Esempio n. 1
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        /*
         * Refer MainMenu.StartChargen which also calls CharacterBuildController.HandleLevelUpStart
         *
         */
        internal static void TestLevelup()
        {
            var unit           = CreateUnit();
            var descriptorJson = UnitSerialization.Serialize(unit.Descriptor);;

            if (Main.settings.ShowDollRoom)
            {
                ShowDollRoom(unit);
            }
            CharacterBuildController characterBuildController = Game.Instance.UI.CharacterBuildController;

            LevelPlanManager.CurrentLevelUpController = LevelUpController.Start(
                unit: unit.Descriptor,
                instantCommit: false,
                unitJson: descriptorJson,
                onSuccess: null,
                mode: LevelUpState.CharBuildMode.CharGen);

            /*CurrentLevelUpController.SelectPortrait(Game.Instance.BlueprintRoot.CharGen.Portraits[0]);
             * CurrentLevelUpController.SelectGender(Gender.Male);
             * CurrentLevelUpController.SelectRace(Game.Instance.BlueprintRoot.Progression.CharacterRaces[0]);
             * CurrentLevelUpController.SelectAlignment(Kingmaker.Enums.Alignment.TrueNeutral);
             * CurrentLevelUpController.SelectVoice(Game.Instance.BlueprintRoot.CharGen.MaleVoices[0]);
             * CurrentLevelUpController.SelectName("LevelPlan");*/
            Traverse.Create(characterBuildController).Property <LevelUpController>("LevelUpController").Value = LevelPlanManager.CurrentLevelUpController;
            characterBuildController.Unit = unit.Descriptor;
            characterBuildController.Show(true);
        }
 static void Prefix(LevelUpController __instance, BlueprintCharacterClass characterClass, bool applyMechanics)
 {
     if (IsAvailable())
     {
         Core.Debug($"{nameof(LevelUpController)}.{nameof(LevelUpController.SelectClass)}({characterClass}, {applyMechanics})");
     }
 }
 static void Prefix(LevelUpController __instance)
 {
     if (Core.Enabled)
     {
         Core.Mod.LevelUpController = __instance;
     }
 }
 static void Prefix(LevelUpController __instance, UnitDescriptor unit, bool autoCommit, JToken unitJson, LevelUpState.CharBuildMode mode)
 {
     if (Core.Enabled)
     {
         Core.Debug($"{nameof(LevelUpController)}..ctor({unit}, {(autoCommit ? "isAutoCommit" : "notAutoCommit")}, {unitJson?.Type}, {mode})");
     }
 }
        /*
         * Uses the CharacterBuildController to edit level plans
         * Refer MainMenu.StartChargen which sets up the state and then calls CharacterBuildController.HandleLevelUpStart
         *
         */
        public static void EditLevelPlan(LevelPlanHolder levelPlanHolder, int level)
        {
            var unit = levelPlanHolder.CreateUnit(level);

            if (Main.settings.ShowDollRoom)
            {
                ShowDollRoom(unit);
            }
            CharacterBuildController characterBuildController = Game.Instance.UI.CharacterBuildController;
            var mode = level == 1 ? LevelUpState.CharBuildMode.CharGen : LevelUpState.CharBuildMode.LevelUp;

            CurrentLevelUpController = LevelUpController.Start(
                unit: unit.Descriptor,
                instantCommit: false,
                unitJson: null,
                onSuccess: null,
                mode: mode);
            CurrentLevelUpController.SelectPortrait(Game.Instance.BlueprintRoot.CharGen.Portraits[0]);
            CurrentLevelUpController.SelectGender(Gender.Male);
            CurrentLevelUpController.SelectRace(Game.Instance.BlueprintRoot.Progression.CharacterRaces[0]);
            CurrentLevelUpController.SelectAlignment(Kingmaker.Enums.Alignment.TrueNeutral);
            CurrentLevelUpController.SelectVoice(Game.Instance.BlueprintRoot.CharGen.MaleVoices[0]);
            CurrentLevelUpController.SelectName("LevelPlan");
            Traverse.Create(characterBuildController).Property <LevelUpController>("LevelUpController").Value = CurrentLevelUpController;
            Traverse.Create(characterBuildController).Field("Mode").SetValue(CurrentLevelUpController.State.Mode);
            Traverse.Create(characterBuildController).Field("Unit").SetValue(unit.Descriptor);
            characterBuildController.Show(true);
        }
        static void Postfix(LevelUpController __instance)
        {
            if (!Settings.StateManager.State.cheatCombineParametrizedFeats)
            {
                return;
            }

            Main.DebugLog("Commit: Char=" + __instance.Unit?.CharacterName);

            if (__instance.State == null || __instance.State.Selections == null)
            {
                return;
            }

            foreach (var selection in __instance.State.Selections)
            {
                if (selection.SelectedItem?.Feature?.AssetGuid == null || selection.SelectedItem.Param?.WeaponCategory == null)
                {
                    continue;
                }

                Main.DebugLog("Selection: " + selection.SelectedItem.Name);

                if (guid_list.Contains(selection.SelectedItem.Feature.AssetGuid))
                {
                    Process(__instance.Unit, selection.SelectedItem.Feature.AssetGuid, selection.SelectedItem.Param.WeaponCategory.Value);
                }
            }
        }
Esempio n. 7
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        private LevelUpController AddLevel(UnitDescriptor unit, Dictionary <SelectionEntry, HashSet <int> > selectionsHistory, HashSet <int> spellHistory)
        {
            LevelUpController levelUpController = LevelUpController.Start(unit, true, null, null, LevelUpState.CharBuildMode.LevelUp);

            if (levelUpController.State.CanSelectRace)
            {
                BlueprintRace    race = unit.Progression.Race;
                DefaultBuildData data = ElementsContext.GetData <DefaultBuildData>();
                if (data != null)
                {
                    race = data.Race;
                }
                if (race != null)
                {
                    levelUpController.SelectRace(race);
                }
            }
            if (levelUpController.State.CanSelectRaceStat)
            {
                levelUpController.SelectRaceStat(instance.RaceStat);
            }
            this.ApplyStatsDistributionPreset(levelUpController);
            if (unit.Progression.GetClassLevel(instance.CharacterClass) <= 0)
            {
                foreach (BlueprintArchetype archetype in instance.Archetypes)
                {
                    levelUpController.AddArchetype(instance.CharacterClass, archetype);
                }
            }
            levelUpController.SelectClass(instance.CharacterClass, false);
            levelUpController.ApplyClassMechanics();
            this.PerformSelections(levelUpController, selectionsHistory, new LevelUpActionPriority?(LevelUpActionPriority.ReplaceSpellbook));
            levelUpController.ApplySpellbook();
            while (levelUpController.State.AttributePoints > 0 && instance.LevelsStat.IsAttribute())
            {
                levelUpController.SpendAttributePoint(instance.LevelsStat);
            }
            this.PerformSelections(levelUpController, selectionsHistory, new LevelUpActionPriority?(LevelUpActionPriority.ApplySkillPoints));
            levelUpController.ApplySkillPoints();
            while (levelUpController.State.SkillPointsRemaining > 0)
            {
                int skillPointsRemaining = levelUpController.State.SkillPointsRemaining;
                foreach (StatType skill in instance.Skills)
                {
                    if (levelUpController.State.SkillPointsRemaining <= 0)
                    {
                        break;
                    }
                    levelUpController.SpendSkillPoint(skill);
                }
                if (skillPointsRemaining == levelUpController.State.SkillPointsRemaining)
                {
                    break;
                }
            }
            this.PerformSelections(levelUpController, selectionsHistory, null);
            this.PerformSpellSelections(levelUpController, spellHistory);
            return(levelUpController);
        }
Esempio n. 8
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 public static bool IsManualPlayerUnit(this LevelUpController controller, bool allowPet = false, bool allowAutoCommit = false, bool allowPregen = false)
 {
     return(controller != null &&
            controller.Unit.IsPlayerFaction &&
            (allowPet || !controller.Unit.IsPet) &&
            (allowAutoCommit || !controller.AutoCommit) &&
            (allowPregen || !controller.State.IsPreGen()));
 }
Esempio n. 9
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 private static bool Prefix(LevelUpController __instance)
 {
     if (Main.Enabled)
     {
         MultipleClasses.levelUpController = __instance;
     }
     return(true);
 }
Esempio n. 10
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 public LevelUpState(StateMachine stateMachine, PlayerService playerService) : base(stateMachine)
 {
     _playerService = playerService;
     _levelUpModel  = new LevelUpModel();
     _spriteBatch   = new SpriteBatch(StateMachine.Game.GraphicsDevice);
     _view          = new LevelUpView(StateMachine.Game.Content, _spriteBatch, _levelUpModel, _playerService);
     _controller    = new LevelUpController(_levelUpModel, _playerService);
 }
Esempio n. 11
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 static bool Prefix(LevelUpController __instance)
 {
     if (Main.Enabled)
     {
         levelUpController = __instance;
     }
     return(true);
 }
Esempio n. 12
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 private static void Prefix(LevelUpController __instance)
 {
     if (IsAvailable())
     {
         // This is the critical place that gets called once before we go through all the level computations for setting up the level up screen
         Mod.Debug("LevelUpController_UpdatePreview_Patch");
         //Main.multiclassMod.AppliedMulticlassSet.Clear();
         //Main.multiclassMod.UpdatedProgressions.Clear();
     }
 }
        public void ApplyPlanAsFarAsPossible()
        {
            int effectiveLevel = LevelUpController.GetEffectiveLevel(this.Unit.Unit);

            while (this.Preview.Progression.CharacterLevel < effectiveLevel && this.HasNextLevelPlan)
            {
                this.ApplyLevelUpPlan(true);
                this.Commit();
            }
        }
Esempio n. 14
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 static void Postfix(LevelUpController __instance)
 {
     if (IsAvailable())
     {
         if (__instance.State.IsCharGen() && __instance.Unit.IsCustomCompanion() && CharGenSet.Count > 0)
         {
             CompanionSets.Add(__instance.Unit.CharacterName, new HashSet <string>(CharGenSet));
             CharGenSet.Clear();
         }
     }
 }
Esempio n. 15
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        public static bool IsManualPlayerUnit(this LevelUpController controller, bool allowPet = false, bool allowAutoCommit = false, bool allowPregen = false) =>
        //Main.Log($"controller: {controller} AutoCommit: {controller.AutoCommit}");
        //Main.Log($"    unit: {controller.Unit} isPlayerFaction: {controller.Unit.IsPlayerFaction} isPet: {controller.Unit.IsPet}");
        //Main.Log($"    levelup state: {controller.State}");

        controller != null &&
        controller.Unit.IsPlayerFaction &&
        (allowPet || !controller.Unit.IsPet
         //&& (allowAutoCommit || !controller.AutoCommit)
         //&& (allowPregen || !controller.State.IsPreGen()
        );
        public override void OnFactActivate()
        {
            // Note: this is different from the other favored class bonus components,
            // because the feature remains on the character, and kicks in at each level up.
            LevelUpController levelUp = Game.Instance.UI.CharacterBuildController.LevelUpController;

            if (levelUp.State.NextLevel == 1 && (Owner == levelUp.Preview || Owner == levelUp.Unit))
            {
                // Handle the level 1 hit point adjustment in the character generator.
                Apply(levelUp.State);
            }
        }
Esempio n. 17
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 static void Postfix(LevelUpController __instance)
 {
     if (IsAvailable())
     {
         var charGenMulticlassSet = settings.charGenMulticlassSet;
         if (__instance.State.IsCharGen() &&
             __instance.Unit.IsCustomCompanion() &&
             charGenMulticlassSet.Count > 0)
         {
             __instance.Unit.SetMulticlassSet(charGenMulticlassSet);
         }
     }
 }
        /*
         * Refer AddClassLevels.LevelUp and Player.CreateCustomCompanion
         */
        public UnitEntityData CreateUnit(int level)
        {
            //var playerUnit = ResourcesLibrary.TryGetBlueprint<BlueprintUnit>("4391e8b9afbb0cf43aeba700c089f56d");
            //var unit = new UnitDescriptor(playerUnit, null);
            var unit = Main.settings.DefaultPointBuy25 ?
                       Game.Instance.CreateUnitVacuum(BlueprintRoot.Instance.DefaultPlayerCharacter) :
                       Game.Instance.CreateUnitVacuum(BlueprintRoot.Instance.CustomCompanion);

            ApplyLevelPlan(unit.Descriptor);
            for (int i = 0; i < level; i++)
            {
                var levelUpController = LevelUpController.Start(unit.Descriptor, true);
            }
            return(unit);
        }
Esempio n. 19
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 static void Prefix(LevelUpController __instance, UnitDescriptor unit, bool autoCommit, LevelUpState.CharBuildMode mode)
 {
     if (IsAvailable() &&
         unit.Progression.CharacterLevel > 0 &&
         unit.IsPlayerFaction &&
         !unit.IsPet &&
         !autoCommit &&
         mode != LevelUpState.CharBuildMode.PreGen)
     {
         Core.Mod.IsLevelLocked = true;
     }
     else if (Core.Enabled)
     {
         Core.Mod.IsLevelLocked = false;
     }
 }
        static void CreateLevelPlan()
        {
            var unit     = Game.Instance.Player.MainCharacter.Value.Descriptor;
            var unitJson = UnitSerialization.Serialize(unit);
            CharacterBuildController characterBuildController = Game.Instance.UI.CharacterBuildController;

            CurrentLevelUpController = LevelUpController.Start(
                unit: unit,
                instantCommit: false,
                unitJson: unitJson,
                onSuccess: null,
                mode: LevelUpState.CharBuildMode.PreGen);
            Traverse.Create(characterBuildController).Property <LevelUpController>("LevelUpController").Value = CurrentLevelUpController;
            Traverse.Create(characterBuildController).Field("Mode").SetValue(CurrentLevelUpController.State.Mode);
            Traverse.Create(characterBuildController).Field("Unit").SetValue(unit);
            characterBuildController.Show(true);
        }
Esempio n. 21
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        private void ApplyStatsDistributionPreset(LevelUpController controller)
        {
            if (instance.Fact == null)
            {
                return;
            }
            LevelUpState state = controller.State;

            if (!state.StatsDistribution.Available)
            {
                return;
            }
            StatsDistributionPreset statsDistributionPreset = instance.Fact.Blueprint.GetComponents <StatsDistributionPreset>().FirstOrDefault((StatsDistributionPreset sd) => sd.TargetPoints == state.StatsDistribution.Points);

            if (statsDistributionPreset == null)
            {
                return;
            }
            controller.ApplyStatsDistributionPreset(statsDistributionPreset);
        }
Esempio n. 22
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 private void LevelUp(UnitDescriptor unit, int levels, bool fromFact)
 {
     using (new IgnorePrerequisites())
     {
         ClassLevelLimit component       = unit.Blueprint.GetComponent <ClassLevelLimit>();
         int             classLevelLimit = component == null ? int.MaxValue : component.LevelLimit;
         if (ElementsContext.GetData <DefaultBuildData>() != null)
         {
             classLevelLimit = 0;
         }
         Dictionary <SelectionEntry, HashSet <int> > selectionsHistory = new Dictionary <SelectionEntry, HashSet <int> >();
         HashSet <int> spellHistory = (instance.SelectSpells.Length <= 0) ? null : new HashSet <int>();
         for (int i = 0; i < levels; i++)
         {
             if (unit.Progression.CharacterLevel < classLevelLimit)
             {
                 Main.Log($"A: Adding level {i} unitlevel {unit.Progression.CharacterLevel}");
                 this.AddLevel(unit, selectionsHistory, spellHistory);
             }
             else
             {
                 Main.Log($"B: Adding level {i} unitlevel {unit.Progression.CharacterLevel}");
                 LevelUpPlanUnitHolder levelUpPlanUnitHolder = unit.Get <LevelUpPlanUnitHolder>();
                 if (levelUpPlanUnitHolder != null)
                 {
                     UnitDescriptor    unitDescriptor    = levelUpPlanUnitHolder.RequestPlan();
                     LevelUpController levelUpController = this.AddLevel(unitDescriptor, selectionsHistory, spellHistory);
                     unit.Progression.AddLevelPlan(levelUpController.GetPlan());
                 }
             }
         }
         this.PrepareSpellbook(unit);
         unit.Progression.ReapplyFeaturesOnLevelUp();
         UnitEntityView view = unit.Unit.View;
         if (view != null)
         {
             view.UpdateClassEquipment();
         }
         RestController.ApplyRest(unit);
     }
 }
Esempio n. 23
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 private void PerformSpellSelections(LevelUpController controller, HashSet <int> spellHistory)
 {
     for (int i = 0; i < instance.SelectSpells.Length; i++)
     {
         BlueprintAbility spell = instance.SelectSpells[i];
         if (!spellHistory.Contains(i))
         {
             foreach (SpellSelectionData spellSelectionData in controller.State.SpellSelections)
             {
                 if (spellSelectionData.HasEmpty())
                 {
                     int level = spellSelectionData.SpellList.GetLevel(spell);
                     if (level >= 0)
                     {
                         SpellSelectionData.SpellSelectionState spellSelectionState = spellSelectionData.LevelCount[level];
                         BlueprintAbility[] array = ((spellSelectionState != null) ? spellSelectionState.SpellSelections : null) ?? ((spellSelectionData.ExtraMaxLevel < level) ? null : spellSelectionData.ExtraSelected);
                         if (array != null)
                         {
                             int slotIndex = 0;
                             for (int j = 0; j < array.Length; j++)
                             {
                                 if (array[j] == null)
                                 {
                                     slotIndex = j;
                                     break;
                                 }
                             }
                             if (controller.SelectSpell(spellSelectionData.Spellbook, spellSelectionData.SpellList, level, spell, slotIndex))
                             {
                                 spellHistory.Add(i);
                                 break;
                             }
                         }
                     }
                 }
             }
         }
     }
 }
        public override void OnFactActivate()
        {
            try {
                Log.Write($"{GetType()}.OnFactActivate(), applied rank? {appliedRank}");
                int rank = Fact.GetRank();
                if (appliedRank >= rank)
                {
                    return;
                }

                // If we're in the level-up UI, apply the component
                LevelUpController levelUp = Game.Instance.UI.CharacterBuildController.LevelUpController;
                if (Owner == levelUp.Preview || Owner == levelUp.Unit)
                {
                    for (; appliedRank < rank; appliedRank++)
                    {
                        Apply(levelUp.State);
                    }
                }
            } catch (Exception e) {
                Log.Error(e);
            }
        }
Esempio n. 25
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 private static void Postfix(CharGenClassSelectorItemVM __instance,
                             BlueprintCharacterClass cls,
                             BlueprintArchetype archetype,
                             LevelUpController levelUpController,
                             INestedListSource source,
                             ReactiveProperty <CharGenClassSelectorItemVM> selectedArchetype,
                             ReactiveProperty <TooltipBaseTemplate> tooltipTemplate,
                             bool prerequisitesDone,
                             bool canSelect,
                             bool allowSwitchOff)
 {
     if (__instance.HasClassLevel)
     {
         var classData = levelUpController.Unit.Progression.GetClassData(cls);
         if (!classData.Archetypes.Any())
         {
             return;
         }
         var name        = classData.ArchetypesName();
         var DisplayName = AccessTools.Field(typeof(CharGenClassSelectorItemVM), "DisplayName");
         DisplayName.SetValue(__instance, $"{cls.Name} — {name}");
     }
 }
Esempio n. 26
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 static bool Prefix(LevelUpController __instance, [CanBeNull] JToken unitJson)
 {
     EventBus.RaiseEvent <ILevelUpStartHandler>((Action <ILevelUpStartHandler>)(h => h.HandleLevelUpStart(__instance.Unit)));
     return(true);
 }
 void Start()
 {
     Leveller = this;
     setVillage();
     updating = false;
 }
        /*
         * Create a level plan from BlueprintCharacterClass' defaultBuild
         * Refer AddClassLevels.LevelUp and LevelController.ApplyStatsDistributionPreset
         * LevelUpController.SelectDefaultClassBuild and CharacterBuildController.LoadDefaultProgression
         *
         * AddClassLevels and StatsDistributionPreset are both components of
         * BlueprintCharacterClass.DefaultBuild
         */
        public LevelPlanHolder(BlueprintCharacterClass defaultClass)
        {
            bool IsDefaultBuildPriority(LevelUpActionPriority priority)
            {
                return(priority != LevelUpActionPriority.Visual && priority != LevelUpActionPriority.Race && priority != LevelUpActionPriority.Class &&
                       priority != LevelUpActionPriority.ApplyClass && priority != LevelUpActionPriority.ApplySpellbook && priority != LevelUpActionPriority.ApplySkillPoints &&
                       priority != LevelUpActionPriority.Alignment);
            }

            using (new CodeTimer("Create default build"))
            {
                var defaultBuild   = defaultClass.DefaultBuild;
                var addClassLevels = defaultBuild.GetComponent <AddClassLevels>();
                var targetPoints   = Main.settings.DefaultPointBuy25 ? 25 : 20;
                var stats          = defaultBuild.GetComponents <StatsDistributionPreset>().FirstOrDefault(sd => sd.TargetPoints == targetPoints);
                //var race = Game.Instance.BlueprintRoot.Progression.CharacterRaces[0];
                var            race = ResourcesLibrary.TryGetBlueprint <BlueprintRace>("5c4e42124dc2b4647af6e36cf2590500");
                UnitEntityData unit = Main.settings.DefaultPointBuy25 ?
                                      Game.Instance.CreateUnitVacuum(BlueprintRoot.Instance.DefaultPlayerCharacter) :
                                      Game.Instance.CreateUnitVacuum(BlueprintRoot.Instance.CustomCompanion);
                var levelUpController = LevelUpController.Start(unit.Descriptor,
                                                                instantCommit: true,
                                                                mode: LevelUpState.CharBuildMode.CharGen);
                if (!levelUpController.SelectPortrait(Game.Instance.BlueprintRoot.CharGen.Portraits[0]))
                {
                    throw new Exception("Error selecting portrait");
                }
                if (!levelUpController.SelectGender(Gender.Male))
                {
                    throw new Exception("Error selecting gender");
                }
                if (!levelUpController.SelectRace(race))
                {
                    throw new Exception("Error selecting race");
                }
                //Default build must be aquired after selecting race but before selecting class
                levelUpController.Unit.Ensure <LevelUpPlanUnitHolder>();
                levelUpController.Unit.Progression.DropLevelPlans();
                levelUpController.Unit.AddFact(defaultBuild, null, null);
                LevelPlanData levelPlan = levelUpController.Unit.Progression.GetLevelPlan(levelUpController.State.NextLevel);
                if (!levelUpController.SelectClass(defaultClass))
                {
                    throw new Exception("Error selecting class");
                }
                levelUpController.LevelUpActions.RemoveAll((ILevelUpAction a) => IsDefaultBuildPriority(a.Priority));
                levelUpController.LevelUpActions.AddRange(from a in levelPlan.Actions
                                                          where IsDefaultBuildPriority(a.Priority)
                                                          select a);
                levelUpController.LevelUpActions = (from a in levelUpController.LevelUpActions
                                                    orderby a.Priority
                                                    select a).ToList();
                if (!levelUpController.SelectAlignment(Kingmaker.Enums.Alignment.TrueNeutral))
                {
                    throw new Exception("Error selecting alignment");
                }
                if (!levelUpController.SelectName($"Default {defaultClass.Name} Build"))
                {
                    throw new Exception("Error selecting name");
                }
                for (int i = 0; i < 20; i++)
                {
                    var plan = unit.Descriptor.Progression.GetLevelPlan(i + 1);
                    LevelPlanData[i] = plan;
                }
                LevelPlanData[0] = new LevelPlanData(1, levelUpController.LevelUpActions.ToArray());
            }
            using (new CodeTimer("Verify default build"))
            {
                VerifyLevelPlan();
            }
        }
        /*
         * Verify that a level plan is valid. We do this by creating a test unit and try to level it up with the leveling plan
         * Refer LevelUpController, LevelUpState.IsComplete CharacterBuildController.Next
         * CharBPhase.IsUnlocked
         */
        void VerifyLevelPlan()
        {
            var unitEntityData = Main.settings.DefaultPointBuy25 ?
                                 Game.Instance.CreateUnitVacuum(BlueprintRoot.Instance.DefaultPlayerCharacter) :
                                 Game.Instance.CreateUnitVacuum(BlueprintRoot.Instance.CustomCompanion);

            for (int i = 0; i < 20; i++)
            {
                if (i > 0)
                {
                    ValidLevels[i] = false;
                    Message[i]     = "TODO";
                    continue;
                }
                var levelUpLog        = new List <string>();
                var mode              = i == 0 ? LevelUpState.CharBuildMode.CharGen : LevelUpState.CharBuildMode.LevelUp;
                var levelUpController = LevelUpController.Start(unitEntityData.Descriptor, instantCommit: false, mode: mode);
                if (LevelPlanData[i] == null)
                {
                    throw new Exception($"Level plan is null for index {i}");
                }
                if (LevelPlanData[i].Actions == null)
                {
                    throw new Exception($"Actions not set for level plan {i}, level {LevelPlanData[i].Level}");
                }

                foreach (var action in LevelPlanData[i].Actions)
                {
                    if (!action.Check(levelUpController.State, unitEntityData.Descriptor))
                    {
                        levelUpLog.Add($"Invalid action: {Util.MakeActionReadable(action)}");
                    }
                    else
                    {
                        levelUpController.LevelUpActions.Add(action);
                        action.Apply(levelUpController.State, unitEntityData.Descriptor);
                        levelUpController.State.OnApplyAction();
                    }
                }
                unitEntityData.Descriptor.Progression.ReapplyFeaturesOnLevelUp();
                ValidLevels[i] = levelUpController.State.IsComplete() && levelUpLog.Count == 0;
                if (!levelUpController.State.IsComplete())
                {
                    if (!levelUpController.State.StatsDistribution.IsComplete())
                    {
                        levelUpLog.Add("Stat Distribution is incomplete");
                    }
                    if (levelUpController.State.CanSelectAlignment)
                    {
                        levelUpLog.Add("Alignment not selected");
                    }
                    if (levelUpController.State.CanSelectRace)
                    {
                        levelUpLog.Add("Race not selected");
                    }
                    if (levelUpController.State.CanSelectRaceStat)
                    {
                        levelUpLog.Add("CanSelectRaceStat");
                    }
                    if (levelUpController.State.CanSelectName)
                    {
                        levelUpLog.Add("CanSelectName");
                    }
                    if (levelUpController.State.CanSelectPortrait)
                    {
                        levelUpLog.Add("CanSelectPortrait");
                    }
                    if (levelUpController.State.CanSelectGender)
                    {
                        levelUpLog.Add("CanSelectGender");
                    }
                    if (!levelUpController.State.CanSelectVoice)
                    {
                        levelUpLog.Add("CanSelectVoice");
                    }
                    if (levelUpController.State.AttributePoints > 0)
                    {
                        levelUpLog.Add("Unassigned Attribute Points");
                    }
                    if (levelUpController.State.SelectedClass == null)
                    {
                        levelUpLog.Add("Class is null");
                    }
                    if (!levelUpController.State.IsSkillPointsComplete())
                    {
                        levelUpLog.Add("Unassigned Skill Points");
                    }
                    if (levelUpController.State.Selections.Any((FeatureSelectionState s) => !s.Selected && s.CanSelectAnything(levelUpController.State, unitEntityData.Descriptor)))
                    {
                        levelUpLog.Add("Unassinged Features");
                    }
                    if (levelUpController.State.SpellSelections.Any((SpellSelectionData data) => data.CanSelectAnything(unitEntityData.Descriptor)))
                    {
                        levelUpLog.Add("Unassigned Spells");
                    }
                }
                if (ValidLevels[i])
                {
                    Message[i] = "Valid level plan";
                }
                else
                {
                    Message[i] = $"Invalid level plan:\n{string.Join("\n", levelUpLog)}";
                }
            }
        }
Esempio n. 30
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 private static void Postfix(LevelUpController __instance)
 {
     Mod.Debug("Clearing Cache because LevelUpController.Commit called");
     CasterHelpers.ClearCachedSpellsLearned(__instance.Unit);
     CasterHelpers.CacheSpellsLearned(__instance.Unit);
 }
Esempio n. 31
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 private void Awake()
 {
     userDataController = new UserDataController(this, this);
     baseDataController = new BaseDataController(this, null);
     levelUpController  = new LevelUpController(this, null);
 }