Files
DiceCloud/rpg-docs/Model/Character/Characters.js
2014-11-13 09:30:54 +00:00

181 lines
4.9 KiB
JavaScript

//set up the collection for characters
Characters = new Meteor.Collection("characters");
Schemas.Character = new SimpleSchema({
strings: { type: Schemas.Strings },
attributes: { type: Schemas.Attributes },
skills: { type: Schemas.Skills },
vulerabilities: { type: Schemas.Vulnerabilities },
proficiencies: { type: Schemas.Proficiencies }
//TODO add permission stuff for owner, readers and writers
//TODO hit dice
});
Characters.attachSchema(Schemas.Character);
//functions and calculated values go here
Characters.helpers({
attributeValue: function(attribute){
if (attribute === undefined) return;
//base value
var value = attribute.base;
//add all values in add array
for(var i = 0, l = attribute.add.length; i < l; i++){
var add = pop(attribute.add[i].value, this);
value += add ;
}
//multiply all values in mul array
for(var i = 0, l = attribute.mul.length; i < l; i++){
var mul = pop(attribute.mul[i], this);
value *= mul;
}
//largest min
for(var i = 0, l = attribute.min.length; i < l; i++){
var min = pop(attribute.min[i], this);
value = value > min? value : min;
}
//smallest max
for(var i = 0, l = attribute.max.length; i < l; i++){
var max = pop(attribute.max[i], this);
value = value < max? value : max;
}
return value;
},
proficiency: function(skill){
//return largest value in proficiency array
var prof = 0;
for(var i = 0, l = skill.proficiency.length; i < l; i++){
var newProf = pop(skill.proficiency[i].value, this);
if (newProf > prof){
prof = newProf;
}
}
return prof;
},
skillMod: function(skill){
if(skill === undefined){
console.log("Cannot get skillMod of undefined");
return;
}
//get the final value of the ability score
var ability = this.attributeValue(this.attributes[skill.ability]);
//base modifier
var mod = +getMod(ability)
//multiply proficiency bonus by largest value in proficiency array
var prof = this.proficiency(skill);
//add multiplied proficiency bonus to modifier
mod += prof * this.attributeValue(this.attributes.proficiencyBonus);
//add all values in add array
for(var i = 0, l = skill.add.length; i < l; i++){
mod += pop(skill.add[i].value, this);
}
//multiply all values in mul array
for(var i = 0, l = skill.mul.length; i < l; i++){
mod *= pop(skill.mul[i].value, this);
}
//largest min
for(var i = 0, l = skill.min.length; i < l; i++){
var min = pop(skill.min[i], this);
mod = mod > min? mod : min;
}
//smallest max
for(var i = 0, l = skill.max.length; i < l; i++){
var max = pop(skill.max[i], this);
mod = mod < max? mod : max;
}
return signedString(mod);
},
passiveSkill: function(skill){
var mod = +this.skillMod(skill);
var value = 10 + mod;
for(var i = 0, l = skill.passiveAdd.length; i < l; i++){
value += pop(skill.passiveAdd[i].value, this);
}
return value;
//TODO decide whether (dis)advantage gives (-)+5 to passive checks
},
abilityMod: function(attribute){
return signedString(getMod(this.attributeValue(attribute)));
},
passiveAbility: function(attribute){
var mod = +getMod(this.attributeValue(attribute));
return 10 + mod;
},
pushEffects : function(effectName, effectsArray){
throw "this function is not implemented correctly for buffs->effects"
//check that the arguments are of the right for
check(effectName, String);
check(effectsArray, [{ _id: String, stat: String, value: Number}]);
for(var i = 0; i < effectsArray.length; i++){
var effect = effectsArray[i];
//check if the character exists with the field we are changing
if(pop(effect.stat, this) !== undefined){
var newEffect = {};
newEffect[effect.stat] = {_id: effect.id, name: effectName, value: effect.value};
//update the field
Characters.update(this._id, {$push: newEffect});
}
}
},
pullEffects : function(effectsArray){
throw "this function is not implemented correctly for buffs->effects"
//check that the arguments are of the right form
check(effectsArray, [{ _id: String, stat: String, value: Number}]);
for(var i = 0; i < effectsArray.length; i++){
var effect = effectsArray[i];
//check if the character exists with the field we are changing
if(pop(effect.stat, this) !== undefined){
var effectToPull = {};
effectToPull[effect.stat] = {_id: effect.id};
//update the field
Characters.update(this._id, {$pull: effectToPull});
}
}
},
level: function(){
var xp = this.attributeValue(this.attributes.experience);
var xpTable = [0, 300, 900, 2700, 6500, 14000, 23000, 34000, 48000, 64000,
85000, 100000, 120000, 140000, 165000, 195000, 225000, 265000,
305000, 355000];
for(var i = 0, l = xpTable.length; i < l; i++){
if(xp < xpTable[i]){
return i;
}
}
return 20;
}
});
getMod = function(score){
return Math.floor((score-10)/2);
}
signedString = function(number){
return number > 0? "+" + number : "" + number;
}