use of pcgen.core.pclevelinfo.PCLevelInfo in project pcgen by PCGen.
the class PlayerCharacter method getSkillPoints.
/**
* Get skill points.
*
* @return skill points
*/
public int getSkillPoints() {
int returnValue = 0;
// to display this as -x on the "Total Skill Points" field
for (PCLevelInfo li : getLevelInfo()) {
returnValue += li.getSkillPointsGained(this);
}
for (Skill aSkill : getSkillSet()) {
for (PCClass pcc : getSkillRankClasses(aSkill)) {
if (pcc != null) {
Double curRank = getSkillRankForClass(aSkill, pcc);
if (curRank == null) {
Logging.errorPrint("Got null on ranks for " + aSkill + " in class " + pcc);
curRank = 0.0d;
}
// Only add the cost for skills associated with a class.
// Skill ranks from feats etc are free.
final int cost = getSkillCostForClass(aSkill, pcc).getCost();
returnValue -= (int) (cost * curRank);
}
}
}
if (Globals.getGameModeHasPointPool()) {
// DO NOT CALL
returnValue += (int) getRemainingFeatPoints(false);
// getFeats() here! It
// will set up a
// recursive loop and
// result in a stack
// overflow!
}
return returnValue;
}
use of pcgen.core.pclevelinfo.PCLevelInfo 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.core.pclevelinfo.PCLevelInfo in project pcgen by PCGen.
the class CharacterLevelsFacadeImpl method investSkillPoints.
/**
* @see pcgen.core.facade.CharacterLevelsFacade#investSkillPoints(int, pcgen.core.facade.SkillFacade, int)
*/
@Override
public boolean investSkillPoints(CharacterLevelFacade level, SkillFacade skill, int points) {
if (points == 0 || level == null || !(level instanceof CharacterLevelFacadeImpl)) {
Logging.errorPrint("Invalid request to investSkillPoints in " + skill + ". Points: " + points + " level: " + level);
return false;
}
PCLevelInfo classLevel = getLevelInfo(level);
int skillPool;
if (Globals.getGameModeHasPointPool()) {
skillPool = theCharacter.getSkillPoints();
} else {
skillPool = classLevel.getSkillPointsRemaining();
if ((points < 0) && (((skillPool - points) > classLevel.getSkillPointsGained(theCharacter)) || !classHasRanksIn(skill, ((CharacterLevelFacadeImpl) level).getSelectedClass()))) {
level = findLevelWithSpentSkillPoints(points, skill);
if (level == null) {
delegate.showInfoMessage(Constants.APPLICATION_NAME, LanguageBundle.getFormattedString("in_iskErr_message_05", skill));
return false;
}
classLevel = getLevelInfo(level);
skillPool = classLevel.getSkillPointsRemaining();
}
}
if ((points > 0) && (points > skillPool)) {
delegate.showInfoMessage(Constants.APPLICATION_NAME, LanguageBundle.getFormattedString("in_iskErr_message_04a", String.valueOf(skillPool)));
return false;
}
SkillCost sc = getSkillCost(level, skill);
if (sc == null) {
Logging.errorPrint("Failed to get skillcost for skill " + skill + ". Could not process request to invest " + points + " in the skill");
return false;
}
if (sc.equals(SkillCost.EXCLUSIVE)) {
delegate.showInfoMessage(Constants.APPLICATION_NAME, LanguageBundle.getString("in_iskErr_message_06"));
return false;
}
final double cost = sc.getCost();
double rank = points / cost;
Skill aSkill = (Skill) skill;
boolean hasSkill = charDisplay.hasSkill(aSkill);
if (!hasSkill) {
SkillDisplay.updateSkillsOutputOrder(theCharacter, aSkill);
}
final String classKeyName = charDisplay.getLevelInfoClassKeyName(getLevelIndex(level));
PCClass aClass = theCharacter.getClassKeyed(classKeyName);
String errMessage = SkillRankControl.modRanks(rank, aClass, false, theCharacter, aSkill);
if (//$NON-NLS-1$
"".equals(errMessage)) {
classLevel.setSkillPointsRemaining(skillPool - points);
}
if (ChooseActivation.hasNewChooseToken(aSkill) && characterFacadeImpl != null) {
characterFacadeImpl.postLevellingUpdates();
}
if (!errMessage.isEmpty()) {
delegate.showInfoMessage(Constants.APPLICATION_NAME, errMessage);
return false;
}
updateSkillsTodo();
fireSkillPointEvent(this, getLevelIndex(level), false);
fireSkillBonusEvent(this, getLevelIndex(level), false);
return true;
}
use of pcgen.core.pclevelinfo.PCLevelInfo in project pcgen by PCGen.
the class CharacterLevelsFacadeImpl method findLevelWithSpentSkillPoints.
/**
* Find a level which has a certain number of points spent.
* @param points The negative number of points spent required.
* @param skill
* @return The level with spent points, or null if none match
*/
private CharacterLevelFacade findLevelWithSpentSkillPoints(int points, SkillFacade skill) {
for (int i = charLevels.size() - 1; i >= 0; i--) {
CharacterLevelFacadeImpl levelFacade = (CharacterLevelFacadeImpl) charLevels.get(i);
PCLevelInfo levelInfo = getLevelInfo(levelFacade);
if (levelInfo.getSkillPointsRemaining() - points <= levelInfo.getSkillPointsGained(theCharacter)) {
if (classHasRanksIn(skill, levelFacade.getSelectedClass())) {
return levelFacade;
}
}
}
return null;
}
use of pcgen.core.pclevelinfo.PCLevelInfo in project pcgen by PCGen.
the class CharacterLevelsFacadeImpl method setGainedSkillPoints.
/**
* @see pcgen.core.facade.CharacterLevelsFacade#setGainedSkillPoints(int, int)
*/
@Override
public void setGainedSkillPoints(CharacterLevelFacade level, int points) {
int spentSkillPoints = getSpentSkillPoints(level);
PCLevelInfo classLevel = getLevelInfo(level);
classLevel.setSkillPointsGained(theCharacter, points);
classLevel.setSkillPointsRemaining(points - spentSkillPoints);
fireSkillPointEvent(this, getLevelIndex(level), false);
}
Aggregations