Files
DiceCloud/rpg-docs/Model/Character/Characters.js

344 lines
9.2 KiB
JavaScript

//set up the collection for characters
Characters = new Meteor.Collection("characters", {
//transform function alters the object returned by the database
transform: function (doc) {
//extend character with its protoypal functions
var newInstance = Object.create(protoCharacter);
doc = _.extend(newInstance, doc);
return doc;
}
});
//Attributes are numerical values
Attribute = function(base){
this.base = base; //the unmodified value of the attribute
//effects of the form {name: "Ring of Protection", value: 1}
this.add = []; //bonuses added to the attribute
this.mul = []; //multipliers to the attribute (after adding bonuses)
this.min = []; //effects setting the minimum value of the attribute
this.max = []; //effects setting the maximum value of the attribute
this.conditional = []; //conditional modifiers
}
var attributes = [
{name: "strength"},
{name: "dexterity"},
{name: "constitution"},
{name: "intelligence"},
{name: "wisdom"},
{name: "charisma"},
{name: "hitPoints"},
{name: "experience"},
{name: "proficiencyBonus",
add: [
{name: "Level 1", value: 2}
]
},
{name: "speed",
add: [
{name: "Base Speed", value: 30}
]
},
{name: "armor",
add: [
{name: "Base Armor Class", value: 10},
{name: "Dexterity Modifier", value: "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"}
];
//Skills are bonuses to rolls: "+2" etc.
//They are based off of some ability
Skill = function(ability){
//proficiencies of the form {name: "Jack of all Trades", value: 0.5}
//only the highest is used
this.proficiency = [];
//ability name that this skill uses as base for roll
this.ability = ability;
this.add = [];
this.mul = [];
this.min = [];
this.max = [];
this.advantage = []; //effects granting advantage
this.disadvantage = [];
this.passiveAdd = []; //only added to passive checks
this.fail = []; //all checks are failed
this.conditional = []; //conditional modifiers
}
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",
"description",
"personality",
"ideals",
"bonds",
"flaws"
];
//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 = {
success : 0,
fail: 0
};
this.hitDice = [];
this.weaponProficiencies = [];
this.toolProficiencies = [];
this.languages = [];
this.features = [];
this.spells = [];
this.classes = [];
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
var protoCharacter = {
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;
},
skillMod: function(skill){
//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 = 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;
}
}
//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;
}
}
getMod = function(score){
return Math.floor((score-10)/2);
}
signedString = function(number){
return number > 0? "+" + number : "" + number;
}
// turns dot notation strings into keys of root
// argument formats:
// 157, anything -> 157
// "some.number", object -> object.some.number
// "some.function", object -> object.some.function()
// "some.function arg1 arg2", object -> object.some.function(arg1, arg2)
pop = function(input, root){
if(typeof(input) === "string"){
//we need root for this part
if(root === undefined) return;
//this is a likely to fail if the string is malformed
try{
//split over spaces
var parts = input.split(" ");
//for each word
for (var i = 0; i < parts.length; i++){
//split over dots
var str = parts[i].split(".");
//start at root
parts[i] = root;
//for each word between dots
for (var j = 0; j < str.length; j++){
parts[i] = parts[i][str[j]];
}
}
//pull the first word out, might be a function
var func = parts.splice(0, 1)[0];
//if it's a function, apply the arguments to it
if(_.isFunction(func)) return +func.apply(root, parts);
//if it's a number, return it
if(!isNaN(func)) return +func;
} catch (err) {
//TODO pokemon catch statement is bad
//"gotta catch em all"
console.log(err);
return;
}
}
return +input;
}