181 lines
4.9 KiB
JavaScript
181 lines
4.9 KiB
JavaScript
//set up the collection for characters
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Characters = new Meteor.Collection("characters");
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Schemas.Character = new SimpleSchema({
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strings: { type: Schemas.Strings },
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attributes: { type: Schemas.Attributes },
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skills: { type: Schemas.Skills },
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vulerabilities: { type: Schemas.Vulnerabilities },
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proficiencies: { type: Schemas.Proficiencies }
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//TODO add permission stuff for owner, readers and writers
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//TODO hit dice
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});
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Characters.attachSchema(Schemas.Character);
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//functions and calculated values go here
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Characters.helpers({
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attributeValue: function(attribute){
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if (attribute === undefined) return;
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//base value
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var value = attribute.base;
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//add all values in add array
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for(var i = 0, l = attribute.add.length; i < l; i++){
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var add = pop(attribute.add[i].value, this);
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value += add ;
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}
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//multiply all values in mul array
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for(var i = 0, l = attribute.mul.length; i < l; i++){
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var mul = pop(attribute.mul[i], this);
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value *= mul;
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}
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//largest min
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for(var i = 0, l = attribute.min.length; i < l; i++){
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var min = pop(attribute.min[i], this);
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value = value > min? value : min;
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}
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//smallest max
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for(var i = 0, l = attribute.max.length; i < l; i++){
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var max = pop(attribute.max[i], this);
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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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proficiency: function(skill){
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//return largest value in proficiency array
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var prof = 0;
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for(var i = 0, l = skill.proficiency.length; i < l; i++){
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var newProf = pop(skill.proficiency[i].value, this);
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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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skillMod: function(skill){
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if(skill === undefined){
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console.log("Cannot get skillMod of undefined");
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return;
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}
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//get the final value of the ability score
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var ability = this.attributeValue(this.attributes[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(skill);
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//add multiplied proficiency bonus to modifier
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mod += prof * this.attributeValue(this.attributes.proficiencyBonus);
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//add all values in add array
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for(var i = 0, l = skill.add.length; i < l; i++){
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mod += pop(skill.add[i].value, this);
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}
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//multiply all values in mul array
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for(var i = 0, l = skill.mul.length; i < l; i++){
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mod *= pop(skill.mul[i].value, this);
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}
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//largest min
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for(var i = 0, l = skill.min.length; i < l; i++){
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var min = pop(skill.min[i], this);
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mod = mod > min? mod : min;
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}
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//smallest max
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for(var i = 0, l = skill.max.length; i < l; i++){
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var max = pop(skill.max[i], this);
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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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passiveSkill: function(skill){
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var mod = +this.skillMod(skill);
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var value = 10 + mod;
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for(var i = 0, l = skill.passiveAdd.length; i < l; i++){
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value += pop(skill.passiveAdd[i].value, this);
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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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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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pushEffects : function(effectName, effectsArray){
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throw "this function is not implemented correctly for buffs->effects"
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//check that the arguments are of the right for
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check(effectName, String);
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check(effectsArray, [{ _id: String, stat: String, value: Number}]);
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for(var i = 0; i < effectsArray.length; i++){
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var effect = effectsArray[i];
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//check if the character exists with the field we are changing
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if(pop(effect.stat, this) !== undefined){
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var newEffect = {};
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newEffect[effect.stat] = {_id: effect.id, name: effectName, value: effect.value};
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//update the field
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Characters.update(this._id, {$push: newEffect});
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}
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}
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},
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pullEffects : function(effectsArray){
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throw "this function is not implemented correctly for buffs->effects"
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//check that the arguments are of the right form
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check(effectsArray, [{ _id: String, stat: String, value: Number}]);
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for(var i = 0; i < effectsArray.length; i++){
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var effect = effectsArray[i];
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//check if the character exists with the field we are changing
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if(pop(effect.stat, this) !== undefined){
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var effectToPull = {};
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effectToPull[effect.stat] = {_id: effect.id};
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//update the field
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Characters.update(this._id, {$pull: effectToPull});
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}
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}
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},
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level: function(){
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var xp = this.attributeValue(this.attributes.experience);
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var xpTable = [0, 300, 900, 2700, 6500, 14000, 23000, 34000, 48000, 64000,
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85000, 100000, 120000, 140000, 165000, 195000, 225000, 265000,
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305000, 355000];
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for(var i = 0, l = xpTable.length; i < l; i++){
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if(xp < xpTable[i]){
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return i;
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}
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}
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return 20;
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}
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});
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getMod = function(score){
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return Math.floor((score-10)/2);
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}
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signedString = function(number){
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return number > 0? "+" + number : "" + number;
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} |