//GrimoireJS v0.2 //by Russell Champoux //Grimoire magic item generator for the Pathfinder roleplaying game /*global $:false, _:false, Chance:false, console:true */ 'use strict'; var TYPES = { ARMOR_AND_SHIELDS: 'Armor and Shields', POTIONS: 'Potions', RINGS: 'Rings', RODS: 'Rods', SCROLLS: 'Scrolls', STAVES: 'Staves', WANDS: 'Wands', WEAPONS: 'Weapons', WONDROUS_ITEMS: 'Wondrous Items', SPELLS: 'Spells' }; var SPELL_TYPES = { ARCANE: 'Arcane', DIVINE: 'Divine' }; var ENERGY_TYPES = { ACID: 'Acid', COLD: 'Cold', ELEC: 'Electricity', FIRE: 'Fire', SONIC: 'Sonic' }; /*var ARMOR_BONUS_COST = [ //cost for a +# armor or shield. bonus^2 * 1000 0, 1000, 4000, 9000, 16000, 25000, 36000, 49000, 64000, 81000, 100000 ]; var WEAPON_BONUS_COST = [ //cost for a +# weapon. bonus^2 * 2000 0, 2000, 8000, 18000, 32000, 50000, 72000, 98000, 128000, 162000, 200000 ];*/ var QUALITIES = { MINOR:'minor', MEDIUM: 'medium', MAJOR: 'major' }; var WEIGHTS = {}; WEIGHTS[QUALITIES.MINOR] = { ARMOR_AND_SHIELDS: 4, WEAPONS: 5, POTIONS: 35, RINGS: 2, RODS: 0, SCROLLS: 35, STAVES: 0, WANDS: 10, WONDROUS_ITEMS: 9, }; WEIGHTS[QUALITIES.MEDIUM] = { ARMOR_AND_SHIELDS: 10, WEAPONS: 10, POTIONS: 10, RINGS: 10, RODS: 10, SCROLLS: 15, STAVES: 3, WANDS: 15, WONDROUS_ITEMS: 17, }; WEIGHTS[QUALITIES.MAJOR] = { ARMOR_AND_SHIELDS: 10, WEAPONS: 10, POTIONS: 5, RINGS: 10, RODS: 10, SCROLLS: 10, STAVES: 20, WANDS: 5, WONDROUS_ITEMS: 20, }; //Contains all the source info var Grimoire = function(config) { // jshint ignore:line var self = this; this.chance = (config && config.chance ? config.chance : config && config.seed ? new Chance(config.seed) : new Chance()); this.SOURCES = []; $.getJSON('sources/sources.json', function(sources) { sources.sources.forEach(function(url) { $.getJSON(url, function(source) { console.log('loaded '+ url); source.data = {}; //construct the data containers we will insert later data into source.types.forEach(function(type) { source.data[type.name] = {}; source.data[type.name].enabled = true; if(type.source) { $.getJSON(type.source, function(typeData) { source.data[type.name].data = typeData; console.log('loaded ' + type.source); }) .fail(function(d, textStatus, error) { console.error('getJSON failed to load '+type.source+ ', status: ' + textStatus + ', error: '+error); }); } }); self.SOURCES.push(source); }) .fail(function(d, textStatus, error) { console.error('getJSON failed to load '+url+ ', status: ' + textStatus + ', error: '+error); }); }); sources.other.forEach(function(url) { $.getJSON(url, function(data) { var dataName = url.replace(/.*\/(.*)\.json/, '$1'); self[dataName] = data; console.log('loaded ' + url + ' as ' + dataName); }) .fail(function(d, textStatus, error) { console.error('getJSON failed to load '+url+', status: '+textStatus+', error: '+error); }); }); }) .fail(function(err) { console.error('Failed to load sources list:', err); }); this.getItems = function(quality, count, options) { options = options ? options : {}; var sources = options.sources ? options.sources : self.SOURCES; var types = options.types ? options.types : _.values(TYPES); //Error checking block if(!sources || sources.length === 0) { console.error('No sources given!'); return items; } if(!types || types == 'any' || types.length === 0) { types = _.values(TYPES); //set to all types } for(var i in types) { if(_.values(TYPES).indexOf(types[i]) == -1) { console.error('Invalid type ' + types[i]); return items; } } if(_.values(QUALITIES).indexOf(quality) == -1) { console.error('Invalid quality ' + quality); return items; } if(!count || count < 1) { count = 1; } //initialize the chance engine, using a seed if provided (for testing purposes) //we do this now instead of reinitializing the Chance engine each time we generate an item self.chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); var items = []; _.times(count, function() { var item = self.getItem(quality, options); if(item) { items.push(item); console.log(item); } }); return items; }; var selectSource = function(sources, quality, type, options) { options = options ? options : {}; //this is a concern when "getPotions/getWands" calls "getSpell" which calls "selectSource" type = options.typeOverride ? options.typeOverride : type; quality = quality ? quality : options.quality; var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); var source = {}; var sourceWeights = {}; //***UNIQUES FOR WEAPONS AND ARMORS*** //************************************ if(type == 'Uniques') { if(!options.itemType || !options.uniqueType) { console.error('itemType or uniqueType not provided', options); } sourceWeights = _.map(sources, function(source) { if(source.data[options.itemType] && source.data[options.itemType].enabled && source.data[options.itemType].data[options.uniqueType]) { return _.filter(source.data[options.itemType].data[options.uniqueType], function(special) { return special.weight[quality] > 0; }).length; //return a count of all specials that have a quality weight above 0 } else { return 0; //either itemType not found or not enabled or uniqueType not found } }); } //***SPECIALS FOR WEAPONS AND ARMORS*** //************************************* else if(type == 'Specials') { if(!options.itemType || !options.specialType) { console.error('itemType or specialType not provided', options); } sourceWeights = _.map(sources, function(source) { if(source.data[options.itemType] && source.data[options.itemType].enabled && source.data[options.itemType].data[options.specialType]) { return _.filter(source.data[options.itemType].data[options.specialType], function(special) { return special.weight[quality] > 0; }).length; //return a count of all specials that have a quality weight above 0 } else { return 0; //either itemType not found or not enabled or specialType not found } }); } //***SPELLS AND SCROLLS AND WANDS*** //********************************** else if(type == TYPES.SCROLLS || type == TYPES.SPELLS || type == TYPES.WANDS) { if(!options.spellType || !options.spellLevel) { console.error('Error selecting source for Spells. Invalid options', options); } sourceWeights = _.map(sources, function(source) { //Check that we have a spells section //AND that the specific item type we are looking for is enabled if(source.data[TYPES.SPELLS] && source.data[type] && source.data[type].enabled) { if(source.data[TYPES.SPELLS].data[options.spellType]) { return source.data[TYPES.SPELLS].data[options.spellType][options.spellLevel].length; } else { //source did not have my desired spell type return 0; } } else { //source has no spells return 0; } }); } //***POTIONS*** //************* else if(type == TYPES.POTIONS) { sourceWeights = _.map(sources, function(source) { if(source.data[type] && source.data[type].enabled && source.data[type].data[options.potionLevel]) { return source.data[type].data[options.potionLevel].length; } else { return 0; //either no data, disabled, or not items of that quality } }); } //***WONDROUS ITEMS*** //******************** else if(type == TYPES.WONDROUS_ITEMS) { sourceWeights = _.map(sources, function(source) { if(source.data[type] && source.data[type].enabled && source.data[type].data[quality]) { return source.data[type].data[quality].length; } else { return 0; //either no data, disabled, or not items of that quality } }); } //***EVERYTHING ELSE*** //********************* else { if((type == TYPES.RODS || type == TYPES.STAVES) && quality == QUALITIES.MINOR) { console.error('Error! There are no ' + QUALITIES.MINOR + ' ' + type); return; } //Determine which source to use //get a count from each source of what we're looking for sourceWeights = _.map(sources, function(source) { //only choose from sources that HAVE that type of item //AND are enabled //AND have at least one item of that quality with a probability weight if(source.data[type] && source.data[type].enabled) { return _.filter(source.data[type].data, function(item) { return item.weight[quality] > 0; }).length; } else { return 0; } }); } if(_.sum(sourceWeights) <= 0) { console.error('Unable to find valid ' + quality + ' ' + type + ' within sources!', sources); return; } //chance.weighted will DESTRUCTIVELY modify paramaters that have a weight of zero //in this case, that means sources that do not contain the selected type //or sources that have types we want but with no weight //because of that, I create a temp array that I don't care if chance mangles source = sources[chance.weighted(_.range(sources.length), sourceWeights)]; return source; }; this.getItem = function(quality, options) { options = options ? options : {}; var sources = options.sources ? options.sources : self.SOURCES; var types = options.types ? options.types : _.values(TYPES); var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); var itemType = ''; if(types.length == 1) { itemType = types[0]; } else { //Create a weighted-average map based on the desired types var localWeights = _.clone(WEIGHTS[quality]); //copy the default weighted-average for this quality for(var key in localWeights) { if(_.values(types).indexOf(TYPES[key]) == -1) { //remove any items that were not selected delete localWeights[key]; } } //Determine the type of item to generate itemType = TYPES[chance.weighted(_.keys(localWeights), _.values(localWeights))]; } var item = {}; var source = {}; //GENERATE ITEM //SCROLLS if(itemType == TYPES.SCROLLS) { item = self.getScroll(quality, options); } else if(itemType == TYPES.POTIONS) { item = self.getPotion(quality, options); } else if(itemType == TYPES.WANDS) { item = self.getWand(quality, options); } //WONDROUS ITEMS else if(itemType == TYPES.WONDROUS_ITEMS) { item = self.getWondrousItem(quality, options); } //EVERYTHING ELSE else { //Select the item source based on the quality and item type source = selectSource(sources, quality, itemType, options); //EXCEPTIONS FOR ARMOR_AND_SHEILDS //EXCEPTIONS FOR WEAPONS //CHANCE FOR INTELLIGENT WEAPONS, RINGS, RODS, STAVES, OR WONDROUS ITEMS item = self.getWeightedItem(source.data[itemType].data, quality); item.source = source.shortName; } if(!options.disableClue && chance.d100() <= (options.clueChance || 20)) { item.name += ' with a clue to it\'s purpose!'; } item.quality = quality; return item; }; this.getWeightedItem = function(itemData, quality, options) { options = options ? options : {}; var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); var maxRoll = options.maxRoll || _.sum(_.map(itemData, function(item) { return item.weight[quality]; })); var roll = chance.integer({min: 1, max: maxRoll}); var item = {}; for(var i in itemData) { //check all 'itemType' items in the source if(roll <= itemData[i].weight[quality]) { //if we roll under their weighted probability item = _.clone(itemData[i]); delete item.weight; return item; } else { //decrease the roll value by the current item's weighted probability roll -= itemData[i].weight[quality]; } } console.error('Could not find valid '+quality+'item in',itemData); } this.getSpells = function(level, count, options) { options = options ? options : {}; var sources = options.sources ? options.sources : self.SOURCES; var type = options.type; //if undefined, we'll pass it on var spells = []; self.chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); _.times(count, function() { spells.push(self.getSpell(sources, level, type, options)); }); return spells; }; this.getSpell = function(level, options) { options = options ? options : {}; var sources = options.sources ? options.sources : self.SOURCES; var type = options.type; //initialize the chance engine, using a seed if provided (for testing purposes) var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); var spellType = type ? type : chance.pick(_.values(SPELL_TYPES)); options.spellType = spellType; options.spellLevel = level; var source = selectSource(sources, options.quality, TYPES.SPELLS, options); //console.log('Generating a level ' + level + ' ' + spellType + ' spell from ' + source.shortName); var spell = { name: chance.pick(source.data[TYPES.SPELLS].data[spellType][level]), level: level, type: spellType, source: source.shortName }; return spell; }; this.getScroll = function(quality, options) { options = options ? options : {}; var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); var cost = [12.5, 25, 150, 375, 700, 1125, 1650, 2275, 3000, 3825]; var spellLevel = 0; var roll = chance.integer({min: 1, max: 100}); if(quality == QUALITIES.MINOR) { switch(true) { case (roll <= 5): spellLevel = 0; break; case (roll <= 50): spellLevel = 1; break; case (roll <= 95): spellLevel = 2; break; case (roll <= 100): spellLevel = 3; break; } } else if(quality == QUALITIES.MEDIUM) { switch(true) { case (roll <= 5): spellLevel = 2; break; case (roll <= 65): spellLevel = 3; break; case (roll <= 95): spellLevel = 4; break; case (roll <= 100): spellLevel = 5; break; } } else if(quality == QUALITIES.MAJOR) { switch(true) { case (roll <= 5): spellLevel = 4; break; case (roll <= 50): spellLevel = 5; break; case (roll <= 70): spellLevel = 6; break; case (roll <= 85): spellLevel = 7; break; case (roll <= 95): spellLevel = 8; break; case (roll <= 100): spellLevel = 9; break; } } options.quality = quality; var spell = self.getSpell(spellLevel, options); return { 'name': 'Scroll of ' + spell.name, 'description': '(' + spell.type + ', spell level ' + spellLevel + ', caster level ' + _.max([1, (spellLevel*2-1)]) + ')', 'cost': cost[spellLevel], 'source': spell.source }; }; this.getPotion = function(quality, options) { options = options ? options : {}; var sources = options.sources ? options.sources : self.SOURCES; var level = options.potionLevel; var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); var cost = [25, 50, 300, 750]; if(!level || level < 0 || level > 4) { var roll = chance.d100(); if(quality == QUALITIES.MINOR) { switch(true) { case (roll <= 20): level = 0; break; case (roll <= 60): level = 1; break; case (roll <= 100): level = 2; break; } } else if(quality == QUALITIES.MEDIUM) { switch(true) { case (roll <= 20): level = 1; break; case (roll <= 60): level = 2; break; case (roll <= 100): level = 3; break; } } else if(quality == QUALITIES.MAJOR) { switch(true) { case (roll <= 20): level = 2; break; case (roll <= 100): level = 3; break; } } } options.typeOverride = TYPES.POTIONS; options.potionLevel = level; var source = selectSource(sources, quality, TYPES.POTIONS, options); return { 'name': 'Potion/Oil of ' + chance.pick(source.data[TYPES.POTIONS].data[level]), 'description': '(spell level ' + level + ', caster level ' + _.max([1, (level*2-1)]) + ')', 'cost': cost[level], 'source': source.shortName }; }; this.getWand = function(quality, options) { options = options ? options : {}; var level = options.wandLevel; var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); var cost = [375, 750, 4500, 11250, 21000]; if(!level || level < 0 || level > 4) { var roll = chance.d100(); if(quality == QUALITIES.MINOR) { switch(true) { case (roll <= 5): level = 0; break; case (roll <= 60): level = 1; break; case (roll <= 100): level = 2; break; } } else if(quality == QUALITIES.MEDIUM) { switch(true) { case (roll <= 60): level = 2; break; case (roll <= 100): level = 3; break; } } else if(quality == QUALITIES.MAJOR) { switch(true) { case (roll <= 60): level = 3; break; case (roll <= 100): level = 4; break; } } } options.wandLevel = level; options.typeOverride = TYPES.WANDS; options.spellType = SPELL_TYPES.ARCANE; var spell = self.getSpell(level, options); return {'name': 'Wand of ' + spell.name, 'description': '(spell level ' + level + ', caster level ' + _.max([1, (level*2-1)]) + ', 50 charges)', 'cost': cost[level], 'source': spell.source }; }; this.getWondrousItem = function(quality, options) { options = options ? options : {}; var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); //Select the item source based on the quality and item type var sources = options.sources ? options.sources : self.SOURCES; var source = selectSource(sources, quality, TYPES.WONDROUS_ITEMS, options); //wondrous items of the same quality have equal probability weight var item = _.clone(chance.pick(source.data[TYPES.WONDROUS_ITEMS].data[quality])); item.source = source.shortName; //make an intelligent item if we either want ALL intelligent items //OR intelligent items are NOT disabled AND we roll under the chance threshold if(options.allIntelligent || (!options.disableIntelligent && chance.d100() <= (options.intelligenceChance || 1))) { item.intelligence = 'WOOHOO I AM INTELLIGENT!'; } return item; }; this.getHumanoid = function(options) { options = options ? options : {}; var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); return chance.weighted( _.map(self.Humanoids, function(h) { return h.name; }), _.map(self.Humanoids, function(h) { return h.weight; })); }; this.getOutsider = function(options) { options = options ? options : {}; var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); return chance.weighted( _.map(self.Outsiders, function(o) { return o.name; }), _.map(self.Outsiders, function(o) { return o.weight; })); }; this.getBane = function(options) { options = options ? options : {}; var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); var bane = chance.weighted( _.map(self.Banes, function(b) { return b.name; }), _.map(self.Banes, function(b) { return b.weight; })); bane = bane.replace(/GET_HUMANOID_TYPE/, self.getHumanoid(options)); bane = bane.replace(/GET_OUTSIDER_TYPE/, self.getOutsider(options)); return bane; }; //type is 'armor', 'shield', 'melee', or 'ranged' //options.excludeSpecials can contain a list of specials you do NOT want to get //this is useful when creating a weapon that you do not want to have duplicate specials this.getSpecials = function(quality, type, options) { options = options ? options : {}; options.excludeSpecials = options.excludeSpecials ? options.excludeSpecials : []; options.itemType = options.itemType ? options.itemType : (type == 'melee' || type == 'ranged') ? TYPES.WEAPONS : (type == 'armor' || type == 'shield') ? TYPES.ARMOR_AND_SHIELDS : undefined; options.specialType = type + 'Specials'; if(!options.itemType) { console.error('Invalid special type', type); return; } var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); var sources = options.sources ? options.sources : self.SOURCES; var special = {}; do { var roll = chance.d100(); if((quality == QUALITIES.MINOR && roll === 100) || (quality == QUALITIES.MEDIUM && roll > 95) || (quality == QUALITIES.MAJOR && roll > 90)) { var special1 = self.getSpecials(quality, type, options); options.excludeSpecials = options.excludeSpecials.concat(special1); //exclude the special(s) just rolled var special2 = self.getSpecials(quality, type, options); return special1.concat(special2); //could contain more than one special } else { //only 1 special var source = selectSource(sources, quality, 'Specials', options); //data source will look like source.data.Weapons.meleeSpecials special = self.getWeightedItem(source.data[options.itemType].data[options.specialType], quality); special.source = source.shortName; } } while(options.excludeSpecials.indexOf(special) != -1); //if we have a duplicate, try again //EXCEPTION for Bane special if(special.name.indexOf('GET_BANE_TYPE')) { special.name = special.name.replace(/GET_BANE_TYPE/, self.getBane(options)); } return [special]; //could contain one or more specials }; this.getUniqueWeapon = function(quality, options) { options = options ? options : {}; options.itemType = TYPES.WEAPONS; options.uniqueType = 'uniqueWeapons'; var sources = options.sources ? options.sources : self.SOURCES; var source = selectSource(sources, quality, 'Uniques', options); var weapon = self.getWeightedItem(source.data[TYPES.WEAPONS].data.uniqueWeapons, quality); weapon.source = source.shortName; return weapon; }; //options.type can be 'melee' or 'ranged' //note that this option is not alwawys honored when a unique item is rolled this.getWeapon = function(quality, options) { options = options ? options : {}; options.excludeSpecials = options.excludeSpecials || []; var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); var weapon = { name: '', type: '', bonus: 0, baseCost: 0, specials: [], intelligence: {}, glowing: false }; weapon.type = (options.type == 'melee' || options.type == 'ranged') ? options.type : chance.weighted(['melee', 'ranged'], [7,3]); var roll = chance.d100(); var action = ''; if(quality == QUALITIES.MINOR) { if(roll <= 70) { //generic +1 weapon weapon.bonus = 1; } else if(roll <= 85) { //generic +2 weapon weapon.bonus = 2; } else if(roll <= 90) { action = 'getUnique'; } else { //10% special ability and roll again action = 'getSpecial'; } } else if(quality == QUALITIES.MEDIUM) { if(roll <= 10) { weapon.bonus = 1; } else if(roll <= 29) { weapon.bonus = 2; } else if(roll <= 58) { weapon.bonus = 3; } else if(roll <= 62) { weapon.bonus = 4; } else if(roll <= 68) { action = 'getUnique'; } else { //32% special ability and roll again action = 'getSpecial'; } } else if(quality == QUALITIES.MAJOR) { if(roll <= 20) { weapon.bonus = 3; } else if(roll <= 38) { weapon.bonus = 4; } else if(roll <= 49) { weapon.bonus = 5; } else if(roll <= 63) { action = 'getUnique'; } else { //37% special ability and roll again action = 'getSpecial'; } } else { console.error('invalid quality', quality); return; } if(action == 'getUnique') { var unique = self.getUniqueWeapon(quality, options); weapon.name = unique.name; weapon.baseCost = unique.cost; weapon.source = unique.source; weapon.url = unique.url; } else if(action == 'getSpecial') { weapon = self.getWeapon(quality, options); var specialsBonus = _.chain(weapon.specials).map(function(s) { return s.bonus; }).sum().value(); var specials = []; var newSpecialsBonus = 0; options.excludeSpecials = options.excludeSpecials.concat(weapon.specials); if(weapon.bonus + specialsBonus < 10) { var tries = 5; //this has the opportunity to loop forever either if no match can be found do { specials = self.getSpecials(quality, weapon.type, options); newSpecialsBonus = _.chain(specials).map(function(s) { return s.bonus; }).sum().value(); } while(weapon.bonus + specialsBonus + newSpecialsBonus > 10 && --tries > 0); if(tries > 0) { //we found a match without running out of tries! weapon.specials = weapon.specials.concat(specials); } } } //ALL //1% chance to be intelligent (NOT usable items - eg Arrows) //30% chance to be glowing if(options.allIntelligent || (!options.disableIntelligent && chance.d100() <= (options.intelligenceChance || 1))) { weapon.intelligence = 'WOOHOO I AM INTELLIGENT!'; } if(!options.disableGlowing && chance.d100() <= (options.glowingChance || 30)) { weapon.glowing = true; } return weapon; }; //options.type can be 'armor' or 'shield' this.getArmorOrShield = function(quality, options) { options = options ? options : {}; var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); var item = {}; return item; }; //can take clWeights and geWeights to weight the alignment probabilities //clWeights are for [chaotic, neutral, lawful] //geWeights are for [good, neutral, evil] this.getAlignment = function(options) { options = options ? options : {}; var chance = (self.chance ? self.chance : options.seed ? new Chance(options.seed) : new Chance()); var clWeights = options.clWeights ? options.clWeights : [1,1,1]; var geWeights = options.geWeights ? options.geWeights : [1,1,1]; var alignment = chance.weighted(['Chaotic', 'Neutral', 'Lawful'], clWeights) + ' ' + chance.weighted(['Good', 'Neutral', 'Evil'], geWeights); if(alignment == 'Neutral Neutral') { alignment = 'True Neutral'; } return alignment; }; }; //DEBUG - pass an instance of Grimoire var Debug = function(grimoire) { // jshint ignore:line //var self = this; this.grimoire = grimoire; if(!grimoire) { console.error('did not get an instance of grimoire!'); return; } this.validateSources = function() { grimoire.SOURCES.forEach(function(source) { console.log('----', source.name, '----'); source.types.forEach(function(type) { if(type.source) { if(!source.data[type.name] || !source.data[type.name].data) { console.log(source.shortName + ' failed to load ' + type.name + '!'); } console.log(type.name, source.data[type.name]); if(type.name == TYPES.RINGS) { var weights = {}; weights[QUALITIES.MINOR] = 0; weights[QUALITIES.MEDIUM] = 0; weights[QUALITIES.MAJOR] = 0; source.data[type.name].data.forEach(function(ring) { if(!ring.cost || ring.cost < 0) { console.error('Invalid cost', ring.cost, 'for', ring.name); } if(!_.sum(ring.weight)) { console.error(ring.name, 'has no weight!'); } weights[QUALITIES.MINOR] += ring.weight.minor; weights[QUALITIES.MEDIUM] += ring.weight.medium; weights[QUALITIES.MAJOR] += ring.weight.major; }); console.log('Weights ', weights); } } }); }); }; };