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

739 lines
21 KiB
JavaScript

// TODO allow abilities to get advantage/disadvantage, making all skills that are based
// on them disadvantaged as well
import { ValidatedMethod } from 'meteor/mdg:validated-method';
import SimpleSchema from 'simpl-schema';
import { canEditCreature } from '/imports/api/creature/creaturePermission.js';
import Creatures from "/imports/api/creature/Creatures.js";
import Attributes from "/imports/api/creature/properties/Attributes.js";
import Skills from "/imports/api/creature/properties/Skills.js";
import Effects from "/imports/api/creature/properties/Effects.js";
import DamageMultipliers from "/imports/api/creature/properties/DamageMultipliers.js";
import Classes from "/imports/api/creature/properties/Classes.js";
export const recomputeCreature = new ValidatedMethod({
name: "Creatures.methods.recomputeCreature",
validate: new SimpleSchema({
charId: { type: String }
}).validator(),
run({charId}) {
// Permission
if (!canEditCreature(charId, this.userId)) {
throw new Meteor.Error('Creatures.methods.recomputeCreature.denied',
'You do not have permission to recompute this creature');
}
// Work, call this direcly if you are already in a method that has checked
// for permission to edit a given character
recomputeCreatureById(charId);
},
});
/**
* 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
*
* @param {String} charId the Id of the creature to compute
* @returns {Object} An in-memory description of the character as
* computed and written to the database
*/
export function recomputeCreatureById(charId){
let char = buildCreature(charId);
char = computeCreature(char);
writeCreature(char);
return char;
};
/**
* Write the in-memory creature to the database docs
* This could be optimized to only write changed fields to the database
*
* @param {Object} char in-memory char object
* @returns {undefined}
*/
function writeCreature(char) {
if (Meteor.isClient){
console.log(char);
}
writeAttributes(char);
writeSkills(char);
writeDamageMultipliers(char);
writeEffects(char);
Creatures.update(char.id, {$set: {level: char.level}});
};
/*
* Write all the attributes from the in-memory char object to the Attirbute docs
*/
/**
* writeAttributes - description
*
* @param {type} char description
* @returns {type} description
*/
function writeAttributes(char) {
let bulkWriteOps = _.map(char.atts, (att, variableName) => {
let op = {
updateMany: {
filter: {charId: char.id, variableName},
update: {$set: {
value: att.result,
}},
}
}
if (typeof att.mod === 'number'){
op.updateMany.update.$set.mod = att.mod;
}
return op;
});
if (Meteor.isServer){
Attributes.rawCollection().bulkWrite(bulkWriteOps, {ordered : false}, function(e, r){
if (e) console.warn(JSON.stringify(e, null, 2))
});
} else {
_.each(bulkWriteOps, op => {
Attributes.update(op.updateMany.filter, op.updateMany.update, {multi: true});
});
}
};
function writeEffects(char){
let bulkWriteOps = _.map(char.computedEffects, effect => ({
updateOne: {
filter: {_id: effect._id},
update: {$set: {
result: effect.result,
}},
},
}));
if (Meteor.isServer){
Effects.rawCollection().bulkWrite(bulkWriteOps, {ordered : false}, function(e, r){
if (e) console.warn(JSON.stringify(e, null, 2))
});
} else {
_.each(bulkWriteOps, op => {
Effects.update(op.updateOne.filter, op.updateOne.update);
});
}
}
/**
* Write all the skills from the in-memory char object to the Skills docs
*
* @param {type} char description
* @returns {type} description
*/
function writeSkills(char) {
let bulkWriteOps = _.map(char.skills, (skill, variableName) => {
let op = {
updateMany: {
filter: {charId: char.id, variableName},
update: {$set: {
value: skill.result,
advantage: skill.advantage,
passiveBonus: skill.passiveAdd,
proficiency: skill.proficiency,
conditionalBenefits: skill.conditional,
fail: skill.fail,
}},
}
}
return op;
});
if (Meteor.isServer){
Skills.rawCollection().bulkWrite( bulkWriteOps, {ordered : false}, function(e, r){
if (e) console.warn(JSON.stringify(e, null, 2))
});
} else {
_.each(bulkWriteOps, op => {
Skills.update(op.updateMany.filter, op.updateMany.update, {multi: true});
});
}
};
/**
* Write all the damange multipliers from the in-memory char object to the docs
*
* @param {type} char description
* @returns {type} description
*/
function writeDamageMultipliers(char) {
let bulkWriteOps = _.map(char.dms, (dm, variableName) => {
let op = {
updateMany: {
filter: {charId: char.id, variableName},
update: {$set: {
value: dm.result,
}},
}
}
return op;
});
if (Meteor.isServer){
DamageMultipliers.rawCollection().bulkWrite( bulkWriteOps, {ordered : false}, function(e, r){
if (e) console.warn(JSON.stringify(e, null, 2))
});
} else {
_.each(bulkWriteOps, op => {
DamageMultipliers.update(op.updateMany.filter, op.updateMany.update, {multi: true});
});
}
};
/**
* Get the creature's data from the database and build an in-memory model that
* can be computed. Hits 6 database collections with indexed queries.
*
* @param {type} charId description
* @returns {type} description
*/
function buildCreature(charId){
let char = {
id: charId,
atts: {},
skills: {},
dms: {},
classes: {},
otherEffects: [],
computedEffects: [],
level: 0,
};
// Fetch the attributes of the creature and add them to an object for quick lookup
Attributes.find({charId}).forEach(attribute => {
if (!char.atts[attribute.variableName]){
char.atts[attribute.variableName] = {
computed: false,
busyComputing: false,
type: "attribute",
attributeType: attribute.type,
base: attribute.baseValue || 0,
decimal: attribute.decimal,
result: 0,
mod: 0, // The resulting modifier if this is an ability
add: 0,
mul: 1,
min: Number.NEGATIVE_INFINITY,
max: Number.POSITIVE_INFINITY,
effects: [],
};
}
});
// Fetch the skills of the creature and store them
Skills.find({charId}).forEach(skill => {
if (!char.skills[skill.variableName]){
char.skills[skill.variableName] = {
computed: false,
busyComputing: false,
type: "skill",
ability: skill.ability,
base: skill.baseValue || 0,
result: 0, // For skills the result is the skillMod
proficiency: skill.baseProficiency || 0,
add: 0,
mul: 1,
min: Number.NEGATIVE_INFINITY,
max: Number.POSITIVE_INFINITY,
advantage: 0,
disadvantage: 0,
passiveAdd: 0,
fail: 0,
conditional: 0,
effects: [],
proficiencies: [],
};
}
});
// Fetch the damage multipliers of the creature and store them
DamageMultipliers.find({charId}).forEach(damageMultiplier =>{
if (!char.dms[damageMultiplier.variableName]){
char.dms[damageMultiplier.variableName] = {
computed: false,
busyComputing: false,
type: "damageMultiplier",
result: 0,
immunityCount: 0,
ressistanceCount: 0,
vulnerabilityCount: 0,
effects: [],
};
}
});
// Fetch the class levels and store them
// don't use the word "class" it's reserved
Classes.find({charId}).forEach(cls => {
const strippedCls = cls.name.replace(/\s+/g, '');
if (!char.classes[strippedCls]){
char.classes[strippedCls] = {level: cls.level};
char.level += cls.level;
}
});
// Fetch the effects which apply to each stat and store them under the attribute
Effects.find({
charId: charId,
enabled: true,
}).forEach(effect => {
let storedEffect = {
_id: effect._id,
computed: false,
result: 0,
operation: effect.operation,
calculation: effect.calculation,
}
if (char.atts[effect.stat]) {
char.atts[effect.stat].effects.push(storedEffect);
} else if (char.skills[effect.stat]) {
char.skills[effect.stat].effects.push(storedEffect);
} else if (char.dms[effect.stat]) {
char.dms[effect.stat].effects.push(storedEffect);
} else {
char.otherEffects.push(storedEffects);
}
});
// Fetch the proficiencies and store them under each skill
Proficiencies.find({
charId: charId,
enabled: true,
type: {$in: ["skill", "save"]}
}).forEach(proficiency => {
if (char.skills[proficiency.name]) {
char.skills[proficiency.name].proficiencies.push(effect);
}
});
return char;
};
/**
* Compute the creature's stats in-place, returns the same char object
* @param {type} char description
* @returns {type} description
*/
export function computeCreature(char){
// Iterate over each stat in order and compute it
let statName;
for (statName in char.atts){
let stat = char.atts[statName]
computeStat (stat, char);
}
for (statName in char.skills){
let stat = char.skills[statName]
computeStat (stat, char);
}
for (statName in char.dms){
let stat = char.dms[statName]
computeStat (stat, char);
}
for (let effect of char.otherEffects){
computeEffect(effect, char);
}
return char;
};
/**
* Compute a single stat on a creature
*
* @param {type} stat description
* @param {type} char description
* @returns {type} description
*/
function computeStat(stat, char){
// If the stat is already computed, skip it
if (stat.computed) return;
// If the stat is busy being computed, make it NaN and mark computed
if (stat.busyComputing){
// Trying to compute this stat again while it is already computing.
// We must be in a dependency loop.
stat.computed = true;
stat.result = NaN;
stat.busyComputing = false;
return;
}
// Iterate over each effect which applies to the stat
for (i in stat.effects){
computeEffect(stat.effects[i], char);
// apply the effect to the stat
applyEffect(stat.effects[i], stat);
}
// Conglomerate all the effects to compute the final stat values
combineStat(stat, char);
// Mark the attribute as computed
stat.computed = true;
stat.busyComputing = false;
}
/**
* const computeEffect - Compute a single effect on a creature
*
* @param {Object} effect The effect to compute
* @param {Object} char The char document to compute with
* @returns {undefined} description
*/
function computeEffect(effect, char){
if (effect.computed) return;
if (_.isFinite(effect.calculation)){
effect.result = +effect.calculation;
} else if(effect.operation === "conditional"){
effect.result = effect.calculation;
} else if(_.contains(["advantage", "disadvantage", "fail"], effect.operation)){
effect.result = 1;
} else if (_.isString(effect.calculation)){
effect.result = evaluateCalculation(effect.calculation, char);
console.log(`evaluated ${effect.calculation} to ${effect.result}`);
}
effect.computed = true;
char.computedEffects.push(effect);
};
/**
* Apply a computed effect to its stat
*
* @param {type} effect description
* @param {type} stat description
* @returns {type} description
*/
function applyEffect(effect, stat){
// Take the largest base value
if (effect.operation === "base"){
if (!_.has(stat, "base")) return;
stat.base = effect.result > stat.base ? effect.result : stat.base;
}
// Add all adds together
else if (effect.operation === "add"){
if (!_.has(stat, "add")) return;
stat.add += effect.result;
}
else if (effect.operation === "mul"){
if (!_.has(stat, "mul")) return;
stat.mul *= effect.result;
}
// Take the largest min value
if (effect.operation === "min"){
if (!_.has(stat, "min")) return;
stat.min = effect.result > stat.min ? effect.result : stat.min;
}
// Take the smallest max value
if (effect.operation === "max"){
if (!_.has(stat, "max")) return;
stat.max = effect.result < stat.max ? effect.result : stat.max;
}
// Sum number of advantages
else if (effect.operation === "advantage"){
if (!_.has(stat, "advantage")) return;
stat.advantage++;
}
// Sum number of disadvantages
else if (effect.operation === "disadvantage"){
if (!_.has(stat, "disadvantage")) return;
stat.disadvantage++;
}
// Add all passive adds together
else if (effect.operation === "passiveAdd"){
if (!_.has(stat, "passiveAdd")) return;
stat.passiveAdd += effect.result;
}
// Sum number of fails
else if (effect.operation === "fail"){
if (!_.has(stat, "fail")) return;
stat.fail++;
}
// Sum number of conditionals
else if (effect.operation === "conditional"){
if (!_.has(stat, "conditional")) return;
stat.conditional++;
}
};
/**
* Combine the results of multiple effects to get the result of the stat
*
* @param {type} stat description
* @param {type} char description
* @returns {type} description
*/
function combineStat(stat, char){
if (stat.type === "attribute"){
combineAttribute(stat, char)
} else if (stat.type === "skill"){
combineSkill(stat, char)
} else if (stat.type === "damageMultiplier"){
combineDamageMultiplier(stat, char);
}
}
/**
* combineAttribute - Combine attributes's results into final values
*
* @param {type} stat description
* @param {type} char description
* @returns {type} description
*/
function combineAttribute(stat, char){
stat.result = (stat.base + stat.add) * stat.mul;
if (stat.result < stat.min) stat.result = stat.min;
if (stat.result > stat.max) stat.result = stat.max;
// Round everything that isn't the carry multiplier
if (!stat.decimal) stat.result = Math.floor(stat.result);
if (stat.attributeType === "ability") {
stat.mod = Math.floor((stat.result - 10) / 2);
}
}
/**
* combineSkill - Combine skills results into final values
*
* @param {type} stat description
* @param {type} char description
* @returns {type} description
*/
function combineSkill(stat, char){
for (i in stat.proficiencies){
let prof = stat.proficiencies[i];
if (prof.value > stat.proficiency) stat.proficiency = prof.value;
}
let profBonus;
if (char.skills.proificiencyBonus){
if (!char.skills.proficiencyBonus.computed){
computeStat(char.skills.proficiencyBonus, char);
}
profBonus = char.skills.proficiencyBonus.result;
} else {
profBonus = Math.floor(char.level / 4 + 1.75);
}
profBonus *= stat.proficiency;
// Skills are based on some ability Modifier
let abilityMod = 0;
if (stat.ability && char.atts[stat.ability]){
if (!char.atts[stat.ability].computed){
computeStat(char.atts[stat.ability], char);
}
abilityMod = char.atts[stat.ability].mod;
}
stat.result = (abilityMod + profBonus + stat.add) * stat.mul;
if (stat.result < stat.min) stat.result = stat.min;
if (stat.result > stat.max) stat.result = stat.max;
stat.result = Math.floor(stat.result);
if (stat.base > stat.result) stat.result = stat.base;
}
/**
* combineDamageMultiplier - Combine damageMultiplier's results into final values
*
* @param {type} stat description
* @param {type} char description
* @returns {type} description
*/
function combineDamageMultiplier(stat, char){
if (stat.immunityCount) return 0;
if (stat.ressistanceCount && !stat.vulnerabilityCount){
stat.result = 0.5;
} else if (!stat.ressistanceCount && stat.vulnerabilityCount){
stat.result = 2;
} else {
stat.result = 1;
}
}
/**
* evaluateCalculation - Evaluate a string computation in the context of a char
*
* @param {type} string description
* @param {type} char description
* @returns {type} description
*/
function evaluateCalculation(string, char){
if (!string) return string;
// Replace all the string variables with numbers if possible
string = string.replace(/\w*[a-z]\w*/gi, function(sub){
// Attributes
if (char.atts[sub]){
if (!char.atts[sub].computed){
computeStat(char.atts[sub], char);
}
return char.atts[sub].result;
}
// Modifiers
if (/^\w+mod$/i.test(sub)){
var slice = sub.slice(0, -3);
if (char.atts[slice]){
if (!char.atts[slice].computed){
computeStat(char.atts[sub], char);
}
return char.atts[slice].mod || NaN;
}
}
// Skills
if (char.skills[sub]){
if (!char.skills[sub].computed){
computeStat(char.skills[sub], char);
}
return char.skills[sub].result;
}
// Damage Multipliers
if (char.dms[sub]){
if (!char.dms[sub].computed){
computeStat(char.dms[sub], char);
}
return char.dms[sub].result;
}
// Class levels
if (/^\w+levels?$/i.test(sub)){
//strip out "level(s)"
var className = sub.replace(/levels?$/i, "");
return char.classes[className] && char.classes[className].level || sub;
}
// Creature level
if (sub === "level"){
return char.level;
}
// Give up
console.log(`Could not match ${sub}`);
return sub;
});
// Evaluate the expression to a number or return it as is.
try {
var result = math.eval(string); // math.eval is safe
return result;
} catch (e){
return string;
}
};
/**
* recompute a character's XP from a given id
*/
export const recomputeCreatureXP = new ValidatedMethod({
name: "Creatures.methods.recomputeCreatureXP",
validate: new SimpleSchema({
charId: { type: String }
}).validator(),
run({charId}) {
if (!canEditCreature(charId, this.userId)) {
// Throw errors with a specific error code
throw new Meteor.Error("Creatures.methods.recomputeCreatureXP.denied",
"You do not have permission to recompute this creature's XP");
}
var xp = 0;
Experiences.find(
{charId: charId},
{fields: {value: 1}}
).forEach(function(e){
xp += e.value;
});
Creatures.update(charId, {$set: {xp}})
return xp;
},
});
/**
* Recompute a character's weight carried from a given id
*/
export const recomputeCreatureWeightCarried = new ValidatedMethod({
name: "Creature.methods.recomputeCreatureWeightCarried",
validate: new SimpleSchema({
charId: { type: String }
}).validator(),
run({charId}){
if (!canEditCreature(charId, this.userId)) {
// Throw errors with a specific error code
throw new Meteor.Error("Creatures.methods.recomputeCreatureWeightCarried.denied",
"You do not have permission to recompute this creature's carried weight");
}
var weightCarried = 0;
// store a dictionary of carried containers
var carriedContainers = {};
Containers.find(
{
charId,
isCarried: true,
},
{ fields: {
isCarried: 1,
weight: 1,
}}
).forEach(container => {
carriedContainers[container._id] = true;
weightCarried += container.weight;
});
Items.find(
{
charId,
},
{ fields: {
weight: 1,
parent: 1,
}}
).forEach(item => {
// if the item is carried/equiped or in a carried container, add its weight
if (parent.id === charId || carriedContainers[parent.id]){
weightCarried += item.weight;
}
});
Creatures.update(charId, {$set: {weightCarried}})
return weightCarried;
}
});