Files
DiceCloud/app/imports/api/creature/getDefaultCharacterDocs.js

182 lines
3.9 KiB
JavaScript

import DEFAULT_CHARACTER_DOCS from '/imports/api/creature/DEFAULT_CHARACTER_DOCS.js';
import { Random } from 'meteor/random';
const setParent = function(charId){
let parent = {
collection: "Creatures",
id: charId,
group: "default",
};
return doc => {
doc.parent = doc.parent || parent;
doc.charId = charId;
};
};
const getRacialBonusEffect = function(charId, attribute, bonus){
return {
name: "Race Bonus",
stat: attribute,
operation: "add",
calculation: bonus.toString(),
enabled: true,
parent: {
collection: "Creatures",
id: charId,
group: "race",
},
charId: charId,
};
};
const giveDocsOrderAndIds = function(docArray){
for (i in docArray){
docArray[i].order = +i;
if (!docArray[i]._id){
docArray[i]._id = Random.id();
}
}
};
const getDefaultCharacterDocs = function(charId, {
// Character form data
baseStrength = 10,
baseDexterity = 10,
baseConstitution = 10,
baseIntelligence = 10,
baseWisdom = 10,
baseCharisma = 10,
strengthBonus = 0,
dexterityBonus = 0,
constitutionBonus = 0,
intelligenceBonus = 0,
wisdomBonus = 0,
charismaBonus = 0,
hitDice = "d8",
cls = "Class",
level = 1,
}){
let docs = DEFAULT_CHARACTER_DOCS();
// Setup the base ability scores
docs.attributes[0].baseValue = baseStrength;
docs.attributes[1].baseValue = baseDexterity;
docs.attributes[2].baseValue = baseConstitution;
docs.attributes[3].baseValue = baseIntelligence;
docs.attributes[4].baseValue = baseWisdom;
docs.attributes[5].baseValue = baseCharisma;
// Set up racial bonuses
if (strengthBonus) {
docs.effects.push(
getRacialBonusEffect(charId, 'strength', strengthBonus)
);
}
if (dexterityBonus) {
docs.effects.push(
getRacialBonusEffect(charId, 'dexterity', dexterityBonus)
);
}
if (constitutionBonus) {
docs.effects.push(
getRacialBonusEffect(charId, 'constitution', constitutionBonus)
);
}
if (intelligenceBonus) {
docs.effects.push(
getRacialBonusEffect(charId, 'intelligence', intelligenceBonus)
);
}
if (wisdomBonus) {
docs.effects.push(
getRacialBonusEffect(charId, 'wisdom', wisdomBonus)
);
}
if (charismaBonus) {
docs.effects.push(
getRacialBonusEffect(charId, 'charisma', charismaBonus)
);
}
// Set up Class
const strippedCls = cls.replace(/\s+/g, '')
const classId = Random.id();
docs.classes = [{
_id: classId,
charId,
level,
name: cls,
}];
// Setup hit dice
docs.effects.push({
name: cls,
stat: `${hitDice}HitDice`,
operation: "add",
calculation: `${strippedCls}Level`,
enabled: true,
parent: {
collection: "Classes",
id: classId,
},
charId: charId,
});
// Setup health for all class levels
let healthPerLevel = 4;
if (hitDice == "d6"){
healthPerLevel = 4;
} else if (hitDice == "d8"){
healthPerLevel = 5;
} else if (hitDice == "d10"){
healthPerLevel = 6;
} else if (hitDice == "d12"){
healthPerLevel = 7;
}
docs.effects.push({
name: cls,
stat: `hitPoints`,
operation: "add",
calculation: `${healthPerLevel - 2} + ${healthPerLevel} * ${strippedCls}Level`,
enabled: true,
parent: {
collection: "Classes",
id: classId,
},
charId: charId,
});
// Set the parents for base items
docs.attributes.forEach(setParent(charId));
docs.skills.forEach(setParent(charId));
docs.damageMultipliers.forEach(setParent(charId));
docs.effects.forEach(setParent(charId));
docs.containers.forEach(setParent(charId));
// Set up parenting on items and move them to the top level items object
docs.items = [];
docs.containers.forEach(container => {
container._id = Random.id();
const parent = {
collection: "Containers",
id: container._id,
};
container.items.forEach(item => {
item.parent = parent;
item.charId = charId;
});
// Move the items to the top level array
docs.items.push(...container.items);
delete container.items;
});
// Order the docs
for (collection in docs){
giveDocsOrderAndIds(docs[collection]);
}
return docs
};
export default getDefaultCharacterDocs;