Files
GrimoireJS/grimoire-core.js
T

851 lines
33 KiB
JavaScript

//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);
}
}
});
});
};
};