Attribute},
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ki: {type: Schemas.Attribute},
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sorceryPoints: {type: Schemas.Attribute},
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rages: {type: Schemas.Attribute},
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superiorityDice: {type: Schemas.Attribute},
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expertiseDice: {type: Schemas.Attribute},
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//specific features
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rageDamage: {type: Schemas.Attribute},
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//hit dice
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d6HitDice: {type: Schemas.Attribute},
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d8HitDice: {type: Schemas.Attribute},
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d10HitDice: {type: Schemas.Attribute},
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d12HitDice: {type: Schemas.Attribute},
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//vulnerabilities
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acidMultiplier: {type: Schemas.Attribute},
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bludgeoningMultiplier: {type: Schemas.Attribute},
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coldMultiplier: {type: Schemas.Attribute},
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fireMultiplier: {type: Schemas.Attribute},
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forceMultiplier: {type: Schemas.Attribute},
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lightningMultiplier: {type: Schemas.Attribute},
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necroticMultiplier: {type: Schemas.Attribute},
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piercingMultiplier: {type: Schemas.Attribute},
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poisonMultiplier: {type: Schemas.Attribute},
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psychicMultiplier: {type: Schemas.Attribute},
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radiantMultiplier: {type: Schemas.Attribute},
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slashingMultiplier: {type: Schemas.Attribute},
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thunderMultiplier: {type: Schemas.Attribute},
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//skills
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//saves
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strengthSave: {type: Schemas.Skill},
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"strengthSave.ability": {type: String, defaultValue: "strength"},
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dexteritySave: {type: Schemas.Skill},
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"dexteritySave.ability": {type: String, defaultValue: "dexterity"},
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constitutionSave:{type: Schemas.Skill},
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"constitutionSave.ability": {type: String, defaultValue: "constitution"},
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intelligenceSave:{type: Schemas.Skill},
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"intelligenceSave.ability": {type: String, defaultValue: "intelligence"},
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wisdomSave: {type: Schemas.Skill},
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"wisdomSave.ability": {type: String, defaultValue: "wisdom"},
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charismaSave: {type: Schemas.Skill},
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"charismaSave.ability": {type: String, defaultValue: "charisma"},
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//skill skills
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acrobatics: {type: Schemas.Skill},
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"acrobatics.ability": {type: String, defaultValue: "dexterity"},
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animalHandling: {type: Schemas.Skill},
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"animalHandling.ability": {type: String, defaultValue: "wisdom"},
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arcana: {type: Schemas.Skill},
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"arcana.ability": {type: String, defaultValue: "intelligence"},
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athletics: {type: Schemas.Skill},
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"athletics.ability": {type: String, defaultValue: "strength"},
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deception: {type: Schemas.Skill},
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"deception.ability": {type: String, defaultValue: "charisma"},
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history: {type: Schemas.Skill},
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"history.ability": {type: String, defaultValue: "intelligence"},
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insight: {type: Schemas.Skill},
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"insight.ability": {type: String, defaultValue: "wisdom"},
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intimidation: {type: Schemas.Skill},
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"intimidation.ability": {type: String, defaultValue: "charisma"},
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investigation: {type: Schemas.Skill},
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"investigation.ability": {type: String, defaultValue: "intelligence"},
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medicine: {type: Schemas.Skill},
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"medicine.ability": {type: String, defaultValue: "wisdom"},
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nature: {type: Schemas.Skill},
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"nature.ability": {type: String, defaultValue: "intelligence"},
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perception: {type: Schemas.Skill},
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"perception.ability": {type: String, defaultValue: "wisdom"},
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performance: {type: Schemas.Skill},
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"performance.ability": {type: String, defaultValue: "charisma"},
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persuasion: {type: Schemas.Skill},
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"persuasion.ability": {type: String, defaultValue: "charisma"},
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religion: {type: Schemas.Skill},
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"religion.ability": {type: String, defaultValue: "intelligence"},
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sleightOfHand: {type: Schemas.Skill},
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"sleightOfHand.ability": {type: String, defaultValue: "dexterity"},
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stealth: {type: Schemas.Skill},
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"stealth.ability": {type: String, defaultValue: "dexterity"},
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survival: {type: Schemas.Skill},
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"survival.ability": {type: String, defaultValue: "wisdom"},
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//Mechanical Skills
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initiative: {type: Schemas.Skill},
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"initiative.ability": {type: String, defaultValue: "dexterity"},
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dexterityArmor: {type: Schemas.Skill},
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"dexterityArmor.ability": {type: String, defaultValue: "dexterity"},
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//mechanics
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deathSave: {type: Schemas.DeathSave},
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//permissions
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party: {type: String, regEx: SimpleSchema.RegEx.Id, optional: true},
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owner: {type: String, regEx: SimpleSchema.RegEx.Id},
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readers: {type: [String], regEx: SimpleSchema.RegEx.Id, defaultValue: []},
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writers: {type: [String], regEx: SimpleSchema.RegEx.Id, defaultValue: []},
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color: {
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type: String,
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allowedValues: _.pluck(colorOptions, "key"),
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defaultValue: "q",
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},
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//TODO add per-character settings
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//how many experiences to load at a time in XP table
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"settings.experiencesInc": {type: Number, defaultValue: 20},
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//slowed down by carrying too much?
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"settings.useVariantEncumbrance": {type: Boolean, defaultValue: false},
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"settings.useStandardEncumbrance": {type: Boolean, defaultValue: true},
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//hide spellcasting
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"settings.hideSpellcasting": {type: Boolean, defaultValue: false},
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});
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Characters.attachSchema(Schemas.Character);
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var attributeBase = function(charId, statName){
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check(statName, String);
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//if it's a damage multiplier, we treat it specially
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if (_.contains(DAMAGE_MULTIPLIERS, statName)){
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var effects = Effects.find(
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{charId: charId, stat: statName, enabled: true, operation: "mul"}
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).fetch();
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var resistCount = 0;
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var vulnCount = 0;
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var multiplierEvaluationFail = false;
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_.each(effects, function(effect){
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var val = evaluateEffect(charId, effect);
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if (val === 0.5){ //resistance
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resistCount += 1;
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} else if (val === 2){ //vulnerability
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vulnCount += 1;
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} else if (val === 0){ //imunity
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return 0; //imunity is absolute
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} else {
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multiplierEvaluationFail = true;
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}
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});
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if (multiplierEvaluationFail){
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//we can't work it out correctly, set the value to 1
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//and try work it out using regular maths below
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value = 1;
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} else if (resistCount && !vulnCount){
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return 0.5;
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} else if (!resistCount && vulnCount){
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return 2;
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} else {
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return 1;
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}
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}
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var value = 0;
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//start with the highest base value
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Effects.find(
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{charId: charId, stat: statName, enabled: true, operation: "base"}
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).forEach(function(effect){
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var efv = evaluateEffect(charId, effect);
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if (efv > value){
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value = efv;
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}
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});
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//add all the add values
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Effects.find(
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{charId: charId, stat: statName, enabled: true, operation: "add"}
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).forEach(function(effect){
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value += evaluateEffect(charId, effect);
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});
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//multiply all the mul values
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Effects.find(
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{charId: charId, stat: statName, enabled: true, operation: "mul"}
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).forEach(function(effect){
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value *= evaluateEffect(charId, effect);
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});
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//ensure value is >= all mins
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Effects.find(
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{charId: charId, stat: statName, enabled: true, operation: "min"}
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).forEach(function(effect){
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var min = evaluateEffect(charId, effect);
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value = value > min ? value : min;
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});
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//ensure value is <= all maxes
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Effects.find(
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{charId: charId, stat: statName, enabled: true, operation: "max"}
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).forEach(function(effect){
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var max = evaluateEffect(charId, effect);
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value = value < max ? value : max;
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});
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return value;
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};
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//functions and calculated values.
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//These functions can only rely on this._id since no other
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//field is likely to be attached to all returned characters
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Characters.helpers({
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//returns the value stored in the field requested
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//will set up dependencies on just that field
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getField : function(fieldName){
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var fieldSelector = {};
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fieldSelector[fieldName] = 1;
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var char = Characters.findOne(this._id, {fields: fieldSelector});
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var field = char[fieldName];
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if (field === undefined){
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throw new Meteor.Error(
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"getField failed",
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"getField could not find field " +
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fieldName +
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" in character " +
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char._id
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);
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}
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return field;
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},
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//returns the value of a field
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fieldValue : function(fieldName){
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if (!Schemas.Character.schema(fieldName)){
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throw new Meteor.Error(
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"Field not found",
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"Character's schema does not contain a field called: " + fieldName
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);
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}
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//duck typing to get the right value function
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//.ability implies skill
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if (Schemas.Character.schema(fieldName + ".ability")){
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return this.skillMod(fieldName);
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}
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//adjustment implies attribute
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if (Schemas.Character.schema(fieldName + ".adjustment")){
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return this.attributeValue(fieldName);
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}
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//fall back to just returning the field itself
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return this.getField(fieldName);
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},
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attributeValue: function(attributeName){
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var charId = this._id;
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var attribute = this.getField(attributeName);
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//base value
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var value = this.attributeBase(attributeName);
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//plus adjustment
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value += attribute.adjustment;
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return value;
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},
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attributeBase: preventLoop(function(attributeName){
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var charId = this._id;
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//base value
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return attributeBase(charId, attributeName);
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}),
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skillMod: preventLoop(function(skillName){
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var charId = this._id;
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var skill = this.getField(skillName);
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//get the final value of the ability score
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var ability = this.attributeValue(skill.ability);
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//base modifier
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var mod = +getMod(ability);
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//multiply proficiency bonus by largest value in proficiency array
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var prof = this.proficiency(skillName);
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//add multiplied proficiency bonus to modifier
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mod += prof * this.attributeValue("proficiencyBonus");
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//apply all effects
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var rawEffects = Effects.find(
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{charId: charId, stat: skillName, enabled: true}
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).fetch();
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var effects = _.groupBy(rawEffects, "operation");
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_.forEach(effects.add, function(effect){
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mod += evaluateEffect(charId, effect);
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});
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_.forEach(effects.mul, function(effect){
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mod *= evaluateEffect(charId, effect);
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});
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_.forEach(effects.min, function(effect){
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var min = evaluateEffect(charId, effect);
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mod = mod > min ? mod : min;
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});
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_.forEach(effects.max, function(effect){
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var max = evaluateEffect(charId, effect);
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mod = mod < max ? mod : max;
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});
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return signedString(mod);
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}),
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proficiency: function(skillName){
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var charId = this._id;
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//return largest value in proficiency array
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var prof = 0;
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Proficiencies.find(
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{charId: charId, name: skillName, enabled: true}
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).forEach(function(proficiency){
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var newProf = proficiency.value;
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if (newProf > prof){
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prof = newProf;
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}
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});
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return prof;
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},
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passiveSkill: function(skillName){
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if (_.isString(skillName)){
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var skill = this.getField(skillName);
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}
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var charId = this._id;
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var mod = +this.skillMod(skillName);
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var value = 10 + mod;
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Effects.find(
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{charId: charId, stat: skillName, enabled: true, operation: "passiveAdd"}
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).forEach(function(effect){
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value += evaluateEffect(charId, effect);
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});
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return value;
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//TODO decide whether (dis)advantage gives (-)+5 to passive checks
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},
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advantage: function(skillName){
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var charId = this._id;
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var advantage = Effects.find(
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{charId: charId, stat: skillName, enabled: true, operation: "advantage"}
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).count();
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var disadvantage = Effects.find(
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{charId: charId, stat: skillName, enabled: true, operation: "disadvantage"}
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).count();
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if (advantage && !disadvantage) return 1;
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if (disadvantage && !advantage) return -1;
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return 0;
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},
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abilityMod: function(attribute){
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return signedString(getMod(this.attributeValue(attribute)));
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},
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passiveAbility: function(attribute){
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var mod = +getMod(this.attributeValue(attribute));
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return 10 + mod;
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},
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xpLevel: function(){
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var xp = this.experience();
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for (var i = 0; i < 19; i++){
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if (xp < XP_TABLE[i]){
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return i;
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}
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}
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if (xp > 355000) return 20;
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return 0;
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},
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level: function(){
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var level = 0;
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Classes.find({charId: this._id}).forEach(function(cls){
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level += cls.level;
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});
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return level;
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},
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experience: function(){
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var xp = 0;
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Experiences.find(
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{charId: this._id},
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{fields: {value: 1}}
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).forEach(function(e){
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xp += e.value;
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});
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return xp;
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},
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});
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//clean up all data related to that character before removing it
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Characters.after.remove(function(userId, character) {
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if (Meteor.isServer){
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Actions .remove({charId: character._id});
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Attacks .remove({charId: character._id});
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Buffs .remove({charId: character._id});
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Classes .remove({charId: character._id});
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Effects .remove({charId: character._id});
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Experiences .remove({charId: character._id});
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Features .remove({charId: character._id});
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Notes .remove({charId: character._id});
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Proficiencies .remove({charId: character._id});
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SpellLists .remove({charId: character._id});
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Items .remove({charId: character._id});
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Containers .remove({charId: character._id});
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}
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});
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Characters.allow({
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insert: function(userId, doc) {
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// the user must be logged in, and the document must be owned by the user
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return (userId && doc.owner === userId);
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},
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update: function(userId, doc, fields, modifier) {
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// can only change documents you have write access to
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return doc.owner === userId ||
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_.contains(doc.writers, userId);
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},
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remove: function(userId, doc) {
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// can only remove your own documents
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return doc.owner === userId;
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},
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fetch: ["owner", "writers"],
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});
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Characters.deny({
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update: function(userId, docs, fields, modifier) {
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// can't change owners
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return _.contains(fields, "owner");
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}
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});
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