Beispiel #1
0
  @Override
  public PCClass clone() {
    PCClass aClass = null;

    try {
      aClass = (PCClass) super.clone();

      List<KnownSpellIdentifier> ksl = getListFor(ListKey.KNOWN_SPELLS);
      if (ksl != null) {
        aClass.removeListFor(ListKey.KNOWN_SPELLS);
        for (KnownSpellIdentifier ksi : ksl) {
          aClass.addToListFor(ListKey.KNOWN_SPELLS, ksi);
        }
      }
      Map<AttackType, Integer> acmap = getMapFor(MapKey.ATTACK_CYCLE);
      if (acmap != null && !acmap.isEmpty()) {
        aClass.removeMapFor(MapKey.ATTACK_CYCLE);
        for (Map.Entry<AttackType, Integer> me : acmap.entrySet()) {
          aClass.addToMapFor(MapKey.ATTACK_CYCLE, me.getKey(), me.getValue());
        }
      }

      aClass.levelMap = new TreeMap<>();
      for (Map.Entry<Integer, PCClassLevel> me : levelMap.entrySet()) {
        aClass.levelMap.put(me.getKey(), me.getValue().clone());
      }
    } catch (CloneNotSupportedException exc) {
      ShowMessageDelegate.showMessageDialog(
          exc.getMessage(), Constants.APPLICATION_NAME, MessageType.ERROR);
    }

    return aClass;
  }
Beispiel #2
0
  /**
   * Get a temporary file name for outputting a character using a particular output template.
   *
   * @param templateFile The output template that will be used.
   * @return The temporary file, or null if it could not be created.
   */
  public static File getTempOutputFilename(File templateFile) {
    String extension =
        ExportUtilities.getOutputExtension(
            templateFile.getName(), ExportUtilities.isPdfTemplate(templateFile));

    try {
      // create a temporary file to view the character output
      return File.createTempFile(
          Constants.TEMPORARY_FILE_NAME, "." + extension, SettingsHandler.getTempPath());
    } catch (IOException ioe) {
      ShowMessageDelegate.showMessageDialog(
          "Could not create temporary preview file.", "PCGen", MessageType.ERROR);
      Logging.errorPrint("Could not create temporary preview file.", ioe);
      return null;
    }
  }
  /**
   * Remove a spell from the named book for the character. The request will be validated and any
   * errors shown to the user by the UIDelegate.
   *
   * @param spell The spell to be removed.
   * @param bookName The book to remove the spell from.
   * @return True if the removal worked, false if the selection was invalid.
   */
  private boolean removeSpellFromCharacter(SpellNode spell, String bookName) {
    if (!(spell.getSpell() instanceof SpellFacadeImplem)) {
      return false;
    }
    SpellFacadeImplem sfi = (SpellFacadeImplem) spell.getSpell();
    CharacterSpell charSpell = sfi.getCharSpell();
    SpellInfo spellInfo = sfi.getSpellInfo();
    if (charSpell == null || spellInfo == null) {
      return false;
    }

    final String errorMsg =
        pc.delSpell(spellInfo, (PCClass) spell.getSpellcastingClass(), bookName);

    if (errorMsg.length() > 0) {
      delegate.showErrorMessage(Constants.APPLICATION_NAME, errorMsg);
      ShowMessageDelegate.showMessageDialog(
          errorMsg, Constants.APPLICATION_NAME, MessageType.ERROR);
      return false;
    }

    return true;
  }
Beispiel #4
0
  /*
   * 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));
    }

    // Don't roll the hit points if the gui is not being used.
    // This is so GMGen can add classes to a person without pcgen flipping
    // 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;

    // Add any bonus feats or stats that will be gained from this level
    // 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()) {
        // We do not want to do these
        // calculations a second time when are
        // importing a character. The feat
        // number and the stat point pool are
        // already saved in the import file.

        // if (processBonusFeats) {
        //	final double bonusFeats = aPC.getBonusFeatsForNewLevel(this);
        //	if (bonusFeats > 0) {
        //		aPC.adjustFeats(bonusFeats);
        //	}
        // }

        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()) {
      //
      // Ask for stat increase after skill points have been calculated
      //
      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);
        }
      }
    }

    //
    // Allow exchange of classes only when assign 1st level
    //
    if (containsKey(ObjectKey.EXCHANGE_LEVEL) && (aPC.getLevel(this) == 1) && !aPC.isImporting()) {
      ExchangeLevelApplication.exchangeLevels(aPC, this);
    }
    return true;
  }