public void LoadFromHeroLab(XmlNode xmlStatBlockBaseNode) { Timekeeper.Start("load_char_attrib"); foreach (CharacterAttrib objAttribute in AttributeList.Concat(SpecialAttributeList)) { objAttribute.UnbindAttribute(); } AttributeList.Clear(); SpecialAttributeList.Clear(); XmlDocument objXmlDocument = XmlManager.Load(_objCharacter.IsCritter ? "critters.xml" : "metatypes.xml"); XmlNode xmlMetatypeNode = objXmlDocument.SelectSingleNode("/chummer/metatypes/metatype[name = \"" + _objCharacter.Metatype + "\"]"); XmlNode xmlCharNode = xmlMetatypeNode?.SelectSingleNode("metavariants/metavariant[name = \"" + _objCharacter.Metavariant + "\"]") ?? xmlMetatypeNode; // We only want to remake attributes for shifters in career mode, because they only get their second set of attributes when exporting from create mode into career mode XmlNode xmlCharNodeAnimalForm = _objCharacter.MetatypeCategory == "Shapeshifter" && _objCharacter.Created ? xmlMetatypeNode : null; foreach (string strAttribute in AttributeStrings) { // First, remake the attribute CharacterAttrib objAttribute = new CharacterAttrib(_objCharacter, strAttribute); objAttribute = RemakeAttribute(objAttribute, xmlCharNode); switch (CharacterAttrib.ConvertToAttributeCategory(objAttribute.Abbrev)) { case CharacterAttrib.AttributeCategory.Special: SpecialAttributeList.Add(objAttribute); break; case CharacterAttrib.AttributeCategory.Standard: AttributeList.Add(objAttribute); break; } if (xmlCharNodeAnimalForm != null) { objAttribute = new CharacterAttrib(_objCharacter, strAttribute, CharacterAttrib.AttributeCategory.Shapeshifter); objAttribute = RemakeAttribute(objAttribute, xmlCharNodeAnimalForm); switch (CharacterAttrib.ConvertToAttributeCategory(objAttribute.Abbrev)) { case CharacterAttrib.AttributeCategory.Special: SpecialAttributeList.Add(objAttribute); break; case CharacterAttrib.AttributeCategory.Standard: AttributeList.Add(objAttribute); break; } } // Then load in attribute karma levels (we'll adjust these later if the character is in Create mode) if (strAttribute == "ESS") // Not Essence though, this will get modified automatically instead of having its value set to the one HeroLab displays { continue; } XmlNode xmlHeroLabAttributeNode = xmlStatBlockBaseNode.SelectSingleNode("attributes/attribute[@name = \"" + GetAttributeEnglishName(strAttribute) + "\"]"); XmlNode xmlAttributeBaseNode = xmlHeroLabAttributeNode?.SelectSingleNode("@base"); if (xmlAttributeBaseNode != null && int.TryParse(xmlAttributeBaseNode.InnerText, out int intHeroLabAttributeBaseValue)) { int intAttributeMinimumValue = GetAttributeByName(strAttribute).MetatypeMinimum; if (intHeroLabAttributeBaseValue != intAttributeMinimumValue) { objAttribute.Karma = intHeroLabAttributeBaseValue - intAttributeMinimumValue; } } } if (!_objCharacter.Created && _objCharacter.BuildMethodHasSkillPoints) { // Allocate Attribute Points int intAttributePointCount = _objCharacter.TotalAttributes; CharacterAttrib objAttributeToPutPointsInto; // First loop through attributes where costs can be 100% covered with points do { objAttributeToPutPointsInto = null; int intAttributeToPutPointsIntoTotalKarmaCost = 0; foreach (CharacterAttrib objLoopAttribute in AttributeList) { if (objLoopAttribute.Karma == 0) { continue; } // Put points into the attribute with the highest total karma cost. // In case of ties, pick the one that would need more points to cover it (the other one will hopefully get picked up at a later cycle) int intLoopTotalKarmaCost = objLoopAttribute.TotalKarmaCost; if (objAttributeToPutPointsInto == null || (objLoopAttribute.Karma <= intAttributePointCount && (intLoopTotalKarmaCost > intAttributeToPutPointsIntoTotalKarmaCost || (intLoopTotalKarmaCost == intAttributeToPutPointsIntoTotalKarmaCost && objLoopAttribute.Karma > objAttributeToPutPointsInto.Karma)))) { objAttributeToPutPointsInto = objLoopAttribute; intAttributeToPutPointsIntoTotalKarmaCost = intLoopTotalKarmaCost; } } if (objAttributeToPutPointsInto != null) { objAttributeToPutPointsInto.Base = objAttributeToPutPointsInto.Karma; intAttributePointCount -= objAttributeToPutPointsInto.Karma; objAttributeToPutPointsInto.Karma = 0; } } while (objAttributeToPutPointsInto != null && intAttributePointCount > 0); // If any points left over, then put them all into the attribute with the highest karma cost if (intAttributePointCount > 0 && AttributeList.Any(x => x.Karma != 0)) { int intHighestTotalKarmaCost = 0; foreach (CharacterAttrib objLoopAttribute in AttributeList) { if (objLoopAttribute.Karma == 0) { continue; } // Put points into the attribute with the highest total karma cost. // In case of ties, pick the one that would need more points to cover it (the other one will hopefully get picked up at a later cycle) int intLoopTotalKarmaCost = objLoopAttribute.TotalKarmaCost; if (objAttributeToPutPointsInto == null || intLoopTotalKarmaCost > intHighestTotalKarmaCost || (intLoopTotalKarmaCost == intHighestTotalKarmaCost && objLoopAttribute.Karma > objAttributeToPutPointsInto.Karma)) { objAttributeToPutPointsInto = objLoopAttribute; intHighestTotalKarmaCost = intLoopTotalKarmaCost; } } if (objAttributeToPutPointsInto != null) { objAttributeToPutPointsInto.Base = intAttributePointCount; objAttributeToPutPointsInto.Karma -= intAttributePointCount; } } // Allocate Special Attribute Points intAttributePointCount = _objCharacter.TotalSpecial; // First loop through attributes where costs can be 100% covered with points do { objAttributeToPutPointsInto = null; int intAttributeToPutPointsIntoTotalKarmaCost = 0; foreach (CharacterAttrib objLoopAttribute in SpecialAttributeList) { if (objLoopAttribute.Karma == 0) { continue; } // Put points into the attribute with the highest total karma cost. // In case of ties, pick the one that would need more points to cover it (the other one will hopefully get picked up at a later cycle) int intLoopTotalKarmaCost = objLoopAttribute.TotalKarmaCost; if (objAttributeToPutPointsInto == null || (objLoopAttribute.Karma <= intAttributePointCount && (intLoopTotalKarmaCost > intAttributeToPutPointsIntoTotalKarmaCost || (intLoopTotalKarmaCost == intAttributeToPutPointsIntoTotalKarmaCost && objLoopAttribute.Karma > objAttributeToPutPointsInto.Karma)))) { objAttributeToPutPointsInto = objLoopAttribute; intAttributeToPutPointsIntoTotalKarmaCost = intLoopTotalKarmaCost; } } if (objAttributeToPutPointsInto != null) { objAttributeToPutPointsInto.Base = objAttributeToPutPointsInto.Karma; intAttributePointCount -= objAttributeToPutPointsInto.Karma; objAttributeToPutPointsInto.Karma = 0; } } while (objAttributeToPutPointsInto != null); // If any points left over, then put them all into the attribute with the highest karma cost if (intAttributePointCount > 0 && SpecialAttributeList.Any(x => x.Karma != 0)) { int intHighestTotalKarmaCost = 0; foreach (CharacterAttrib objLoopAttribute in SpecialAttributeList) { if (objLoopAttribute.Karma == 0) { continue; } // Put points into the attribute with the highest total karma cost. // In case of ties, pick the one that would need more points to cover it (the other one will hopefully get picked up at a later cycle) int intLoopTotalKarmaCost = objLoopAttribute.TotalKarmaCost; if (objAttributeToPutPointsInto == null || intLoopTotalKarmaCost > intHighestTotalKarmaCost || (intLoopTotalKarmaCost == intHighestTotalKarmaCost && objLoopAttribute.Karma > objAttributeToPutPointsInto.Karma)) { objAttributeToPutPointsInto = objLoopAttribute; intHighestTotalKarmaCost = intLoopTotalKarmaCost; } } if (objAttributeToPutPointsInto != null) { objAttributeToPutPointsInto.Base = intAttributePointCount; objAttributeToPutPointsInto.Karma -= intAttributePointCount; } } } ResetBindings(); _objCharacter.RefreshAttributeBindings(); Timekeeper.Finish("load_char_attrib"); }