Files
habitica/website/common/script/libs/statsComputed.js
Travis f8cfdfa37d Updating attribute calculation to look at all equipment #8188 (#8202)
* Taking all equipped items into account when calculating attributes instead of just head, weapon, sheild, and armor. closes #8185

* Refactored the stat calculations a bit so that all stat calculations are handled in the same location in the same way to try and reduce duplicate logic.
This commit also adds a number of tests to test this new behavior.

* spelling fixes
2017-02-07 12:04:12 -07:00

57 lines
2.0 KiB
JavaScript

import _ from 'lodash';
import content from '../content/index';
import * as statHelpers from '../statHelpers';
function equipmentStatBonusComputed (stat, user) {
let gear = content.gear.flat;
let gearBonus = 0;
let classBonus = 0;
// toObject is required here due to lodash values not working well with mongoose doc objects.
// if toObject doesn't exist, we're on the client side and can assume the object is already plain JSON
// see http://stackoverflow.com/questions/25767334/underscore-js-keys-and-omit-not-working-as-expected
let equipped = user.items.gear.equipped;
let equippedKeys = !equipped.toObject ? _.values(equipped) : _.values(equipped.toObject());
_.each(equippedKeys, (equippedItem) => {
let equipmentStat = gear[equippedItem][stat];
let classBonusMultiplier = gear[equippedItem].klass === user.stats.class ||
gear[equippedItem].specialClass === user.stats.class ? 0.5 : 0;
gearBonus += equipmentStat;
classBonus += equipmentStat * classBonusMultiplier;
});
return {
gearBonus,
classBonus,
};
}
module.exports = function statsComputed (user) {
let statBreakdown = {
gearBonus: {},
classBonus: {},
baseStat: {},
buff: {},
levelBonus: {},
};
_.each(['per', 'con', 'str', 'int'], (stat) => {
let baseStat = _.get(user, 'stats')[stat];
let buff = _.get(user, 'stats.buffs')[stat];
let equipmentBonus = equipmentStatBonusComputed(stat, user);
statBreakdown[stat] = equipmentBonus.gearBonus + equipmentBonus.classBonus + baseStat + buff;
statBreakdown[stat] += Math.floor(statHelpers.capByLevel(user.stats.lvl) / 2);
statBreakdown.levelBonus[stat] = Math.floor(statHelpers.capByLevel(user.stats.lvl) / 2);
statBreakdown.gearBonus[stat] = equipmentBonus.gearBonus;
statBreakdown.classBonus[stat] = equipmentBonus.classBonus;
statBreakdown.baseStat[stat] = baseStat;
statBreakdown.buff[stat] = buff;
});
statBreakdown.maxMP = statBreakdown.int * 2 + 30;
return statBreakdown;
};