use of pcgen.cdom.inst.PCClassLevel in project pcgen by PCGen.
the class PCClass method copyLevelsFrom.
public void copyLevelsFrom(PCClass cl) {
for (Map.Entry<Integer, PCClassLevel> me : cl.levelMap.entrySet()) {
try {
PCClassLevel lvl = me.getValue().clone();
lvl.put(StringKey.QUALIFIED_KEY, getQualifiedKey());
lvl.put(ObjectKey.SOURCE_CAMPAIGN, get(ObjectKey.SOURCE_CAMPAIGN));
lvl.put(StringKey.SOURCE_PAGE, get(StringKey.SOURCE_PAGE));
lvl.put(StringKey.SOURCE_LONG, get(StringKey.SOURCE_LONG));
lvl.put(StringKey.SOURCE_SHORT, get(StringKey.SOURCE_SHORT));
lvl.put(StringKey.SOURCE_WEB, get(StringKey.SOURCE_WEB));
lvl.put(ObjectKey.SOURCE_DATE, get(ObjectKey.SOURCE_DATE));
lvl.put(ObjectKey.TOKEN_PARENT, this);
lvl.setName(getDisplayName() + "(" + lvl.get(IntegerKey.LEVEL) + ")");
lvl.ownBonuses(this);
levelMap.put(me.getKey(), lvl);
} catch (CloneNotSupportedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
use of pcgen.cdom.inst.PCClassLevel in project pcgen by PCGen.
the class PCClass method addLevel.
/**
* Adds a level of this class to the character.
*
* TODO: Split the PlayerCharacter code out of PCClass (i.e. the level
* property). Then have a joining class assigned to PlayerCharacter that
* maps PCClass and number of levels in the class.
*
*
* @param argLevelMax
* True if we should only allow extra levels if there are still
* levels in this class to take. (i.e. a lot of prestige classes
* stop at level 10, so if this is true it would not allow an
* 11th level of the class to be added
* @param bSilent
* True if we are not to show any dialog boxes about errors or
* questions.
* @param aPC
* The character we are adding the level to.
* @param ignorePrereqs
* True if prereqs for the level should be ignored. Used in
* situations such as when the character is being loaded.
* @return true or false
*/
/*
* REFACTOR Clearly this is part of the PCClass factory method that produces
* PCClassLevels combined with some other work that will need to be done to
* extract some of the complicated gunk out of here that goes out and puts
* information into PCLevelInfo and PlayerCharacter.
*/
public boolean addLevel(final boolean argLevelMax, final boolean bSilent, final PlayerCharacter aPC, final boolean ignorePrereqs) {
// Check to see if we can add a level of this class to the
// current character
final int newLevel = aPC.getLevel(this) + 1;
boolean levelMax = argLevelMax;
aPC.setAllowInteraction(false);
aPC.setLevelWithoutConsequence(this, newLevel);
if (!ignorePrereqs) {
// When loading a character, classes are added before feats, so
// this test would always fail on loading if feats are required
boolean doReturn = false;
if (!qualifies(aPC, this)) {
doReturn = true;
if (!bSilent) {
ShowMessageDelegate.showMessageDialog("This character does not qualify for level " + newLevel, Constants.APPLICATION_NAME, MessageType.ERROR);
}
}
aPC.setLevelWithoutConsequence(this, newLevel - 1);
if (doReturn) {
return false;
}
}
aPC.setAllowInteraction(true);
if (isMonster()) {
levelMax = false;
}
if (hasMaxLevel() && (newLevel > getSafe(IntegerKey.LEVEL_LIMIT)) && levelMax) {
if (!bSilent) {
ShowMessageDelegate.showMessageDialog("This class cannot be raised above level " + Integer.toString(getSafe(IntegerKey.LEVEL_LIMIT)), Constants.APPLICATION_NAME, MessageType.ERROR);
}
return false;
}
// Add the level to the current character
int total = aPC.getTotalLevels();
// No longer need this since the race now sets a bonus itself and Templates
// are not able to reassign their feats. There was nothing else returned in
// this number
// if (total == 0) {
// aPC.setFeats(aPC.getInitialFeats());
// }
setLevel(newLevel, aPC);
// the level has now been added to the character,
// so now assign the attributes of this class level to the
// character...
PCClassLevel classLevel = aPC.getActiveClassLevel(this, newLevel);
// Make sure that if this Class adds a new domain that
// we record where that domain came from
final int dnum = aPC.getMaxCharacterDomains(this, aPC) - aPC.getDomainCount();
if (dnum > 0 && !aPC.hasDefaultDomainSource()) {
aPC.setDefaultDomainSource(new ClassSource(this, newLevel));
}
// out
if (Globals.getUseGUI()) {
final int levels = SettingsHandler.isHPMaxAtFirstClassLevel() ? aPC.totalNonMonsterLevels() : aPC.getTotalLevels();
final boolean isFirst = levels == 1;
aPC.rollHP(this, aPC.getLevel(this), isFirst);
}
if (!aPC.isImporting()) {
DomainApplication.addDomainsUpToLevel(this, newLevel, aPC);
}
int levelUpStats = 0;
// i.e. a bonus feat every 3 levels
if (aPC.getTotalLevels() > total) {
boolean processBonusStats = true;
total = aPC.getTotalLevels();
if (isMonster()) {
// If we have less levels that the races monster levels
// then we can not give a stat bonus (i.e. an Ogre has
// 4 levels of Giant, so it does not get a stat increase at
// 4th level because that is already taken into account in
// its racial stat modifiers, but it will get one at 8th
LevelCommandFactory lcf = aPC.getRace().get(ObjectKey.MONSTER_CLASS);
int monLevels = 0;
if (lcf != null) {
monLevels = lcf.getLevelCount().resolve(aPC, "").intValue();
}
if (total <= monLevels) {
processBonusStats = false;
}
}
if (!aPC.isImporting()) {
if (processBonusStats) {
final int bonusStats = Globals.getBonusStatsForLevel(total, aPC);
if (bonusStats > 0) {
aPC.setPoolAmount(aPC.getPoolAmount() + bonusStats);
if (!bSilent && SettingsHandler.getShowStatDialogAtLevelUp()) {
levelUpStats = StatApplication.askForStatIncrease(aPC, bonusStats, true);
}
}
}
}
}
int spMod = getSkillPointsForLevel(aPC, classLevel, total);
PCLevelInfo pcl;
if (aPC.getLevelInfoSize() > 0) {
pcl = aPC.getLevelInfo(aPC.getLevelInfoSize() - 1);
if (pcl != null) {
pcl.setClassLevel(aPC.getLevel(this));
pcl.setSkillPointsGained(aPC, spMod);
pcl.setSkillPointsRemaining(pcl.getSkillPointsGained(aPC));
}
}
Integer currentPool = aPC.getSkillPool(this);
int newSkillPool = spMod + (currentPool == null ? 0 : currentPool);
aPC.setSkillPool(this, newSkillPool);
if (!aPC.isImporting()) {
//
if (levelUpStats > 0) {
StatApplication.askForStatIncrease(aPC, levelUpStats, false);
}
if (newLevel == 1) {
AddObjectActions.doBaseChecks(this, aPC);
CDOMObjectUtilities.addAdds(this, aPC);
CDOMObjectUtilities.checkRemovals(this, aPC);
}
for (TransitionChoice<Kit> kit : classLevel.getSafeListFor(ListKey.KIT_CHOICE)) {
kit.act(kit.driveChoice(aPC), classLevel, aPC);
}
TransitionChoice<Region> region = classLevel.get(ObjectKey.REGION_CHOICE);
if (region != null) {
region.act(region.driveChoice(aPC), classLevel, aPC);
}
}
// this is a monster class, so don't worry about experience
if (isMonster()) {
return true;
}
if (!aPC.isImporting()) {
CDOMObjectUtilities.checkRemovals(this, aPC);
final int minxp = aPC.minXPForECL();
if (aPC.getXP() < minxp) {
aPC.setXP(minxp);
} else if (aPC.getXP() >= aPC.minXPForNextECL()) {
if (!bSilent) {
ShowMessageDelegate.showMessageDialog(SettingsHandler.getGame().getLevelUpMessage(), Constants.APPLICATION_NAME, MessageType.INFORMATION);
}
}
}
//
if (containsKey(ObjectKey.EXCHANGE_LEVEL) && (aPC.getLevel(this) == 1) && !aPC.isImporting()) {
ExchangeLevelApplication.exchangeLevels(aPC, this);
}
return true;
}
use of pcgen.cdom.inst.PCClassLevel in project pcgen by PCGen.
the class CharacterLevelsFacadeImpl method getClassLevel.
private PCClassLevel getClassLevel(CharacterLevelFacade level) {
if (level == null || !(level instanceof CharacterLevelFacadeImpl)) {
return null;
}
CharacterLevelFacadeImpl levelImpl = (CharacterLevelFacadeImpl) level;
int lvlIdx = levelImpl.getCharacterLevel() - 1;
final String classKeyName = charDisplay.getLevelInfoClassKeyName(lvlIdx);
PCClass aClass = theCharacter.getClassKeyed(classKeyName);
if (aClass != null) {
final int clsLvl = charDisplay.getLevelInfoClassLevel(lvlIdx);
PCClassLevel pcl = charDisplay.getActiveClassLevel(aClass, clsLvl - 1);
return pcl;
}
return null;
}
use of pcgen.cdom.inst.PCClassLevel in project pcgen by PCGen.
the class CharacterLevelsFacadeImpl method setHPRolled.
/**
* @see pcgen.core.facade.CharacterLevelsFacade#setHPRolled(int, int)
*/
@Override
public void setHPRolled(CharacterLevelFacade level, int hp) {
PCClassLevel classLevel = getClassLevel(level);
if (classLevel != null) {
theCharacter.setHP(classLevel, hp);
fireHitPointEvent(this, getLevelIndex(level), false);
}
}
use of pcgen.cdom.inst.PCClassLevel in project pcgen by PCGen.
the class PreVarTest method test2856622.
public void test2856622() {
LoadContext context = Globals.getContext();
final PCClass warrior = new PCClass();
warrior.setName("Warrior");
PCClassLevel level1 = warrior.getOriginalClassLevel(1);
context.unconditionallyProcess(level1, "SAB", "Test Works|PREVARGTEQ:CL,3");
assertTrue(context.getReferenceContext().resolveReferences(null));
PlayerCharacter character = this.getCharacter();
character.incrementClassLevel(1, warrior);
PCClassLoader loader = new PCClassLoader();
try {
SourceEntry se = new CampaignSourceEntry(new Campaign(), new URI("file://test"));
loader.completeObject(context, se, warrior);
List<SpecialAbility> sabList = level1.getListFor(ListKey.SAB);
assertNotNull(sabList);
assertEquals(1, sabList.size());
SpecialAbility sab = sabList.get(0);
assertFalse(sab.qualifies(character, warrior));
character.incrementClassLevel(1, warrior);
assertFalse(sab.qualifies(character, warrior));
character.incrementClassLevel(1, warrior);
assertTrue(sab.qualifies(character, warrior));
} catch (URISyntaxException | PersistenceLayerException e) {
fail(e.getMessage());
}
}
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