Last active
December 16, 2015 09:39
-
-
Save boxofrox/5414640 to your computer and use it in GitHub Desktop.
Lazy stats accessor. Only recomputes value when necessary, but requires managing flags to avoid stale cache.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// need a static local variable here to ensure all new stats have unique'ish ids. | |
// stacking the same modifier is not possible. create a new object of the same modifier in order | |
// to apply the same effect twice. | |
var StatModifier = (function () { | |
var idCounter = 0; | |
return Base.extends({ | |
id: 0, | |
name: '', | |
affects: '', | |
offset: 0, | |
constructor: function (settings) { | |
settings = settings || {}; | |
// override defaults with settings | |
this.id = idCounter++; | |
_.extend(this, settings); | |
}, | |
toString: function () { | |
return '[' + name + ', ' + affects + ', ' + offset + ']'; | |
}, | |
}, | |
})(); | |
var Stat = Base.extends({ | |
name: '', | |
value: 0, | |
baseValue: 0, | |
modifiers: null, | |
constructor: function (name, startingValue) { | |
this.name = name || ''; | |
this.baseValue = startingValue || 0; | |
this.value = this.baseValue; | |
modifiers = {}; | |
}, | |
addModifier: function (mod) { | |
// ignore this modifier if it's invalid or has no effect | |
if (!mod || !mod.value) return; | |
// warning: this modifier affects some other stat | |
if (this.name == mod.affects) { | |
console.log('Attempted to add stat modifier ' + mod.toString() + ' to wrong stat, ' + this.name); | |
return; | |
} | |
// ignore this modifier if it's already applied. NOTE: this occurance is a bug. accounting elsewhere has failed D: | |
if (this.modifiers[mod.id] === mod) { | |
console.log('Attempting to re-add stat modifier, ' + mod.name + ', to stat, ' + this.name) | |
return; | |
} | |
this.modifiers[mod.id] = mod; | |
this.addOffset(mod.value); | |
}, | |
// why addOffset? because maybe some stats should extend and override this function. why? | |
// maybe some stats may have a floor/ceiling (clipped stat). maybe some can be negative or must be positive, etc. | |
// maybe some stats cannot change by more than 5 points (clipped offset), etc. | |
// this should be a private function. never use outside this class. | |
addOffset = function (offset) { | |
this.value += offset; | |
if (this.value < 0) this.value = 0; | |
}, | |
removeModifier = function (mod) { | |
if (mod && this.modifiers[mod.id]) { | |
this.modifiers[mod.id] = null; | |
} | |
}, | |
}); | |
// example: creating a stat | |
Game.player = new Player({ | |
skills: { | |
botany: new Stat({ | |
name: 'botany' | |
}), | |
}, | |
}); | |
// example: creating stat modifier | |
brownThumb = new StatModifier({ | |
name: 'brown thumb', | |
affects: 'botany', | |
offset: -5, | |
}); | |
// example: applying stat modifier | |
Game.player.skills.botany.addModifier(brownThumb); | |
// example: reading the base stat | |
value = Game.player.skills.botany.baseValue; | |
// example: reading the modified stat | |
value = Game.player.skills.botany.value; |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment