326 lines
8.7 KiB
JavaScript
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;
|
|
}
|