Ejemplo n.º 1
0
  /*
   * REFACTOR This is BAD that this is referring to PCLevelInfo - that gets
   * VERY confusing as far as object interaction. Can we get rid of
   * PCLevelInfo altogether?
   */
  public final int getSkillPool(final PlayerCharacter aPC) {
    int returnValue = 0;
    // //////////////////////////////////
    // Using this method will return skills for level 0 even when there is
    // no information
    // Byngl - December 28, 2004
    // for (int i = 0; i <= level; i++)
    // {
    // final PCLevelInfo pcl = aPC.getLevelInfoFor(getKeyName(), i);
    //
    // if ((pcl != null) && pcl.getClassKeyName().equals(getKeyName()))
    // {
    // returnValue += pcl.getSkillPointsRemaining();
    // }
    // }
    for (PCLevelInfo pcl : aPC.getLevelInfo()) {
      if (pcl.getClassKeyName().equals(getKeyName())) {
        returnValue += pcl.getSkillPointsRemaining();
      }
    }
    // //////////////////////////////////

    return returnValue;
  }
Ejemplo n.º 2
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;
  }