use of pcgen.core.bonus.BonusObj in project pcgen by PCGen.
the class StatTokenTest method testStatMods.
/**
* Test out the processing of stat mods, including stacking issues.
*/
public void testStatMods() {
PlayerCharacter pc = getCharacter();
StatToken statTok = new StatToken();
setPCStat(pc, dex, 10);
assertEquals("Stat Name.", "DEX", statTok.getToken("STAT.1.NAME", pc, null));
assertEquals("Total stat.", "+0", statTok.getToken("STAT.1.MOD", pc, null));
assertEquals("Temp stat.", "+0", statTok.getToken("STAT.1.MOD.NOEQUIP", pc, null));
assertEquals("Equip stat.", "+0", statTok.getToken("STAT.1.MOD.NOTEMP", pc, null));
assertEquals("No equip/temp stat.", "+0", statTok.getToken("STAT.1.MOD.NOEQUIP.NOTEMP", pc, null));
assertEquals("Base stat.", "+0", statTok.getToken("STAT.1.MOD.NOEQUIP.NOTEMP", pc, null));
pc.addEquipment(boots);
EquipSet es = new EquipSet("0.1", "Equipped");
pc.addEquipSet(es);
es = new EquipSet("0.1.2", "Feet", boots.getName(), boots);
pc.addEquipSet(es);
pc.setCalcEquipmentList();
pc.calcActiveBonuses();
assertEquals("Total stat.", "+1", statTok.getToken("STAT.1.MOD", pc, null));
assertEquals("Temp stat.", "+0", statTok.getToken("STAT.1.MOD.NOEQUIP", pc, null));
assertEquals("Equip stat.", "+1", statTok.getToken("STAT.1.MOD.NOTEMP", pc, null));
assertEquals("No equip/temp stat.", "+0", statTok.getToken("STAT.1.MOD.NOEQUIP.NOTEMP", pc, null));
assertEquals("Base stat.", "+0", statTok.getToken("STAT.1.BASEMOD", pc, null));
pc.setUseTempMods(true);
BonusObj bonus = spell.getRawBonusList(pc).get(0);
pc.addTempBonus(bonus, spell, pc);
pc.calcActiveBonuses();
assertEquals("Total stat.", "+2", statTok.getToken("STAT.1.MOD", pc, null));
assertEquals("Temp stat.", "+2", statTok.getToken("STAT.1.MOD.NOEQUIP", pc, null));
assertEquals("Equip stat.", "+1", statTok.getToken("STAT.1.MOD.NOTEMP", pc, null));
assertEquals("No equip/temp stat.", "+0", statTok.getToken("STAT.1.MOD.NOEQUIP.NOTEMP", pc, null));
assertEquals("Base stat.", "+0", statTok.getToken("STAT.1.BASEMOD", pc, null));
pc.addTemplate(template1);
pc.calcActiveBonuses();
assertEquals("Total stat.", "+2", statTok.getToken("STAT.1.MOD", pc, null));
assertEquals("Temp stat.", "+2", statTok.getToken("STAT.1.MOD.NOEQUIP", pc, null));
assertEquals("Equip stat.", "+1", statTok.getToken("STAT.1.MOD.NOTEMP", pc, null));
assertEquals("No equip/temp stat.", "+0", statTok.getToken("STAT.1.MOD.NOEQUIP.NOTEMP", pc, null));
assertEquals("Base stat.", "+0", statTok.getToken("STAT.1.BASEMOD", pc, null));
pc.addTemplate(template2);
pc.calcActiveBonuses();
assertEquals("Total stat.", "+2", statTok.getToken("STAT.1.MOD", pc, null));
assertEquals("Temp stat.", "+2", statTok.getToken("STAT.1.MOD.NOEQUIP", pc, null));
assertEquals("Equip stat.", "+1", statTok.getToken("STAT.1.MOD.NOTEMP", pc, null));
assertEquals("No equip/temp stat.", "+1", statTok.getToken("STAT.1.MOD.NOEQUIP.NOTEMP", pc, null));
assertEquals("Base stat.", "+0", statTok.getToken("STAT.1.BASEMOD", pc, null));
}
use of pcgen.core.bonus.BonusObj in project pcgen by PCGen.
the class StatTokenTest method testBonusStacking.
/**
* Test out the stacking of bonuses particularly when NOEUIP or NOTEMP
* are used.
*/
public void testBonusStacking() {
PlayerCharacter pc = getCharacter();
StatToken statTok = new StatToken();
setPCStat(pc, dex, 10);
assertEquals("Stat Name.", "DEX", statTok.getToken("STAT.1.NAME", pc, null));
assertEquals("Total stat.", "10", statTok.getToken("STAT.1", pc, null));
assertEquals("Temp stat.", "10", statTok.getToken("STAT.1.NOEQUIP", pc, null));
assertEquals("Equip stat.", "10", statTok.getToken("STAT.1.NOTEMP", pc, null));
assertEquals("No equip/temp stat.", "10", statTok.getToken("STAT.1.NOEQUIP.NOTEMP", pc, null));
assertEquals("Base stat.", "10", statTok.getToken("STAT.1.NOEQUIP.NOTEMP", pc, null));
pc.addEquipment(boots);
EquipSet es = new EquipSet("0.1", "Equipped");
pc.addEquipSet(es);
es = new EquipSet("0.1.2", "Feet", boots.getName(), boots);
pc.addEquipSet(es);
pc.setCalcEquipmentList();
pc.calcActiveBonuses();
assertEquals("Total stat.", "12", statTok.getToken("STAT.1", pc, null));
assertEquals("Temp stat.", "10", statTok.getToken("STAT.1.NOEQUIP", pc, null));
assertEquals("Equip stat.", "12", statTok.getToken("STAT.1.NOTEMP", pc, null));
assertEquals("No equip/temp stat.", "10", statTok.getToken("STAT.1.NOEQUIP.NOTEMP", pc, null));
assertEquals("Base stat.", "10", statTok.getToken("STAT.1.BASE", pc, null));
pc.setUseTempMods(true);
BonusObj bonus = spell.getRawBonusList(pc).get(0);
pc.addTempBonus(bonus, spell, pc);
pc.calcActiveBonuses();
assertEquals("Total stat.", "14", statTok.getToken("STAT.1", pc, null));
assertEquals("Temp stat.", "14", statTok.getToken("STAT.1.NOEQUIP", pc, null));
assertEquals("Equip stat.", "12", statTok.getToken("STAT.1.NOTEMP", pc, null));
assertEquals("No equip/temp stat.", "10", statTok.getToken("STAT.1.NOEQUIP.NOTEMP", pc, null));
assertEquals("Base stat.", "10", statTok.getToken("STAT.1.BASE", pc, null));
pc.addTemplate(template1);
pc.calcActiveBonuses();
assertEquals("Total stat.", "15", statTok.getToken("STAT.1", pc, null));
assertEquals("Temp stat.", "15", statTok.getToken("STAT.1.NOEQUIP", pc, null));
assertEquals("Equip stat.", "13", statTok.getToken("STAT.1.NOTEMP", pc, null));
assertEquals("No equip/temp stat.", "11", statTok.getToken("STAT.1.NOEQUIP.NOTEMP", pc, null));
assertEquals("Base stat.", "10", statTok.getToken("STAT.1.BASE", pc, null));
pc.addTemplate(template2);
pc.calcActiveBonuses();
assertEquals("Total stat.", "15", statTok.getToken("STAT.1", pc, null));
assertEquals("Temp stat.", "15", statTok.getToken("STAT.1.NOEQUIP", pc, null));
assertEquals("Equip stat.", "13", statTok.getToken("STAT.1.NOTEMP", pc, null));
assertEquals("No equip/temp stat.", "12", statTok.getToken("STAT.1.NOEQUIP.NOTEMP", pc, null));
assertEquals("Base stat.", "10", statTok.getToken("STAT.1.BASE", pc, null));
}
use of pcgen.core.bonus.BonusObj in project pcgen by PCGen.
the class ExportHandlerTest method setUp.
/**
* @see pcgen.AbstractCharacterTestCase#setUp()
*/
@Override
protected void setUp() throws Exception {
super.setUp();
PlayerCharacter character = getCharacter();
LoadContext context = Globals.getContext();
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);
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);
character.setSkillOrder(knowledge[0], 2);
Globals.getContext().getReferenceContext().importObject(knowledge[0]);
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);
character.setSkillOrder(knowledge[1], 3);
Globals.getContext().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"));
CDOMDirectSingleRef<PCStat> dexRef = CDOMDirectSingleRef.getRef(dex);
tumble.put(ObjectKey.KEY_STAT, dexRef);
character.setSkillOrder(tumble, 4);
Globals.getContext().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.put(ObjectKey.KEY_STAT, dexRef);
character.setSkillOrder(balance, 1);
aBonus = Bonus.newBonus(context, "SKILL|Balance|2|PRESKILL:1,Tumble=5|TYPE=Synergy.STACK");
if (aBonus != null) {
balance.addToListFor(ListKey.BONUS, aBonus);
}
Globals.getContext().getReferenceContext().importObject(balance);
SkillRankControl.modRanks(4.0, myClass, true, character, balance);
character.calcActiveBonuses();
weapon = new Equipment();
weapon.setName("TestWpn");
weapon.addToListFor(ListKey.TYPE, Type.WEAPON);
gem = new Equipment();
gem.setName("TestGem");
gem.addToListFor(ListKey.TYPE, Type.getConstant("gem"));
gem.setQty(1);
armor = new Equipment();
armor.setName("TestArmorSuit");
TestHelper.addType(armor, "armor.suit");
context.getReferenceContext().buildDerivedObjects();
context.getReferenceContext().resolveReferences(null);
}
use of pcgen.core.bonus.BonusObj in project pcgen by PCGen.
the class WeaponTokenTest method testWpnFinesse.
/**
* Test the processing of a finesseable weapon both with and without weapon finesse
* and temporary bonuses.
*/
public void testWpnFinesse() {
PlayerCharacter character = getCharacter();
assertEquals("Prof should be longsword", "KEY_LONGSWORD", fineSword.get(ObjectKey.WEAPON_PROF).get().getKeyName());
LoadContext context = Globals.getContext();
character.addEquipment(fineSword);
EquipSet es = new EquipSet("0.1.3", "Longsword (Fine)", fineSword.getName(), fineSword);
character.addEquipSet(es);
character.setCalcEquipmentList();
// Test weapon profs effects on large weapons
WeaponToken token = new WeaponToken();
assertEquals("Fine sword", "+18/+13/+8/+3", token.getToken("WEAPON.3.BASEHIT", character, null));
// Now apply weapon finess and check dex is used rather than str
Ability wpnFinesse = new Ability();
wpnFinesse.setName("Weapon Finesse");
wpnFinesse.setCDOMCategory(AbilityCategory.FEAT);
wpnFinesse.put(StringKey.KEY_NAME, "Weapon Finesse");
final BonusObj wfBonus = Bonus.newBonus(context, "COMBAT|TOHIT.Finesseable|((max(STR,DEX)-STR)+SHIELDACCHECK)|TYPE=NotRanged");
wpnFinesse.addToListFor(ListKey.BONUS, wfBonus);
addAbility(AbilityCategory.FEAT, wpnFinesse);
assertEquals("Fine sword", "+19/+14/+9/+4", token.getToken("WEAPON.3.BASEHIT", character, null));
// Add a temp penalty to dex and check that it is applied
character.setUseTempMods(true);
Spell spell2 = new Spell();
spell2.setName("Concrete Boots");
final BonusObj aBonus = Bonus.newBonus(context, "STAT|DEX|-4");
if (aBonus != null) {
spell2.addToListFor(ListKey.BONUS, aBonus);
}
BonusObj penalty = spell2.getRawBonusList(character).get(0);
character.addTempBonus(penalty, spell2, character);
character.calcActiveBonuses();
assertEquals("Fine sword", "+18/+13/+8/+3", token.getToken("WEAPON.3.BASEHIT", character, null));
}
use of pcgen.core.bonus.BonusObj in project pcgen by PCGen.
the class AbilityTokenTest method setUp.
/*
* @see TestCase#setUp()
*/
@Override
protected void setUp() throws Exception {
super.setUp();
PlayerCharacter character = getCharacter();
// Make some ability categories and add them to the game mode
Ability ab1 = TestHelper.makeAbility("Perform (Dance)", AbilityCategory.FEAT, "General.Fighter");
ab1.put(ObjectKey.MULTIPLE_ALLOWED, Boolean.FALSE);
ab1.put(ObjectKey.VISIBILITY, Visibility.DEFAULT);
List<Aspect> colourList = new ArrayList<>();
colourList.add(new Aspect("Colour", "Green"));
ab1.addToMapFor(MapKey.ASPECT, AspectName.getConstant("Colour"), colourList);
List<Aspect> sizeList = new ArrayList<>();
sizeList.add(new Aspect("Size", "L"));
ab1.addToMapFor(MapKey.ASPECT, AspectName.getConstant("Size"), sizeList);
List<Aspect> shapeList = new ArrayList<>();
Aspect cube = new Aspect("Shape", "Cube");
Prerequisite prereq = new Prerequisite();
prereq.setKind("ALIGN");
prereq.setKey("LG");
prereq.setOperator(PrerequisiteOperator.EQ);
cube.addPrerequisite(prereq);
shapeList.add(cube);
shapeList.add(new Aspect("Shape", "Icosahedron"));
ab1.addToMapFor(MapKey.ASPECT, AspectName.getConstant("Shape"), shapeList);
List<Aspect> sidesList = new ArrayList<>();
sidesList.add(new Aspect("Sides", "20"));
ab1.addToMapFor(MapKey.ASPECT, AspectName.getConstant("Sides"), sidesList);
List<Aspect> ageList = new ArrayList<>();
ageList.add(new Aspect("Age In Years", "2000"));
ab1.addToMapFor(MapKey.ASPECT, AspectName.getConstant("Age In Years"), ageList);
addAbility(AbilityCategory.FEAT, ab1);
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(Globals.getContext(), "SKILL|LIST|3");
if (aBonus != null) {
skillFocus.addToListFor(ListKey.BONUS, aBonus);
}
skillFocus.put(ObjectKey.MULTIPLE_ALLOWED, true);
Globals.getContext().unconditionallyProcess(skillFocus, "CHOOSE", "SKILL|ALL");
AbstractCharacterTestCase.applyAbility(character, AbilityCategory.FEAT, skillFocus, "KEY_Bluff");
AbstractCharacterTestCase.applyAbility(character, AbilityCategory.FEAT, skillFocus, "KEY_Listen");
character.calcActiveBonuses();
}
Aggregations