コード例 #1
0
  public static void removeDomainsForLevel(
      PCClass cl, final int removedLevel, final PlayerCharacter aPC) {

    /*
     * Note this uses ALL of the domains up to and including this level,
     * because there is the possibility (albeit strange) that the PC was
     * qualified at a previous level change, but the PlayerCharacter is now
     * not qualified for the given Domain. Even this has quirks, since it is
     * only applied at the time of level increase, but I think that quirk
     * should be resolved by a CDOM system around 6.0 - thpr 10/23/06
     */
    for (QualifiedObject<CDOMSingleRef<Domain>> qo : cl.getSafeListFor(ListKey.DOMAIN)) {
      CDOMSingleRef<Domain> ref = qo.getObject(aPC, cl);
      if (ref == null) {
        ref = qo.getRawObject();
        aPC.removeDomain(ref.resolvesTo());
      }
    }
    for (int i = 0; i <= removedLevel; i++) {
      // TODO This stinks for really high level characters - can this ever
      // get null back?
      PCClassLevel pcl = aPC.getActiveClassLevel(cl, i);
      for (QualifiedObject<CDOMSingleRef<Domain>> qo : pcl.getSafeListFor(ListKey.DOMAIN)) {
        CDOMSingleRef<Domain> ref = qo.getObject(aPC, cl);
        if ((ref == null) || (i == removedLevel)) {
          ref = qo.getRawObject();
          aPC.removeDomain(ref.resolvesTo());
        }
      }
    }
  }
コード例 #2
0
ファイル: PreDeityAlignTester.java プロジェクト: oiml/pcgen
  /* (non-Javadoc)
   * @see pcgen.core.prereq.PrerequisiteTest#passes(pcgen.core.PlayerCharacter)
   */
  @Override
  public int passes(final Prerequisite prereq, final CharacterDisplay display, CDOMObject source) {

    //
    // If game mode doesn't support alignment, then pass the prereq
    //
    int runningTotal = 0;

    if (Globals.getGameModeAlignmentText().length() == 0) {
      runningTotal = 1;
    } else {
      CDOMSingleRef<PCAlignment> deityAlign = null; // $NON-NLS-1$
      Deity deity = display.getDeity();
      if (deity != null) {
        deityAlign = deity.get(ObjectKey.ALIGNMENT);
      }
      if (deityAlign != null) {
        String desiredAlignIdentifier = prereq.getOperand();
        PCAlignment desiredAlign = getPCAlignment(desiredAlignIdentifier);

        if (desiredAlign.equals(deityAlign.get())) {
          runningTotal = 1;
        }
      }
    }

    return countedTotal(prereq, runningTotal);
  }
コード例 #3
0
  public static void addDomainsUpToLevel(PCClass cl, final int aLevel, final PlayerCharacter aPC) {

    // any domains set by level would have already been saved
    // and don't need to be re-set at level up time
    if (aPC.isImporting()) {
      return;
    }

    /*
     * Note this uses ALL of the domains up to and including this level,
     * because there is the possibility (albeit strange) that the PC was not
     * qualified at a previous level change, but the PlayerCharacter is now
     * qualified for the given Domain. Even this has quirks, since it is
     * only applied at the time of level increase, but I think that quirk
     * should be resolved by a CDOM system around 6.0 - thpr 10/23/06
     */
    for (QualifiedObject<CDOMSingleRef<Domain>> qo : cl.getSafeListFor(ListKey.DOMAIN)) {
      CDOMSingleRef<Domain> ref = qo.getObject(aPC, cl);
      if (ref != null) {
        addDomain(aPC, cl, ref.resolvesTo());
      }
    }
    for (int i = 0; i <= aLevel; i++) {
      // TODO This stinks for really high level characters - can this ever
      // get null back?
      PCClassLevel pcl = aPC.getActiveClassLevel(cl, i);
      for (QualifiedObject<CDOMSingleRef<Domain>> qo : pcl.getSafeListFor(ListKey.DOMAIN)) {
        CDOMSingleRef<Domain> ref = qo.getObject(aPC, cl);
        if (ref != null) {
          addDomain(aPC, cl, ref.resolvesTo());
        }
      }
    }
  }
コード例 #4
0
ファイル: PCClass.java プロジェクト: grimreaper/pcgen
 /**
  * Returns the stat to use for bonus spells.
  *
  * <p>The method checks to see if a BONUSSPELLSTAT: has been set for the class. If it is set to a
  * stat that stat is returned. If it is set to None null is returned. If it is set to Default then
  * the BASESPELLSTAT is returned.
  *
  * @return the stat to use for bonus spells.
  */
 public PCStat bonusSpellStat() {
   Boolean hbss = get(ObjectKey.HAS_BONUS_SPELL_STAT);
   if (hbss == null) {
     return baseSpellStat();
   } else if (hbss) {
     CDOMSingleRef<PCStat> bssref = get(ObjectKey.BONUS_SPELL_STAT);
     if (bssref != null) {
       return bssref.get();
     }
   }
   return null;
 }
コード例 #5
0
ファイル: CompanionMod.java プロジェクト: oiml/pcgen
  public boolean appliesToRace(Race r) {
    List<CDOMSingleRef<Race>> list = getListFor(ListKey.APPLIED_RACE);
    if (list != null) {
      for (CDOMSingleRef<Race> ref : list) {
        Race race = ref.get();
        if (race.equals(r)) {
          return true;
        }
      }
    }

    return false;
  }
コード例 #6
0
ファイル: PCClass.java プロジェクト: grimreaper/pcgen
 /*
  * FINALPCCLASSANDLEVEL This is required in PCClassLevel and should be present in
  * PCClass for PCClassLevel creation (in the factory)
  */
 public final String getSpellBaseStat() {
   Boolean useStat = get(ObjectKey.USE_SPELL_SPELL_STAT);
   if (useStat == null) {
     return "None";
   } else if (useStat) {
     return "SPELL";
   }
   Boolean otherCaster = get(ObjectKey.CASTER_WITHOUT_SPELL_STAT);
   if (otherCaster) {
     return "OTHER";
   }
   CDOMSingleRef<PCStat> ss = get(ObjectKey.SPELL_STAT);
   // TODO This could be null, do we need to worry about it?
   return ss.get().getKeyName();
 }
コード例 #7
0
ファイル: KitSkill.java プロジェクト: timoc/pcgen-svn
  @Override
  public boolean testApply(Kit aKit, PlayerCharacter aPC, List<String> warnings) {
    skillsToAdd = new ArrayList<KitSkillAdd>();
    List<Skill> skillChoices = getSkillChoices(aPC);

    if (skillChoices == null || skillChoices.size() == 0) {
      // They didn't make a choice so don't add any ranks.
      return false;
    }
    for (Skill skill : skillChoices) {
      BigDecimal ranksLeftToAdd = getRank();
      if (ranksLeftToAdd == null) {
        ranksLeftToAdd = BigDecimal.ONE;
      }
      double ranksLeft = ranksLeftToAdd.doubleValue();
      List<PCClass> classList = new ArrayList<PCClass>();
      if (className != null) {
        String classKey = className.resolvesTo().getKeyName();
        // Make sure if they specified a class to add from we try that
        // class first.
        PCClass pcClass = aPC.getClassKeyed(classKey);
        if (pcClass != null) {
          classList.add(pcClass);
        } else {
          warnings.add(
              "SKILL: Could not find specified class " + classKey + " in PC to add ranks from.");
        }
      }
      for (PCClass pcClass : aPC.getClassSet()) {
        if (!classList.contains(pcClass)) {
          classList.add(pcClass);
        }
      }

      // Try and find a class we can add them from.
      boolean oldImporting = aPC.isImporting();
      aPC.setImporting(true);
      for (PCClass pcClass : classList) {
        final KitSkillAdd sta = addRanks(aPC, pcClass, skill, ranksLeft, isFree(), warnings);
        if (sta != null) {
          skillsToAdd.add(sta);
          ranksLeft -= sta.getRanks();
          if (ranksLeft <= 0.0) {
            break;
          }
        }
      }
      aPC.setImporting(oldImporting);
      if (ranksLeft > 0.0) {
        warnings.add(
            "SKILL: Could not add "
                + ranksLeft
                + " ranks to "
                + skill.getKeyName()
                + ". Not enough points.");
      }
    }
    return true;
  }
コード例 #8
0
ファイル: PCClass.java プロジェクト: grimreaper/pcgen
 /*
  * REFACTOR Why is this returning an INT and not a PCStat or something like
  * that? or why is the user not just using getSpellBaseStat and processing
  * the response by itself??
  */
 public PCStat baseSpellStat() {
   if (getSafe(ObjectKey.USE_SPELL_SPELL_STAT)) {
     return null;
   }
   if (getSafe(ObjectKey.CASTER_WITHOUT_SPELL_STAT)) {
     return null;
   }
   CDOMSingleRef<PCStat> ss = get(ObjectKey.SPELL_STAT);
   if (ss != null) {
     return ss.get();
   }
   if (Logging.isDebugMode()) {
     Logging.debugPrint(
         "Found Class: " + getDisplayName() + " that did not have any SPELLSTAT defined");
   }
   return null;
 }
コード例 #9
0
ファイル: AbilityToken.java プロジェクト: Nylanfs/pcgen
 @Override
 public <R> Collection<R> getCollection(PlayerCharacter pc, Converter<T, R> c) {
   /*
    * In theory the converter can be ignored here, since an equivalent
    * would exist within the ChooseInformation
    */
   List<R> currentItems = getList(pc, ref.get());
   if (currentItems == null) {
     return Collections.emptySet();
   }
   return new HashSet<>(currentItems);
 }
コード例 #10
0
ファイル: AbilityToken.java プロジェクト: Nylanfs/pcgen
 @Override
 public boolean equals(Object obj) {
   if (obj == this) {
     return true;
   }
   if (obj instanceof AbilityToken) {
     AbilityToken<?> other = (AbilityToken<?>) obj;
     if (ref == null) {
       return (other.ref == null) && (refClass == null) && (other.refClass == null);
     }
     return refClass.equals(other.refClass) && ref.equals(other.ref);
   }
   return false;
 }
コード例 #11
0
ファイル: AbilityLst.java プロジェクト: oiml/pcgen
  @Override
  public String[] unparse(LoadContext context, CDOMObject obj) {
    Collection<CDOMReference<? extends CDOMList<?>>> changedLists =
        context.getListContext().getChangedLists(obj, AbilityList.class);
    Changes<ListKey<ChooseSelectionActor<?>>> actors =
        context.getObjectContext().getListChanges(obj, ListKey.GA_CAKEYS);
    Set<String> returnSet = new TreeSet<String>();
    TripleKeyMapToList<
            Nature, CDOMSingleRef<AbilityCategory>, List<Prerequisite>, CDOMReference<Ability>>
        m =
            new TripleKeyMapToList<
                Nature,
                CDOMSingleRef<AbilityCategory>,
                List<Prerequisite>,
                CDOMReference<Ability>>();
    TripleKeyMapToList<
            Nature, CDOMSingleRef<AbilityCategory>, List<Prerequisite>, CDOMReference<Ability>>
        clear =
            new TripleKeyMapToList<
                Nature,
                CDOMSingleRef<AbilityCategory>,
                List<Prerequisite>,
                CDOMReference<Ability>>();

    Changes<ChooseSelectionActor<?>> listChanges =
        context.getObjectContext().getListChanges(obj, ListKey.NEW_CHOOSE_ACTOR);
    Collection<ChooseSelectionActor<?>> listAdded = listChanges.getAdded();
    if (listAdded != null && !listAdded.isEmpty()) {
      for (ChooseSelectionActor<?> csa : listAdded) {
        if (csa.getSource().equals(getTokenName())) {
          try {
            AbilitySelector as = (AbilitySelector) csa;
            StringBuilder sb = new StringBuilder();
            sb.append(as.getAbilityCategory().getLSTformat(false)).append(Constants.PIPE);
            sb.append(as.getNature()).append(Constants.PIPE);
            sb.append(as.getLstFormat());
            returnSet.add(sb.toString());
          } catch (PersistenceLayerException e) {
            context.addWriteMessage(getTokenName() + " encountered error: " + e.getMessage());
            return null;
          }
        }
      }
    }

    for (CDOMReference ref : changedLists) {
      AssociatedChanges<CDOMReference<Ability>> changes =
          context.getListContext().getChangesInList(getTokenName(), obj, ref);
      if (changes.includesGlobalClear()) {
        CDOMDirectSingleRef<AbilityList> dr = (CDOMDirectSingleRef<AbilityList>) ref;
        AbilityList al = dr.get();
        StringBuilder sb = new StringBuilder();
        sb.append(al.getCategory().getLSTformat(false)).append(Constants.PIPE);
        sb.append(al.getNature()).append(Constants.PIPE);
        sb.append(Constants.LST_DOT_CLEAR);
        returnSet.add(sb.toString());
      }
      MapToList<CDOMReference<Ability>, AssociatedPrereqObject> mtl =
          changes.getAddedAssociations();
      if (mtl != null) {
        for (CDOMReference<Ability> ab : mtl.getKeySet()) {
          for (AssociatedPrereqObject assoc : mtl.getListFor(ab)) {
            Nature nature = assoc.getAssociation(AssociationKey.NATURE);
            CDOMSingleRef<AbilityCategory> cat = assoc.getAssociation(AssociationKey.CATEGORY);
            m.addToListFor(nature, cat, assoc.getPrerequisiteList(), ab);
          }
        }
      }
      mtl = changes.getRemovedAssociations();
      if (mtl != null) {
        for (CDOMReference<Ability> ab : mtl.getKeySet()) {
          for (AssociatedPrereqObject assoc : mtl.getListFor(ab)) {
            Nature nature = assoc.getAssociation(AssociationKey.NATURE);
            CDOMSingleRef<AbilityCategory> cat = assoc.getAssociation(AssociationKey.CATEGORY);
            clear.addToListFor(nature, cat, assoc.getPrerequisiteList(), ab);
          }
        }
      }
    }

    for (Nature nature : m.getKeySet()) {
      for (CDOMSingleRef<AbilityCategory> category : m.getSecondaryKeySet(nature)) {
        for (List<Prerequisite> prereqs : m.getTertiaryKeySet(nature, category)) {
          StringBuilder sb = new StringBuilder();
          sb.append(category.getLSTformat(false)).append(Constants.PIPE);
          sb.append(nature);
          List<CDOMReference<Ability>> clearList = clear.removeListFor(nature, category, prereqs);
          if (clearList != null && !clearList.isEmpty()) {
            sb.append(Constants.PIPE);
            sb.append(Constants.LST_DOT_CLEAR_DOT);
            sb.append(
                ReferenceUtilities.joinLstFormat(
                    clearList, Constants.PIPE + Constants.LST_DOT_CLEAR_DOT));
          }
          sb.append(Constants.PIPE);
          sb.append(
              ReferenceUtilities.joinLstFormat(
                  m.getListFor(nature, category, prereqs), Constants.PIPE));
          if (prereqs != null && !prereqs.isEmpty()) {
            sb.append(Constants.PIPE);
            sb.append(getPrerequisiteString(context, prereqs));
          }
          returnSet.add(sb.toString());
        }
      }
    }
    for (Nature nature : clear.getKeySet()) {
      for (CDOMSingleRef<AbilityCategory> category : clear.getSecondaryKeySet(nature)) {
        for (List<Prerequisite> prereqs : clear.getTertiaryKeySet(nature, category)) {
          StringBuilder sb = new StringBuilder();
          sb.append(category.getLSTformat(false)).append(Constants.PIPE);
          sb.append(nature).append(Constants.PIPE).append(Constants.LST_DOT_CLEAR_DOT);
          sb.append(
              ReferenceUtilities.joinLstFormat(
                  clear.getListFor(nature, category, prereqs),
                  Constants.PIPE + Constants.LST_DOT_CLEAR_DOT));
          if (prereqs != null && !prereqs.isEmpty()) {
            sb.append(Constants.PIPE);
            sb.append(getPrerequisiteString(context, prereqs));
          }
          returnSet.add(sb.toString());
        }
      }
    }
    Collection<ListKey<ChooseSelectionActor<?>>> addedActors = actors.getAdded();
    if (addedActors != null) {
      for (ListKey<ChooseSelectionActor<?>> lk : addedActors) {
        Changes<ChooseSelectionActor<?>> cras = context.getObjectContext().getListChanges(obj, lk);
        for (ChooseSelectionActor<?> cra : cras.getAdded()) {
          if (getTokenName().equals(cra.getSource())) {
            try {
              AbilityTargetSelector ats = (AbilityTargetSelector) cra;
              StringBuilder sb = new StringBuilder();
              sb.append(ats.getAbilityCategory().getLSTformat(false)).append(Constants.PIPE);
              sb.append(ats.getNature()).append(Constants.PIPE).append(cra.getLstFormat());
              List<Prerequisite> prereqs = ats.getPrerequisiteList();
              if (prereqs != null && !prereqs.isEmpty()) {
                sb.append(Constants.PIPE);
                sb.append(getPrerequisiteString(context, prereqs));
              }
              returnSet.add(sb.toString());
            } catch (PersistenceLayerException e) {
              context.addWriteMessage(getTokenName() + " encountered error: " + e.getMessage());
              return null;
            }
          }
        }
      }
    }
    if (returnSet.isEmpty()) {
      return null;
    }
    return returnSet.toArray(new String[returnSet.size()]);
  }
コード例 #12
0
ファイル: SkillCostDisplay.java プロジェクト: cpmeister/pcgen
  /**
   * Builds up a string describing what makes up the misc modifier for a skill for a character. This
   * can either be in long form '+2[skill TUMBLE gteq 5|TYPE=SYNERGY.STACK]' or in short form
   * '+2[TUMBLE]'. Any modifiers that cannot be determined will be displayed as a single entry of
   * 'OTHER'.
   *
   * @param aPC The character associated with this skill.
   * @param shortForm True if the abbreviated form should be used.
   * @return The explanation of the misc modifier's make-up.
   */
  public static String getModifierExplanation(Skill sk, PlayerCharacter aPC, boolean shortForm) {
    double bonusObjTotal = 0.0;
    List<String> explanation = new ArrayList<>();
    String keyName = sk.getKeyName();
    String bonusKey = ("SKILL." + keyName).toUpperCase();
    for (BonusObj bonus : aPC.getActiveBonusList()) {
      // calculate bonus and add to activeBonusMap
      if (aPC.isApplied(bonus) && "SKILL".equals(bonus.getBonusName())) {
        boolean include = bonusForThisSkill(bonus, keyName);
        if (!include) {
          for (BonusPair bp : aPC.getStringListFromBonus(bonus)) {
            String bpKey = bp.fullyQualifiedBonusType.toUpperCase();
            if (bpKey.equals(bonusKey)) {
              include = true;
              break;
            }
          }
        }

        if (include) {
          double iBonus = 0;
          for (BonusPair bp : aPC.getStringListFromBonus(bonus)) {
            String bpKey = bp.fullyQualifiedBonusType.toUpperCase();
            if (bpKey.startsWith(bonusKey)) {
              iBonus += bp.resolve(aPC).doubleValue();
            }
          }
          if (!CoreUtility.doublesEqual(iBonus, 0.0)) {
            explanation.add(Delta.toString((int) iBonus) + aPC.getBonusContext(bonus, shortForm));
            bonusObjTotal += iBonus;
          }
        }
      }
    }

    StringBuilder bonusDetails = new StringBuilder();
    bonusDetails.append(StringUtil.joinToStringBuilder(explanation, " "));

    // TODO: Need to add other bonuses which are not encoded as bonus
    // objects
    // - familiars, racial, feats - and add them to bonusObjTotal

    double bonus;
    CDOMSingleRef<PCStat> statref = sk.get(ObjectKey.KEY_STAT);
    if (statref != null) {
      PCStat stat = statref.get();
      bonus = aPC.getStatModFor(stat);
      bonus += aPC.getTotalBonusTo("SKILL", "STAT." + stat.getKeyName());
      SkillCostDisplay.appendBonusDesc(bonusDetails, bonus, "STAT");
    }

    // The catch-all for non-bonusObj modifiers.
    bonus = aPC.getTotalBonusTo("SKILL", keyName) - bonusObjTotal;
    SkillCostDisplay.appendBonusDesc(bonusDetails, bonus, "OTHER");

    // loop through all current skill types checking for boni
    for (Type singleType : sk.getTrueTypeList(false)) {
      bonus = aPC.getTotalBonusTo("SKILL", "TYPE." + singleType);
      SkillCostDisplay.appendBonusDesc(bonusDetails, bonus, "TYPE." + singleType);
    }

    // now check for any lists of skills, etc
    bonus = aPC.getTotalBonusTo("SKILL", "LIST");
    SkillCostDisplay.appendBonusDesc(bonusDetails, bonus, "LIST");

    // now check for ALL
    bonus = aPC.getTotalBonusTo("SKILL", "ALL");
    SkillCostDisplay.appendBonusDesc(bonusDetails, bonus, "ALL");

    // these next two if-blocks try to get BONUS:[C]CSKILL|TYPE=xxx|y to
    // function
    if (aPC.isClassSkill(sk)) {
      bonus = aPC.getTotalBonusTo("CSKILL", keyName);
      SkillCostDisplay.appendBonusDesc(bonusDetails, bonus, "CSKILL");

      // loop through all current skill types checking for boni
      for (Type singleType : sk.getTrueTypeList(false)) {
        bonus = aPC.getTotalBonusTo("CSKILL", "TYPE." + singleType);
        SkillCostDisplay.appendBonusDesc(bonusDetails, bonus, "CSKILL");
      }

      bonus = aPC.getTotalBonusTo("CSKILL", "LIST");
      SkillCostDisplay.appendBonusDesc(bonusDetails, bonus, "CSKILL");
    }

    if (!aPC.isClassSkill(sk) && !sk.getSafe(ObjectKey.EXCLUSIVE)) {
      bonus = aPC.getTotalBonusTo("CCSKILL", keyName);
      SkillCostDisplay.appendBonusDesc(bonusDetails, bonus, "CCSKILL");

      // loop through all current skill types checking for boni
      for (Type singleType : sk.getTrueTypeList(false)) {
        bonus = aPC.getTotalBonusTo("CCSKILL", "TYPE." + singleType);
        SkillCostDisplay.appendBonusDesc(bonusDetails, bonus, "CCSKILL");
      }

      bonus = aPC.getTotalBonusTo("CCSKILL", "LIST");
      SkillCostDisplay.appendBonusDesc(bonusDetails, bonus, "CCSKILL");
    }

    // Encumbrance
    int aCheckMod = sk.getSafe(ObjectKey.ARMOR_CHECK).calculateBonus(aPC);
    SkillCostDisplay.appendBonusDesc(bonusDetails, aCheckMod, "ARMOR");

    String aString = SettingsHandler.getGame().getRankModFormula();
    if (!aString.isEmpty()) {
      aString =
          aString.replaceAll(
              Pattern.quote("$$RANK$$"), SkillRankControl.getTotalRank(aPC, sk).toString());
      bonus = aPC.getVariableValue(aString, "").intValue();
      SkillCostDisplay.appendBonusDesc(bonusDetails, bonus, "RANKS");
    }

    return bonusDetails.toString();
  }
コード例 #13
0
ファイル: KitSkill.java プロジェクト: timoc/pcgen-svn
  private KitSkillAdd addRanks(
      PlayerCharacter pc,
      PCClass pcClass,
      Skill aSkill,
      double ranksLeftToAdd,
      boolean isFree,
      List<String> warnings) {
    if (!isFree && pcClass.getSkillPool(pc) == 0) {
      return null;
    }

    double curRank = 0.0;
    if (pc.hasSkill(aSkill)) {
      curRank = pc.getRank(aSkill).doubleValue();
    }
    double ranksToAdd = ranksLeftToAdd;
    if (!Globals.checkRule(RuleConstants.SKILLMAX) && (ranksToAdd > 0.0)) {
      ranksToAdd = Math.min(pc.getMaxRank(aSkill, pcClass).doubleValue(), curRank + ranksLeftToAdd);
      ranksToAdd -= curRank;
      if (!CoreUtility.doublesEqual(ranksToAdd, ranksLeftToAdd)) {
        warnings.add(
            "SKILL: Could not add "
                + (ranksLeftToAdd - ranksToAdd)
                + " to "
                + aSkill.getDisplayName()
                + ". Exceeds MAXRANK of "
                + pc.getMaxRank(aSkill, pcClass)
                + ".");
      }
    }
    int ptsToSpend = 0;
    int[] points = new int[pc.getLevelInfoSize()];
    if (!isFree) {
      double ranksAdded = 0.0;
      int skillCost = pc.getSkillCostForClass(aSkill, pcClass).getCost();
      ptsToSpend = (int) (ranksToAdd * skillCost);
      for (int i = 0; i < pc.getLevelInfoSize(); i++) {
        PCLevelInfo info = pc.getLevelInfo(i);
        if (info.getClassKeyName().equals(pcClass.getKeyName())) {
          // We are spending this class' points.
          points[i] = info.getSkillPointsRemaining();
        } else {
          points[i] = -1;
        }
      }
      for (int i = 0; i < points.length; i++) {
        int remaining = points[i];
        if (remaining <= 0) {
          continue;
        }
        int left = remaining - Math.min(remaining, ptsToSpend);
        points[i] = left;
        int spent = (remaining - left);
        ptsToSpend -= spent;
        ranksAdded += ((double) spent / (double) skillCost);
        if (ranksAdded == ranksToAdd || ptsToSpend <= 0) {
          break;
        }
      }

      ranksToAdd = ranksAdded;
      ptsToSpend = (int) (ranksToAdd * skillCost);
    }
    pc.addSkill(aSkill);

    String ret = SkillRankControl.modRanks(ranksToAdd, pcClass, false, pc, aSkill);
    if (ret.length() > 0) {
      if (isFree && ret.indexOf("You do not have enough skill points.") != -1) {
        SkillRankControl.modRanks(ranksToAdd, pcClass, true, pc, aSkill);
      } else {
        warnings.add(ret);
        return null;
      }
    }
    if (!isFree) {
      for (int i = 0; i < pc.getLevelInfoSize(); i++) {
        PCLevelInfo info = pc.getLevelInfo(i);
        if (points[i] >= 0) {
          info.setSkillPointsRemaining(points[i]);
        }
      }
    }
    List<Language> langList = new ArrayList<Language>();
    if (ChooseActivation.hasChooseToken(aSkill) && !selection.isEmpty()) {
      ChoiceManagerList<Language> controller =
          ChooserUtilities.getConfiguredController(aSkill, pc, null, new ArrayList<String>());
      int limit = (int) ranksToAdd;
      for (CDOMSingleRef<Language> ref : selection) {
        Language lang = ref.resolvesTo();
        if (controller.conditionallyApply(pc, lang)) {
          langList.add(lang);
          limit--;
        }
        if (limit <= 0) {
          break;
        }
      }
    }
    return new KitSkillAdd(aSkill, ranksToAdd, ptsToSpend, langList, pcClass);
  }
コード例 #14
0
ファイル: AbilityToken.java プロジェクト: Nylanfs/pcgen
 @Override
 public String getLSTformat(boolean useAny) {
   return "ABILITY=" + category.getLSTformat() + "[" + ref.getLSTformat(useAny) + "]";
 }
コード例 #15
0
ファイル: AbilityToken.java プロジェクト: Nylanfs/pcgen
 @Override
 public int hashCode() {
   return ref == null ? -57 : ref.hashCode();
 }