Files
DiceCloud/rpg-docs/Model/Character/Characters.js
2014-11-11 08:53:33 +00:00

326 lines
8.7 KiB
JavaScript

//set up the collection for characters
Characters = new Meteor.Collection("characters");
var attributes = [
{name: "strength"},
{name: "dexterity"},
{name: "constitution"},
{name: "intelligence"},
{name: "wisdom"},
{name: "charisma"},
{name: "hitPoints"},
{name: "experience"},
{name: "proficiencyBonus",
add: [
new Effect("Level 1", 2)
]
},
{name: "speed",
add: [
new Effect("Base Speed", 30)
]
},
{name: "armor",
add: [
new Effect("Base Armor Class", 10),
new Effect("Dexterity Modifier", "skillMod skills.dexterityArmor")
]
},
{name: "weight"},
{name: "weightCarried"},
{name: "age"},
{name: "ageRate"},
{name: "level1SpellSlots"},
{name: "level2SpellSlots"},
{name: "level3SpellSlots"},
{name: "level4SpellSlots"},
{name: "level5SpellSlots"},
{name: "level6SpellSlots"},
{name: "level7SpellSlots"},
{name: "level8SpellSlots"},
{name: "level9SpellSlots"},
{name: "ki"},
{name: "sorceryPoints"},
{name: "rages"}
];
var skills = [
{skill: "strengthSave", ability: "strength"},
{skill: "dexteritySave", ability: "dexterity"},
{skill: "constitutionSave", ability: "constitution"},
{skill: "intelligenceSave", ability: "intelligence"},
{skill: "wisdomSave", ability: "wisdom"},
{skill: "charismaSave", ability: "charisma"},
{skill: "acrobatics", ability: "dexterity"},
{skill: "animalHandling", ability: "wisdom"},
{skill: "arcana",ability: "intelligence"},
{skill: "athletics", ability: "strength"},
{skill: "deception", ability: "charisma"},
{skill: "history", ability: "intelligence"},
{skill: "insight", ability: "wisdom"},
{skill: "intimidation", ability: "charisma"},
{skill: "investigation", ability: "intelligence"},
{skill: "medicine", ability: "wisdom"},
{skill: "nature", ability: "intelligence"},
{skill: "perception", ability: "wisdom"},
{skill: "performance", ability: "charisma"},
{skill: "persuasion", ability: "charisma"},
{skill: "religion", ability: "intelligence"},
{skill: "sleightOfHand", ability: "dexterity"},
{skill: "stealth", ability: "dexterity"},
{skill: "survival", ability: "wisdom"},
{skill: "initiative", ability: "dexterity"},
{skill: "strengthAttack", ability: "strength", proficiency: 1},
{skill: "dexterityAttack", ability: "dexterity", proficiency: 1},
{skill: "constitutionAttack", ability: "constitution", proficiency: 1},
{skill: "intelligenceAttack", ability: "intelligence", proficiency: 1},
{skill: "wisdomAttack", ability: "wisdom", proficiency: 1},
{skill: "charismaAttack", ability: "charisma", proficiency: 1},
{skill: "rangedAttack", ability: "dexterity", proficiency: 1},
{skill: "dexterityArmor", ability: "dexterity"}
];
//Plain text fields for the character
var strings = [
"name",
"alignment",
"gender",
"race",
"class",
"description",
"personality",
"ideals",
"bonds",
"flaws",
"backstory",
"notes"
];
//Data structure for the character
//no functions can be added to this constructor
Character = function(owner){
//attributes
this.attributes = {};
for(var i = 0, l = attributes.length; i < l; i++){
this.attributes[attributes[i].name] = new Attribute(0);
this.attributes[attributes[i].name].add = attributes[i].add || [];
this.attributes[attributes[i].name].mul = attributes[i].mul || [];
this.attributes[attributes[i].name].min = attributes[i].min || [];
this.attributes[attributes[i].name].max = attributes[i].max || [];
}
//skills
this.skills = {};
for(var i = 0, l = skills.length; i < l; i++){
this.skills[skills[i].skill] = new Skill(skills[i].ability);
if(skills[i].proficiency)
this.skills[skills[i].skill].proficiency.push(skills[i].proficiency);
}
this.deathSave = {
pass : 0,
fail: 0,
canDeathSave: true
};
this.strings = {};
for(var i = 0, l = strings.length; i < l; i++){
this.strings[strings[i]] = "";
};
this.weaponProficiencies = [];
this.toolProficiencies = [];
this.languages = [];
/*
//anything that needs to be edited rather than added or removed
//needs its own collection.
this.hitDice = [];
this.features = [];
this.spells = [];
*/
this.vulnerability = {};
for(var i = 0, l = DamageTypes.length; i < l; i++){
this.vulnerability[DamageTypes[i]] = new Attribute(1);
this.vulnerability[DamageTypes[i]].min.push({name: "Resistance doesn't stack", value: 0.5});
this.vulnerability[DamageTypes[i]].max.push({name: "Vulnerability doesn't stack", value: 2});
}
//admin
this.owner = owner;
this.readers = [];
this.writers = [];
}
//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){
//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, {$push: newEffect});
}
}
},
pullEffects : function(effectsArray){
//check that the arguments are of the right form
check(effectsArray, [{ _id: String, stat: String, value: Number}]);
for(var i = 0; i < effectsArray.length; i++){
var effect = effectsArray[i];
//check if the character exists with the field we are changing
if(pop(effect.stat, this) !== undefined){
var effectToPull = {};
effectToPull[effect.stat] = {_id: effect.id};
//update the field
Characters.update(this._id, {$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;
}