Files
DiceCloud/rpg-docs/Model/Character/Characters.js
2015-03-11 07:01:11 +00:00

437 lines
14 KiB
JavaScript

//set up the collection for characters
Characters = new Meteor.Collection("characters");
Schemas.Character = new SimpleSchema({
//strings
name: { type: String, defaultValue: "", trim: false},
alignment: { type: String, defaultValue: "", trim: false},
gender: { type: String, defaultValue: "", trim: false},
race: { type: String, defaultValue: "", trim: false},
description: { type: String, defaultValue: "", trim: false},
personality: { type: String, defaultValue: "", trim: false},
ideals: { type: String, defaultValue: "", trim: false},
bonds: { type: String, defaultValue: "", trim: false},
flaws: { type: String, defaultValue: "", trim: false},
backstory: { type: String, defaultValue: "", trim: false},
proficiencies:{ type: String, defaultValue: "", trim: false},
languages: { type: String, defaultValue: "", trim: false},
//attributes
//ability scores
strength: {type: Schemas.Attribute},
dexterity: {type: Schemas.Attribute},
constitution: {type: Schemas.Attribute},
intelligence: {type: Schemas.Attribute},
wisdom: {type: Schemas.Attribute},
charisma: {type: Schemas.Attribute},
//stats
hitPoints: {type: Schemas.Attribute},
experience: {type: Schemas.Attribute},
proficiencyBonus: {type: Schemas.Attribute},
speed: {type: Schemas.Attribute},
weight: {type: Schemas.Attribute},
age: {type: Schemas.Attribute},
ageRate: {type: Schemas.Attribute},
armor: {type: Schemas.Attribute},
//resources
level1SpellSlots: {type: Schemas.Attribute},
level2SpellSlots: {type: Schemas.Attribute},
level3SpellSlots: {type: Schemas.Attribute},
level4SpellSlots: {type: Schemas.Attribute},
level5SpellSlots: {type: Schemas.Attribute},
level6SpellSlots: {type: Schemas.Attribute},
level7SpellSlots: {type: Schemas.Attribute},
level8SpellSlots: {type: Schemas.Attribute},
level9SpellSlots: {type: Schemas.Attribute},
ki: {type: Schemas.Attribute},
sorceryPoints: {type: Schemas.Attribute},
rages: {type: Schemas.Attribute},
superiorityDice: {type: Schemas.Attribute},
expertiseDice: {type: Schemas.Attribute},
//specific features
rageDamage: {type: Schemas.Attribute},
//hit dice
d6HitDice: {type: Schemas.Attribute},
d8HitDice: {type: Schemas.Attribute},
d10HitDice: {type: Schemas.Attribute},
d12HitDice: {type: Schemas.Attribute},
//vulnerabilities
acidMultiplier: {type: Schemas.Vulnerability},
bludgeoningMultiplier: {type: Schemas.Vulnerability},
coldMultiplier: {type: Schemas.Vulnerability},
fireMultiplier: {type: Schemas.Vulnerability},
forceMultiplier: {type: Schemas.Vulnerability},
lightningMultiplier: {type: Schemas.Vulnerability},
necroticMultiplier: {type: Schemas.Vulnerability},
piercingMultiplier: {type: Schemas.Vulnerability},
poisonMultiplier: {type: Schemas.Vulnerability},
psychicMultiplier: {type: Schemas.Vulnerability},
radiantMultiplier: {type: Schemas.Vulnerability},
slashingMultiplier: {type: Schemas.Vulnerability},
thunderMultiplier: {type: Schemas.Vulnerability},
//skills
//saves
strengthSave: {type: Schemas.Skill},
"strengthSave.ability": { type: String, defaultValue: "strength" },
dexteritySave: {type: Schemas.Skill},
"dexteritySave.ability": { type: String, defaultValue: "dexterity" },
constitutionSave:{type: Schemas.Skill},
"constitutionSave.ability": { type: String, defaultValue: "constitution" },
intelligenceSave:{type: Schemas.Skill},
"intelligenceSave.ability": { type: String, defaultValue: "intelligence" },
wisdomSave: {type: Schemas.Skill},
"wisdomSave.ability": { type: String, defaultValue: "wisdom" },
charismaSave: {type: Schemas.Skill},
"charismaSave.ability": { type: String, defaultValue: "charisma" },
//skill skills
acrobatics: {type: Schemas.Skill},
"acrobatics.ability": { type: String, defaultValue: "dexterity" },
animalHandling: {type: Schemas.Skill},
"animalHandling.ability": { type: String, defaultValue: "wisdom" },
arcana: {type: Schemas.Skill},
"arcana.ability": { type: String, defaultValue: "intelligence" },
athletics: {type: Schemas.Skill},
"athletics.ability": { type: String, defaultValue: "strength" },
deception: {type: Schemas.Skill},
"deception.ability": { type: String, defaultValue: "charisma" },
history: {type: Schemas.Skill},
"history.ability": { type: String, defaultValue: "intelligence" },
insight: {type: Schemas.Skill},
"insight.ability": { type: String, defaultValue: "wisdom" },
intimidation: {type: Schemas.Skill},
"intimidation.ability": { type: String, defaultValue: "charisma" },
investigation: {type: Schemas.Skill},
"investigation.ability": { type: String, defaultValue: "intelligence" },
medicine: {type: Schemas.Skill},
"medicine.ability": { type: String, defaultValue: "wisdom" },
nature: {type: Schemas.Skill},
"nature.ability": { type: String, defaultValue: "intelligence" },
perception: {type: Schemas.Skill},
"perception.ability": { type: String, defaultValue: "wisdom" },
performance: {type: Schemas.Skill},
"performance.ability": { type: String, defaultValue: "charisma" },
persuasion: {type: Schemas.Skill},
"persuasion.ability": { type: String, defaultValue: "charisma" },
religion: {type: Schemas.Skill},
"religion.ability": { type: String, defaultValue: "intelligence" },
sleightOfHand: {type: Schemas.Skill},
"sleightOfHand.ability": { type: String, defaultValue: "dexterity" },
stealth: {type: Schemas.Skill},
"stealth.ability": { type: String, defaultValue: "dexterity" },
survival: {type: Schemas.Skill},
"survival.ability": { type: String, defaultValue: "wisdom" },
//Mechanical Skills
initiative: {type: Schemas.Skill},
"initiative.ability": { type: String, defaultValue: "dexterity" },
dexterityArmor: {type: Schemas.Skill},
"dexterityArmor.ability": { type: String, defaultValue: "dexterity" },
//mechanics
deathSave: { type: Schemas.DeathSave },
//permissions
owner: { type: String, regEx: SimpleSchema.RegEx.Id, optional: true },
readers: { type: [String], regEx: SimpleSchema.RegEx.Id, defaultValue: [] },
writers: { type: [String], regEx: SimpleSchema.RegEx.Id, defaultValue: [] },
color: {type: String, allowedValues: _.pluck(colorOptions, "key"), defaultValue: "q"},
//TODO add per-character settings
"settings.experiencesInc": {type: Number, defaultValue: 20}, //how many experiences to load at a time in XP table
});
Characters.attachSchema(Schemas.Character);
var attributeBase = function(charId, statName){
check(statName, String);
var effects = Effects.find({charId: charId, stat: statName, enabled: true}).fetch();
effects = _.groupBy(effects, "operation");
var value = 0;
//start with the highest base value
_.each(effects.base, function(effect){
var efv = evaluateEffect(charId, effect)
if (efv > value){
value = efv;
}
});
//add all the add values
_.each(effects.add, function(effect){
value += evaluateEffect(charId, effect);
});
//multiply all the mul values
_.each(effects.mul, function(effect){
value *= evaluateEffect(charId, effect);
});
//ensure value is >= all mins
_.each(effects.min, function(effect){
var min = evaluateEffect(charId, effect);
value = value > min? value : min;
});
//ensure value is <= all maxes
_.each(effects.max, function(effect){
var max = evaluateEffect(charId, effect);
value = value < max? value : max;
});
return value;
}
//functions and calculated values.
//These functions can only rely on this._id since no other
//field is likely to be attached to all returned characters
Characters.helpers({
//returns the value stored in the field requested
//will set up dependencies on just that field
getField : function(fieldName){
var fieldSelector = {};
fieldSelector[fieldName] = 1;
var char = Characters.findOne(this._id, {fields: fieldSelector});
var field = char[fieldName];
if(field === undefined){
throw new Meteor.Error("getField failed",
"getField could not find field " + fieldName + " in character "+ char._id);
}
return field;
},
//returns the value of a field
fieldValue : function(fieldName){
if(!Schemas.Character.schema(fieldName)){
throw new Meteor.Error("Field not found", "Character's schema does not contain a field called: " + fieldName);
}
//duck typing to get the right value function
//.ability implies skill
if (Schemas.Character.schema(fieldName + ".ability")){
return this.skillMod(fieldName);
}
//adjustment implies attribute
if (Schemas.Character.schema(fieldName + ".adjustment")){
return this.attributeValue(fieldName);
}
//fall back to just returning the field itself
return this.getField(fieldName);
},
attributeValue: function(attributeName){
var charId = this._id;
var attribute = this.getField(attributeName);
//base value
var value = this.attributeBase(attributeName);
//plus adjustment
value += attribute.adjustment;
return value;
},
attributeBase: (function(){
//store a private array of attributes we've visited without returning
//if we try to visit the same attribute twice before resolving its value
//we are in a dependency loop and need to GTFO
var visitedAttributes = [];
return function(attributeName){
check(attributeName, String);
//we're still evaluating this attribute, must be in a loop
if(_.contains(visitedAttributes, attributeName)) {
console.log("dependency loop detected");
return NaN;
}
//push this attribute to the list of visited attributes
//we can't visit it again unless it returns first
visitedAttributes.push(attributeName);
try{
var charId = this._id;
//base value
var value = attributeBase(charId, attributeName);
}finally{
//this attribute returns or fails, pull it from the array, we may visit it again safely
visitedAttributes = _.without(visitedAttributes, attributeName);
}
return value;
}
})(),
skillMod: (function(){
//store a private array of skills we've visited without returning
//if we try to visit the same skill twice before resolving its value
//we are in a dependency loop and need to GTFO
var visitedSkills = [];
return function(skillName){
check(skillName, String);
//we're still evaluating this attribute, must be in a loop
if(_.contains(visitedSkills, skillName)) {
console.log("dependency loop detected");
return NaN;
}
//push this skill to the list of visited skills
//we can't visit it again unless it returns first
visitedSkills.push(skillName);
try{
var charId = this._id;
skill = this.getField(skillName);
//get the final value of the ability score
var ability = this.attributeValue(skill.ability);
//base modifier
var mod = +getMod(ability)
//multiply proficiency bonus by largest value in proficiency array
var prof = this.proficiency(skillName);
//add multiplied proficiency bonus to modifier
mod += prof * this.attributeValue("proficiencyBonus");
Effects.find({charId: charId, stat: skillName, enabled: true}).forEach(function(effect){
switch(effect.operation) {
case "add":
mod += evaluateEffect(charId, effect);
break;
case "mul":
mod *= evaluateEffect(charId, effect);
break;
case "min":
var min = evaluateEffect(charId, effect);
mod = mod > min? mod : min;
break;
case "max":
var max = evaluateEffect(charId, effect);
mod = mod < max? mod : max;
break;
}
});
} finally{
//this skill returns or fails, pull it from the array
visitedSkills = _.without(visitedSkills, skillName);
}
return signedString(mod);
}
})(),
proficiency: function(skillName){
var charId = this._id;
//return largest value in proficiency array
var prof = 0;
Effects.find({charId: charId, stat: skillName, enabled: true}).forEach(function(effect){
if(effect.operation === "proficiency"){
var newProf = evaluateEffect(charId, effect);
if (newProf > prof){
prof = newProf;
}
}
});
return prof;
},
passiveSkill: function(skillName){
if (_.isString(skillName)){
var skill = this.getField(skillName);
}
var charId = this._id
var mod = +this.skillMod(skillName);
var value = 10 + mod;
Effects.find({charId: charId, stat: skillName, enabled: true, operation: "passiveAdd"}).forEach(function(effect){
value += evaluateEffect(charId, effect);
});
return value;
//TODO decide whether (dis)advantage gives (-)+5 to passive checks
},
advantage: function(skillName){
var charId = this._id
var advantage = Effects.find({charId: charId, stat: skillName, enabled: true, operation: "advantage"}).count();
var disadvantage = Effects.find({charId: charId, stat: skillName, enabled: true, operation: "disadvantage"}).count();
if(advantage && !disadvantage) return 1;
if(disadvantage && !advantage) return -1;
return 0;
},
abilityMod: function(attribute){
return signedString(getMod(this.attributeValue(attribute)));
},
passiveAbility: function(attribute){
var mod = +getMod(this.attributeValue(attribute));
return 10 + mod;
},
xpLevel: function(){
var xp = this.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; i < 19; i++){
if(xp < xpTable[i]){
return i;
}
};
if(xp > 355000) return 20;
return 0;
},
level: function(){
var level = 0;
Classes.find({charId: this._id}).forEach(function(cls){
level += cls.level;
})
return level;
},
experience: function(){
var xp = 0;
Experiences.find({charId: this._id}, {fields: {value: 1}}).forEach(function(e){
xp += e.value;
})
return xp;
}
});
//clean up all data related to that character before removing it
Characters.before.remove(function (userId, character) {
if(Meteor.isServer){
Actions .remove({charId: character._id});
Attacks .remove({charId: character._id});
Buffs .remove({charId: character._id});
Classes .remove({charId: character._id});
Effects .remove({charId: character._id});
Experiences .remove({charId: character._id});
Features .remove({charId: character._id});
Notes .remove({charId: character._id});
Proficiencies .remove({charId: character._id});
SpellLists .remove({charId: character._id});
Items .remove({charId: character._id});
Containers .remove({charId: character._id});
}
});