Files
DiceCloud/app/imports/api/creature/computation/recomputeCreature.js

88 lines
3.4 KiB
JavaScript

import { ValidatedMethod } from 'meteor/mdg:validated-method';
import SimpleSchema from 'simpl-schema';
import { assertEditPermission } from '/imports/api/creature/creaturePermissions.js';
import ComputationMemo from '/imports/api/creature/computation/ComputationMemo.js';
import computeMemo from '/imports/api/creature/computation/computeMemo.js';
import getActiveProperties from '/imports/api/creature/getActiveProperties.js';
import writeAlteredProperties from '/imports/api/creature/computation/writeAlteredProperties.js';
import writeCreatureVariables from '/imports/api/creature/computation/writeCreatureVariables.js';
import { recomputeDamageMultipliersById } from '/imports/api/creature/damageMultiplierDenormalise/recomputeDamageMultipliers.js'
export const recomputeCreature = new ValidatedMethod({
name: 'Creatures.methods.recomputeCreature',
validate: new SimpleSchema({
charId: { type: String }
}).validator(),
run({charId}) {
// Permission
assertEditPermission(charId, this.userId);
// Work, call this direcly if you are already in a method that has checked
// for permission to edit a given character
recomputeCreatureById(charId);
},
});
const calculationPropertyTypes = [
'attribute',
'skill',
'effect',
'proficiency',
'classLevel',
'toggle',
];
/**
* This function is the heart of DiceCloud. It recomputes a creature's stats,
* distilling down effects and proficiencies into the final stats that make up
* a creature.
*
* Essentially this is a depth first tree traversal algorithm that computes
* stats' dependencies before computing stats themselves, while detecting
* dependency loops.
*
* At the moment it makes no effort to limit recomputation to just what was
* changed.
*
* Attempting to implement dependency management to limit recomputation to just
* change affected stats should only happen as a last resort, when this function
* can no longer be performed more efficiently, and server resources can not be
* expanded to meet demand.
*
* A brief overview:
* - Fetch the stats of the creature and add them to
* an object for quick lookup
* - Fetch the effects and proficiencies which apply to each stat and store them with the stat
* - Fetch the class levels and store them as well
* - Mark each stat and effect as uncomputed
* - Iterate over each stat in order and compute it
* - If the stat is already computed, skip it
* - If the stat is busy being computed, we are in a dependency loop, make it NaN and mark computed
* - Mark the stat as busy computing
* - Iterate over each effect which applies to the attribute
* - If the effect is not computed compute it
* - If the effect relies on another attribute, get its computed value
* - Recurse if that attribute is uncomputed
* - apply the effect to the attribute
* - Conglomerate all the effects to compute the final stat values
* - Mark the stat as computed
* - Write the computed results back to the database
*/
export function recomputeCreatureById(creatureId){
let props = getActiveProperties({
ancestorId: creatureId,
filter: {type: {$in: calculationPropertyTypes}},
includeUntoggled: true,
});
let computationMemo = new ComputationMemo(props);
computeMemo(computationMemo);
writeAlteredProperties(computationMemo);
writeCreatureVariables(computationMemo, creatureId);
// if(Meteor.isClient) console.log(computationMemo);
recomputeDamageMultipliersById(creatureId);
return computationMemo;
}