use of pcgen.core.bonus.BonusObj in project pcgen by PCGen.
the class ACTokenTest method setUp.
/*
* @see TestCase#setUp()
*/
@Override
protected void setUp() throws Exception {
super.setUp();
LoadContext context = Globals.getContext();
PlayerCharacter character = getCharacter();
setPCStat(character, dex, 14);
dex.removeListFor(ListKey.BONUS);
BonusObj aBonus = Bonus.newBonus(context, "COMBAT|AC|10|TYPE=Base");
if (aBonus != null) {
dex.addToListFor(ListKey.BONUS, aBonus);
}
// Ignoring max dex
aBonus = Bonus.newBonus(context, "COMBAT|AC|DEX|TYPE=Ability");
if (aBonus != null) {
dex.addToListFor(ListKey.BONUS, aBonus);
}
EquipSet def = new EquipSet("0.1", "Default");
character.addEquipSet(def);
character.setCalcEquipmentList();
character.calcActiveBonuses();
// Create non magic armor
chainShirt = new Equipment();
chainShirt.setName("Chain Shirt");
chainShirt.put(StringKey.KEY_NAME, "KEY_Chain_Shirt");
TestHelper.addType(chainShirt, "Armor.Light.Suit.Standard");
chainShirt.put(IntegerKey.AC_CHECK, -2);
aBonus = Bonus.newBonus(context, "COMBAT|AC|4|TYPE=Armor.REPLACE");
if (aBonus != null) {
chainShirt.addToListFor(ListKey.BONUS, aBonus);
}
// Create magic armor enhancement
masterwork = new EquipmentModifier();
masterwork.setName("Masterwork");
masterwork.put(StringKey.KEY_NAME, "MWORKA");
TestHelper.addType(masterwork, "Armor.Shield");
masterwork.addToListFor(ListKey.ITEM_TYPES, "Masterwork");
aBonus = Bonus.newBonus(context, "EQMARMOR|ACCHECK|1|TYPE=Enhancement");
if (aBonus != null) {
masterwork.addToListFor(ListKey.BONUS, aBonus);
}
context.getReferenceContext().importObject(masterwork);
plus1 = new EquipmentModifier();
plus1.setName("Plus 1 Enhancement");
plus1.put(StringKey.KEY_NAME, "PLUS1A");
TestHelper.addType(plus1, "Armor.Shield");
plus1.put(IntegerKey.PLUS, 1);
plus1.addToListFor(ListKey.ITEM_TYPES, "Enhancement");
plus1.addToListFor(ListKey.ITEM_TYPES, "Magic");
plus1.addToListFor(ListKey.ITEM_TYPES, "Plus1");
aBonus = Bonus.newBonus(context, "COMBAT|AC|1|TYPE=Armor.REPLACE");
if (aBonus != null) {
plus1.addToListFor(ListKey.BONUS, aBonus);
}
Globals.getContext().getReferenceContext().importObject(plus1);
// Load AC definitions - but only once
final GameMode gamemode = SettingsHandler.getGame();
if (!gamemode.isValidACType("Total")) {
gamemode.addACAdds("Total", Collections.singletonList(new ACControl("TOTAL")));
gamemode.addACAdds("Armor", Collections.singletonList(new ACControl("Armor")));
gamemode.addACAdds("Ability", Collections.singletonList(new ACControl("Ability")));
}
}
use of pcgen.core.bonus.BonusObj in project pcgen by PCGen.
the class TokenLibrary method addBonusClass.
/**
* Add a CLASS via a BONUS
*
* @return true if successful
*/
public static boolean addBonusClass(Class bonusClass) throws InstantiationException, IllegalAccessException {
if (BonusObj.class.isAssignableFrom(bonusClass)) {
final BonusObj bonusObj = (BonusObj) bonusClass.newInstance();
BONUS_TAG_MAP.put(bonusObj.getBonusHandled(), bonusClass);
return true;
}
return false;
}
use of pcgen.core.bonus.BonusObj in project pcgen by PCGen.
the class SkillCostDisplayTest method setUp.
/**
* @see pcgen.AbstractCharacterTestCase#setUp()
*/
@Override
protected void setUp() throws Exception {
super.setUp();
LoadContext context = Globals.getContext();
if (firstTime) {
firstTime = false;
pcClass = new PCClass();
TestHelper.makeSkill("Bluff", "Charisma", cha, true, SkillArmorCheck.NONE);
TestHelper.makeSkill("Listen", "Wisdom", wis, true, SkillArmorCheck.NONE);
skillFocus = TestHelper.makeAbility("Skill Focus", AbilityCategory.FEAT, "General");
BonusObj aBonus = Bonus.newBonus(context, "SKILL|LIST|3");
if (aBonus != null) {
skillFocus.addToListFor(ListKey.BONUS, aBonus);
}
skillFocus.put(ObjectKey.MULTIPLE_ALLOWED, true);
Globals.getContext().unconditionallyProcess(skillFocus, "CHOOSE", "SKILL|TYPE.Strength|TYPE.Dexterity|TYPE.Constitution|TYPE.Intelligence|TYPE.Wisdom|TYPE.Charisma");
persuasive = TestHelper.makeAbility("Persuasive", AbilityCategory.FEAT, "General");
aBonus = Bonus.newBonus(context, "SKILL|KEY_Bluff,KEY_Listen|2");
if (aBonus != null) {
persuasive.addToListFor(ListKey.BONUS, aBonus);
}
persuasive.put(ObjectKey.MULTIPLE_ALLOWED, false);
}
final PlayerCharacter character = getCharacter();
character.incrementClassLevel(1, pcClass);
}
use of pcgen.core.bonus.BonusObj in project pcgen by PCGen.
the class PlayerCharacterTest method setUp.
// /**
// * @return Test
// */
// public static Test suite()
// {
// return new TestSuite(PlayerCharacterTest.class);
// }
/**
* @see junit.framework.TestCase#setUp()
*/
@Override
protected void setUp() throws Exception {
super.setUp();
LoadContext context = Globals.getContext();
// Giant Class
giantClass = new PCClass();
giantClass.setName("Giant");
BuildUtilities.setFact(giantClass, "ClassType", "Monster");
final BonusObj babClassBonus = Bonus.newBonus(context, "COMBAT|BASEAB|CL*3/4");
giantClass.getOriginalClassLevel(1).addToListFor(ListKey.BONUS, babClassBonus);
context.getReferenceContext().importObject(giantClass);
// Human
human = new Race();
final BonusObj humanRaceFeatBonus = Bonus.newBonus(context, "FEAT|POOL|2");
human.addToListFor(ListKey.BONUS, humanRaceFeatBonus);
human.ownBonuses(human);
// Giant Race
giantRace = new Race();
giantRace.setName("Ogre");
giantRace.put(ObjectKey.MONSTER_CLASS, new LevelCommandFactory(CDOMDirectSingleRef.getRef(giantClass), FormulaFactory.getFormulaFor(4)));
giantRace.addToListFor(ListKey.HITDICE_ADVANCEMENT, 100);
final BonusObj giantRaceFeatBonus = Bonus.newBonus(context, "FEAT|POOL|1");
giantRace.addToListFor(ListKey.BONUS, giantRaceFeatBonus);
giantRace.ownBonuses(giantRace);
context.getReferenceContext().importObject(giantRace);
// Create the monster class type
SettingsHandler.getGame().addClassType("Monster CRFORMULA:0 ISMONSTER:YES XPPENALTY:NO");
pcClass = new PCClass();
pcClass.setName("MyClass");
BuildUtilities.setFact(pcClass, "SpellType", "Arcane");
context.getReferenceContext().importObject(pcClass);
classMemDivine = new PCClass();
classMemDivine.setName("MemDivine");
BuildUtilities.setFact(classMemDivine, "SpellType", "Divine");
classMemDivine.put(ObjectKey.MEMORIZE_SPELLS, true);
context.unconditionallyProcess(classMemDivine, "SPELLSTAT", "WIS");
context.unconditionallyProcess(classMemDivine.getOriginalClassLevel(1), "CAST", "3,2,2");
context.unconditionallyProcess(classMemDivine, "BONUS", "DOMAIN|NUMBER|1");
context.getReferenceContext().importObject(classMemDivine);
classWarmind = new PCClass();
classWarmind.setName("Warmind");
context.getReferenceContext().importObject(classWarmind);
class2LpfM = new PCClass();
class2LpfM.setName("2LpfM");
BuildUtilities.setFact(class2LpfM, "ClassType", "Monster");
class2LpfM.put(IntegerKey.LEVELS_PER_FEAT, 2);
class2LpfM.put(StringKey.LEVEL_TYPE, "MONSTER");
context.getReferenceContext().importObject(class2LpfM);
class3LpfM = new PCClass();
class3LpfM.setName("3LpfM");
BuildUtilities.setFact(class3LpfM, "ClassType", "Monster");
class3LpfM.put(IntegerKey.LEVELS_PER_FEAT, 3);
class3LpfM.put(StringKey.LEVEL_TYPE, "MONSTER");
context.getReferenceContext().importObject(class3LpfM);
class3LpfBlank = new PCClass();
class3LpfBlank.setName("3LpfBlank");
BuildUtilities.setFact(class3LpfBlank, "ClassType", "Foo");
class3LpfBlank.put(IntegerKey.LEVELS_PER_FEAT, 3);
context.getReferenceContext().importObject(class3LpfBlank);
toughness = new Ability();
toughness.setName("Toughness");
toughness.put(ObjectKey.MULTIPLE_ALLOWED, Boolean.TRUE);
toughness.put(ObjectKey.STACKS, Boolean.TRUE);
context.unconditionallyProcess(toughness, "CHOOSE", "NOCHOICE");
toughness.setCDOMCategory(AbilityCategory.FEAT);
final BonusObj aBonus = Bonus.newBonus(context, "HP|CURRENTMAX|3");
if (aBonus != null) {
toughness.addToListFor(ListKey.BONUS, aBonus);
}
context.getReferenceContext().importObject(toughness);
Ability exoticWpnProf = TestHelper.makeAbility("Exotic Weapon Proficiency", AbilityCategory.FEAT, "General.Fighter");
exoticWpnProf.put(ObjectKey.MULTIPLE_ALLOWED, Boolean.TRUE);
context.unconditionallyProcess(exoticWpnProf, "CHOOSE", "WEAPONPROFICIENCY|!PC[TYPE.Exotic]");
context.unconditionallyProcess(exoticWpnProf, "AUTO", "WEAPONPROF|%LIST");
WeaponProf wpnProfTestA = new WeaponProf();
wpnProfTestA.setName("Weapon A");
wpnProfTestA.put(StringKey.KEY_NAME, "Weapon A");
wpnProfTestA.addToListFor(ListKey.TYPE, Type.getConstant("Exotic"));
context.getReferenceContext().importObject(wpnProfTestA);
WeaponProf wpnProfTestB = new WeaponProf();
wpnProfTestB.setName("Weapon B");
wpnProfTestB.put(StringKey.KEY_NAME, "Weapon B");
wpnProfTestB.addToListFor(ListKey.TYPE, Type.getConstant("Exotic"));
context.getReferenceContext().importObject(wpnProfTestB);
WeaponProf wpnProfTestC = new WeaponProf();
wpnProfTestC.setName("Weapon C");
wpnProfTestC.put(StringKey.KEY_NAME, "Weapon C");
wpnProfTestC.addToListFor(ListKey.TYPE, Type.getConstant("Exotic"));
context.getReferenceContext().importObject(wpnProfTestC);
UIPropertyContext.setSingleChoiceAction(Constants.CHOOSER_SINGLE_CHOICE_METHOD_SELECT_EXIT);
ChooserFactory.pushChooserClassname(RandomChooser.class.getName());
context.unconditionallyProcess(pcClass.getOriginalClassLevel(1), "ADD", "FEAT|KEY_Exotic Weapon Proficiency (Weapon B)");
context.unconditionallyProcess(pcClass.getOriginalClassLevel(2), "ADD", "FEAT|KEY_Exotic Weapon Proficiency (Weapon A)");
context.unconditionallyProcess(pcClass.getOriginalClassLevel(3), "ADD", "FEAT|KEY_Exotic Weapon Proficiency (Weapon C)");
specialFeatCat = Globals.getContext().getReferenceContext().constructNowIfNecessary(AbilityCategory.class, "Special Feat");
specialFeatCat.setAbilityCategory(CDOMDirectSingleRef.getRef(AbilityCategory.FEAT));
specialAbilityCat = Globals.getContext().getReferenceContext().constructNowIfNecessary(AbilityCategory.class, "Special Ability");
luckDomain = TestHelper.makeDomain("Luck");
context.getReferenceContext().buildDerivedObjects();
luckDomainLvl1Spell = TestHelper.makeSpell("true strike");
luckDomainLvl2Spell = TestHelper.makeSpell("aid");
TestHelper.makeSpell("protection from energy");
context.unconditionallyProcess(luckDomain, "SPELLLEVEL", "DOMAIN|Luck=1|KEY_True Strike|Luck=2|KEY_Aid|Luck=3|KEY_Protection from Energy");
}
use of pcgen.core.bonus.BonusObj in project pcgen by PCGen.
the class StatListTest method setUp.
/**
* @see pcgen.AbstractCharacterTestCase#setUp()
*/
@Override
protected void setUp() throws Exception {
super.setUp();
PlayerCharacter pc = getCharacter();
LoadContext context = Globals.getContext();
locker = new PCTemplate();
locker.setName("locker");
CDOMDirectSingleRef<PCStat> strRef = CDOMDirectSingleRef.getRef(str);
locker.addToListFor(ListKey.STAT_LOCKS, new StatLock(strRef, FormulaFactory.getFormulaFor(12)));
unlocker = new PCTemplate();
unlocker.setName("unlocker");
unlocker.addToListFor(ListKey.UNLOCKED_STATS, strRef);
bonus = TestHelper.makeAbility("Bonus", AbilityCategory.FEAT, "General.Fighter");
BonusObj aBonus = Bonus.newBonus(context, "STAT|STR|7|TYPE=Enhancement");
if (aBonus != null) {
bonus.addToListFor(ListKey.BONUS, aBonus);
}
lockedBonus = TestHelper.makeAbility("LockedBonus", AbilityCategory.FEAT, "General.Fighter");
aBonus = Bonus.newBonus(context, "LOCKEDSTAT|STR|3|TYPE=Morale");
if (aBonus != null) {
lockedBonus.addToListFor(ListKey.BONUS, aBonus);
}
setPCStat(pc, str, 6);
}
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