use of pcgen.core.GameMode in project pcgen by PCGen.
the class AbstractJunit4CharacterTestCase method setUp.
/**
* Sets up the absolute minimum amount of data to create a PlayerCharacter
* Object.
* @throws Exception
*/
@Before
public void setUp() throws Exception {
TestHelper.loadPlugins();
final GameMode gamemode = new GameMode("3.5");
gamemode.setBonusFeatLevels("3|3");
gamemode.setAlignmentText("Alignment");
final LevelInfo levelInfo = new LevelInfo();
levelInfo.setLevelString("LEVEL");
levelInfo.setMaxClassSkillString("LEVEL+3");
levelInfo.setMaxCrossClassSkillString("(LEVEL+3)/2");
gamemode.addLevelInfo("Normal", levelInfo);
gamemode.addXPTableName("Normal");
gamemode.setDefaultXPTableName("Normal");
LoadInfo loadable = gamemode.getModeContext().getReferenceContext().constructNowIfNecessary(LoadInfo.class, gamemode.getName());
loadable.addLoadScoreValue(0, BigDecimal.ONE);
GameModeFileLoader.addDefaultTabInfo(gamemode);
SystemCollections.addToGameModeList(gamemode);
SettingsHandler.setGame("3.5");
Globals.setUseGUI(false);
Globals.emptyLists();
str = BuildUtilities.createStat("Strength", "STR");
str.put(VariableKey.getConstant("LOADSCORE"), FormulaFactory.getFormulaFor("STRSCORE"));
str.put(VariableKey.getConstant("OFFHANDLIGHTBONUS"), FormulaFactory.getFormulaFor(2));
str.put(FormulaKey.STAT_MOD, FormulaFactory.getFormulaFor("floor(SCORE/2)-5"));
str.put(VariableKey.getConstant("MAXLEVELSTAT=" + str.getKeyName()), FormulaFactory.getFormulaFor(str.getKeyName() + "SCORE-10"));
dex = BuildUtilities.createStat("Dexterity", "DEX");
dex.put(FormulaKey.STAT_MOD, FormulaFactory.getFormulaFor("floor(SCORE/2)-5"));
dex.put(VariableKey.getConstant("MAXLEVELSTAT=" + dex.getKeyName()), FormulaFactory.getFormulaFor(dex.getKeyName() + "SCORE-10"));
PCStat con = BuildUtilities.createStat("Constitution", "CON");
con.put(FormulaKey.STAT_MOD, FormulaFactory.getFormulaFor("floor(SCORE/2)-5"));
con.put(VariableKey.getConstant("MAXLEVELSTAT=" + con.getKeyName()), FormulaFactory.getFormulaFor(con.getKeyName() + "SCORE-10"));
intel = BuildUtilities.createStat("Intelligence", "INT");
intel.put(FormulaKey.STAT_MOD, FormulaFactory.getFormulaFor("floor(SCORE/2)-5"));
intel.put(VariableKey.getConstant("MAXLEVELSTAT=" + intel.getKeyName()), FormulaFactory.getFormulaFor(intel.getKeyName() + "SCORE-10"));
wis = BuildUtilities.createStat("Wisdom", "WIS");
wis.put(FormulaKey.STAT_MOD, FormulaFactory.getFormulaFor("floor(SCORE/2)-5"));
wis.put(VariableKey.getConstant("MAXLEVELSTAT=" + wis.getKeyName()), FormulaFactory.getFormulaFor(wis.getKeyName() + "SCORE-10"));
cha = BuildUtilities.createStat("Charisma", "CHA");
cha.put(FormulaKey.STAT_MOD, FormulaFactory.getFormulaFor("floor(SCORE/2)-5"));
cha.put(VariableKey.getConstant("MAXLEVELSTAT=" + cha.getKeyName()), FormulaFactory.getFormulaFor(cha.getKeyName() + "SCORE-10"));
gamemode.setBonusFeatLevels("3|3");
SettingsHandler.setGame("3.5");
LoadContext context = Globals.getContext();
AbstractReferenceContext ref = context.getReferenceContext();
lg = BuildUtilities.createAlignment("Lawful Good", "LG");
ref.importObject(lg);
ln = BuildUtilities.createAlignment("Lawful Neutral", "LN");
ref.importObject(ln);
le = BuildUtilities.createAlignment("Lawful Evil", "LE");
ref.importObject(le);
ng = BuildUtilities.createAlignment("Neutral Good", "NG");
ref.importObject(ng);
tn = BuildUtilities.createAlignment("True Neutral", "TN");
ref.importObject(tn);
ne = BuildUtilities.createAlignment("Neutral Evil", "NE");
ref.importObject(ne);
cg = BuildUtilities.createAlignment("Chaotic Good", "CG");
ref.importObject(cg);
cn = BuildUtilities.createAlignment("Chaotic Neutral", "CN");
ref.importObject(cn);
ce = BuildUtilities.createAlignment("Chaotic Evil", "CE");
ref.importObject(ce);
ref.importObject(BuildUtilities.createAlignment("None", "NONE"));
ref.importObject(BuildUtilities.createAlignment("Deity's", "Deity"));
GameModeFileLoader.addDefaultWieldCategories(context);
ref.importObject(str);
ref.importObject(dex);
ref.importObject(con);
ref.importObject(intel);
ref.importObject(wis);
ref.importObject(cha);
ref.constructCDOMObject(Language.class, "All Language For Test");
BuildUtilities.createFact(context, "ClassType", PCClass.class);
FactDefinition<?, String> fd = BuildUtilities.createFact(context, "SpellType", PCClass.class);
fd.setSelectable(true);
fine = BuildUtilities.createSize("Fine", 0);
diminutive = BuildUtilities.createSize("Diminutive", 1);
tiny = BuildUtilities.createSize("Tiny", 2);
small = BuildUtilities.createSize("Small", 3);
medium = BuildUtilities.createSize("Medium", 4);
medium.put(ObjectKey.IS_DEFAULT_SIZE, true);
large = BuildUtilities.createSize("Large", 5);
huge = BuildUtilities.createSize("Huge", 6);
gargantuan = BuildUtilities.createSize("Gargantuan", 7);
colossal = BuildUtilities.createSize("Colossal", 8);
SourceFileLoader.createLangBonusObject(context);
GameModeFileLoader.addDefaultUnitSet(SettingsHandler.getGame());
SettingsHandler.getGame().selectDefaultUnitSet();
ref.importObject(AbilityCategory.FEAT);
SourceFileLoader.processFactDefinitions(context);
additionalSetUp();
if (!ref.resolveReferences(null)) {
fail("Unconstructed References");
}
context.resolvePostValidationTokens();
context.resolvePostDeferredTokens();
context.loadCampaignFacets();
character = new PlayerCharacter();
}
use of pcgen.core.GameMode in project pcgen by PCGen.
the class PCGenTestCase method setUp.
/**
* Sets up some basic stuff that must be present for tests to work.
*/
@Override
protected void setUp() throws Exception {
super.setUp();
final GameMode gamemode = new GameMode("3.5");
gamemode.setBonusFeatLevels("3|3");
gamemode.setAlignmentText("Alignment");
gamemode.addLevelInfo("Normal", new LevelInfo());
gamemode.addXPTableName("Normal");
gamemode.setDefaultXPTableName("Normal");
gamemode.clearLoadContext();
LoadInfo loadable = gamemode.getModeContext().getReferenceContext().constructNowIfNecessary(LoadInfo.class, gamemode.getName());
loadable.addLoadScoreValue(0, BigDecimal.ONE);
GameModeFileLoader.addDefaultTabInfo(gamemode);
SystemCollections.addToGameModeList(gamemode);
SettingsHandler.setGame("3.5");
count = 0;
}
use of pcgen.core.GameMode in project pcgen by PCGen.
the class IconTokenTest method testValidSyntax.
public void testValidSyntax() throws Exception {
GameMode gameMode = SettingsHandler.getGame();
assertNull("starting condition, eyegear icon should be null", gameMode.getEquipTypeIcon("Eyegear"));
IconToken token = new IconToken();
assertTrue("Parse should succeed", token.parse(gameMode, "Eyegear|preview/summary/images/icon_eye.png", uri));
assertEquals("Incorrect icon path", "preview/summary/images/icon_eye.png", gameMode.getEquipTypeIcon("Eyegear"));
assertEquals("Case misimatch fails", "preview/summary/images/icon_eye.png", gameMode.getEquipTypeIcon("EyegeaR"));
assertNull("Unknown type should be null", gameMode.getEquipTypeIcon("Unknown"));
}
use of pcgen.core.GameMode in project pcgen by PCGen.
the class PrePointBuyMethodTester method passes.
/**
* @see pcgen.core.prereq.PrerequisiteTest#passes(pcgen.core.PlayerCharacter)
*/
@Override
public int passes(final Prerequisite prereq, final CharacterDisplay display, CDOMObject source) {
int runningTotal = 0;
final GameMode gm = SettingsHandler.getGame();
if (gm != null) {
final String purchaseMode = gm.getPurchaseModeMethodName();
if ((purchaseMode != null) && purchaseMode.equalsIgnoreCase(prereq.getKey())) {
++runningTotal;
}
}
return countedTotal(prereq, runningTotal);
}
use of pcgen.core.GameMode in project pcgen by PCGen.
the class SkillSitTokenTest method setUp.
/**
* @see pcgen.AbstractCharacterTestCase#setUp()
*/
@Override
protected void setUp() throws Exception {
super.setUp();
PlayerCharacter character = getCharacter();
final LevelInfo levelInfo = new LevelInfo();
levelInfo.setLevelString("LEVEL");
levelInfo.setMaxClassSkillString("LEVEL+3");
levelInfo.setMaxCrossClassSkillString("(LEVEL+3)/2");
GameMode gamemode = SettingsHandler.getGame();
gamemode.addLevelInfo("Default", levelInfo);
//Stats
setPCStat(character, dex, 16);
setPCStat(character, intel, 17);
LoadContext context = Globals.getContext();
BonusObj aBonus = Bonus.newBonus(context, "MODSKILLPOINTS|NUMBER|INT");
if (aBonus != null) {
intel.addToListFor(ListKey.BONUS, aBonus);
}
// Race
Race testRace = new Race();
testRace.setName("TestRace");
character.setRace(testRace);
// Class
PCClass myClass = new PCClass();
myClass.setName("My Class");
myClass.put(FormulaKey.START_SKILL_POINTS, FormulaFactory.getFormulaFor(3));
character.incrementClassLevel(5, myClass, true);
//Skills
knowledge = new Skill[2];
knowledge[0] = new Skill();
context.unconditionallyProcess(knowledge[0], "CLASSES", "MyClass");
knowledge[0].setName("KNOWLEDGE (ARCANA)");
TestHelper.addType(knowledge[0], "KNOWLEDGE.INT");
CDOMDirectSingleRef<PCStat> intelRef = CDOMDirectSingleRef.getRef(intel);
knowledge[0].put(ObjectKey.KEY_STAT, intelRef);
context.getReferenceContext().importObject(knowledge[0]);
aBonus = Bonus.newBonus(context, "SITUATION|Tumble=On Hot Concrete|2");
if (aBonus != null) {
knowledge[0].addToListFor(ListKey.BONUS, aBonus);
}
SkillRankControl.modRanks(8.0, myClass, true, character, knowledge[0]);
knowledge[1] = new Skill();
context.unconditionallyProcess(knowledge[1], "CLASSES", "MyClass");
knowledge[1].setName("KNOWLEDGE (RELIGION)");
TestHelper.addType(knowledge[1], "KNOWLEDGE.INT");
knowledge[1].put(ObjectKey.KEY_STAT, intelRef);
aBonus = Bonus.newBonus(context, "SITUATION|Balance=On a Ball|2");
if (aBonus != null) {
knowledge[1].addToListFor(ListKey.BONUS, aBonus);
}
context.getReferenceContext().importObject(knowledge[1]);
SkillRankControl.modRanks(5.0, myClass, true, character, knowledge[1]);
tumble = new Skill();
context.unconditionallyProcess(tumble, "CLASSES", "MyClass");
tumble.setName("Tumble");
tumble.addToListFor(ListKey.TYPE, Type.getConstant("DEX"));
tumble.addToListFor(ListKey.SITUATION, "On Hot Concrete");
tumble.addToListFor(ListKey.SITUATION, "Down a Mountain");
CDOMDirectSingleRef<PCStat> dexRef = CDOMDirectSingleRef.getRef(dex);
tumble.put(ObjectKey.KEY_STAT, dexRef);
context.getReferenceContext().importObject(tumble);
SkillRankControl.modRanks(7.0, myClass, true, character, tumble);
balance = new Skill();
context.unconditionallyProcess(balance, "CLASSES", "MyClass");
balance.setName("Balance");
balance.addToListFor(ListKey.TYPE, Type.getConstant("DEX"));
balance.addToListFor(ListKey.SITUATION, "On a Ball");
balance.put(ObjectKey.KEY_STAT, dexRef);
aBonus = Bonus.newBonus(context, "SKILL|Balance|2|PRESKILL:1,Tumble=5|TYPE=Synergy.STACK");
if (aBonus != null) {
balance.addToListFor(ListKey.BONUS, aBonus);
}
context.getReferenceContext().importObject(balance);
SkillRankControl.modRanks(4.0, myClass, true, character, balance);
context.getReferenceContext().buildDerivedObjects();
context.getReferenceContext().resolveReferences(null);
character.calcActiveBonuses();
}
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