use of pcgen.rules.context.LoadContext in project pcgen by PCGen.
the class EquipmentModifierTest method testChoice.
/**
* Test the expansion of the %CHOICE in a prereq for a bonus. Note as the
* options for the choice are processed in reverse order, we have to check the
* values in reverse order.
*/
public void testChoice() {
LoadContext context = Globals.getContext();
final EquipmentModifier eqMod = new EquipmentModifier();
final BonusObj aBonus = Bonus.newBonus(context, "WEAPON|TOHIT|-2|PREVARGT:%CHOICE,STR");
final Equipment e = new Equipment();
e.addAssociation(eqMod, "+1");
e.addAssociation(eqMod, "+2");
eqMod.addToListFor(ListKey.BONUS, aBonus);
final List<BonusObj> list = eqMod.getBonusList(e);
for (int j = list.size() - 1; j > 0; j--) {
final BonusObj bonusObj = list.get(j);
assertEquals("-2", bonusObj.getValue());
final Prerequisite prereq = bonusObj.getPrerequisiteList().get(0);
assertEquals("+" + (j + 1), prereq.getKey());
assertEquals("STR", prereq.getOperand());
}
assertEquals("-2", aBonus.getValue());
final Prerequisite prereq = aBonus.getPrerequisiteList().get(0);
assertEquals("%CHOICE", prereq.getKey());
}
use of pcgen.rules.context.LoadContext in project pcgen by PCGen.
the class SpellListTokenTest method setUp.
/*
* @see TestCase#setUp()
*/
@Override
protected void setUp() throws Exception {
super.setUp();
LoadContext context = Globals.getContext();
SettingsHandler.getGame().setSpellBaseDC("10+SPELLLEVEL+BASESPELLSTAT");
SimpleLoader<BonusSpellInfo> bonusSpellLoader = new SimpleLoader<>(BonusSpellInfo.class);
try {
URI testURI = new URI("file:/" + getClass().getName() + ".java");
bonusSpellLoader.parseLine(context, "1 BASESTATSCORE:12 STATRANGE:8", testURI);
bonusSpellLoader.parseLine(context, "2 BASESTATSCORE:14 STATRANGE:8", testURI);
bonusSpellLoader.parseLine(context, "3 BASESTATSCORE:16 STATRANGE:8", testURI);
} catch (URISyntaxException e) {
throw new UnreachableError(e);
}
// Human
human = new Race();
final BonusObj bon = Bonus.newBonus(context, "FEAT|POOL|2");
human.addToListFor(ListKey.BONUS, bon);
arcaneClass = new PCClass();
arcaneClass.setName("TestArcane");
BuildUtilities.setFact(arcaneClass, "SpellType", "Arcane");
context.unconditionallyProcess(arcaneClass, "SPELLSTAT", "CHA");
arcaneClass.put(ObjectKey.SPELLBOOK, false);
arcaneClass.put(ObjectKey.MEMORIZE_SPELLS, false);
context.unconditionallyProcess(arcaneClass.getOriginalClassLevel(1), "KNOWN", "4,2,1");
context.unconditionallyProcess(arcaneClass.getOriginalClassLevel(1), "CAST", "3,1,0");
context.getReferenceContext().importObject(arcaneClass);
divineClass = new PCClass();
divineClass.setName("TestDivine");
BuildUtilities.setFact(divineClass, "SpellType", "Divine");
context.unconditionallyProcess(divineClass, "SPELLSTAT", "WIS");
divineClass.put(ObjectKey.SPELLBOOK, false);
divineClass.put(ObjectKey.MEMORIZE_SPELLS, true);
context.unconditionallyProcess(divineClass.getOriginalClassLevel(1), "CAST", "3,1,0");
context.unconditionallyProcess(divineClass, "SPELLLEVEL", "CLASS|SPELLCASTER.Divine=1|Cure Light Wounds");
context.getReferenceContext().importObject(divineClass);
context.resolveDeferredTokens();
context.getReferenceContext().buildDerivedObjects();
context.getReferenceContext().resolveReferences(null);
}
use of pcgen.rules.context.LoadContext 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();
}
use of pcgen.rules.context.LoadContext 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.rules.context.LoadContext in project pcgen by PCGen.
the class BonusConvertPlugin method processBonus.
private String processBonus(TokenProcessEvent tpe, String key, String value) {
try {
LoadContext context = tpe.getContext();
CDOMObject obj = tpe.getPrimary();
if (context.processToken(obj, key, value)) {
context.commit();
} else {
context.rollback();
Logging.replayParsedMessages();
}
Logging.clearParseMessages();
Collection<String> output = context.unparse(obj);
if (output == null || output.isEmpty()) {
// Uh Oh
return ("Unable to unparse: " + key + ':' + value);
}
boolean needTab = false;
for (String s : output) {
if (needTab) {
tpe.append('\t');
}
needTab = true;
tpe.append(s);
}
tpe.consume();
} catch (PersistenceLayerException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
return null;
}
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