public bool Create(PracticeType model)
 {
     try
     {
         if (model == null)
         {
             return(false);
         }
         var create = practiceTypeDAL.Create(model);
         return(create);
     }
     catch
     {
         return(false);
     }
 }
Beispiel #2
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        public JsonResult AddPractice(long PracticeID, long SemesterID)
        {
            var check = practiceService.GetByLoaiTTvaHocKy(PracticeID, SemesterID);

            if (check == null)
            {
                var practice = new PracticeType
                {
                    PracticeID = PracticeID,
                    SemesterID = SemesterID
                };
                bool status = practiceService.Create(practice);
                // 5. Trả về các Link được phân trang theo kích thước và số trang.
                return(Json(status, JsonRequestBehavior.AllowGet));
            }
            return(Json("Loại thực tập này đã có trong kì học", JsonRequestBehavior.AllowGet));
        }
Beispiel #3
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        public bool Create(PracticeType model)
        {
            try
            {
                //Initialization empty item
                var item = new PracticeType();

                //Set value for item with value from model
                item.PracticeID = model.PracticeID;
                item.SemesterID = model.SemesterID;

                //Add item to entity
                context.PracticeTypes.Add(item);
                //Save to database
                context.SaveChanges();
                return(true);
            }
            catch
            {
                return(false);
            }
        }
Beispiel #4
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        /// <summary>
        /// Practice a skill.  Has a random chance of improving the skill.
        /// </summary>
        /// <param name="skill"></param>
        public void PracticeSkill( Skill skill, PracticeType practiceType )
        {
            if( IsNPC() || practiceType == PracticeType.none)
            {
                return;
            }

            int aptitude = 0;
            if (((PC)this).SkillAptitude.ContainsKey(skill.Name))
            {
                aptitude = ((PC)this).SkillAptitude[skill.Name];
            }

            int chance = 5 + (GetCurrInt() / 10);
            // Modify for difficulty.  We can't do anything about 'only on success', so we assume it
            // succeeded if they made it into this function.
            switch (practiceType)
            {
                default:
                    break;
                case PracticeType.easy:
                    chance *= 2;
                    break;
                case PracticeType.difficult:
                    chance /= 2;
                    break;
            }

            // Have to be below the max and below 95% and make a successful
            // skill check and be able to have the skill.
            if (HasLevelForSkill(skill)
                    && (aptitude < Limits.MAX_SKILL_ADEPT)
                    // Cap skill gains at 26 + 2x the number of levels the char is past gaining the skill.
                    && aptitude < (26 + (2 * Level - skill.ClassAvailability[(int)CharacterClass.ClassNumber]))
                    && MUDMath.NumberRange( 1, 1000 ) <= ( 5 + ( GetCurrInt() / 10 ) ) )
            {
                ((PC)this).SkillAptitude[skill.Name] = aptitude + 1;
                string buf = "&+cYe feel yer skill in " + skill.Name + " improving.&n\r\n";
                SendText( buf );
            }
            return;
        }
Beispiel #5
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 /// <summary>
 /// Practice a skill by name.
 /// </summary>
 /// <param name="name"></param>
 public void PracticeSkill(string name, PracticeType practiceType)
 {
     // Can only practice a skill if it exists.
     if (Skill.SkillList.ContainsKey(name))
     {
         PracticeSkill(Skill.SkillList[name], practiceType);
     }
 }
Beispiel #6
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        /// <summary>
        /// Makes a skill check with the specified modifier and automatically practices the skill in the process.
        /// </summary>
        /// <param name="skillName"></param>
        /// <param name="modifier"></param>
        /// <returns></returns>
        public bool CheckSkill(String skillName, int modifier, PracticeType practiceType)
        {
            if (!IsNPC())
            {
                PC pc = (PC)this;
                if (!HasSkill(skillName))
                {
                    return false;
                }
                bool success = (MUDMath.NumberPercent() < pc.SkillAptitude[skillName]);
                if (practiceType != PracticeType.only_on_success || success)
                {
                    PracticeSkill(skillName, practiceType);
                }
                return success;
            }
            else
            {
                if (!HasSkill(skillName))
                {
                    return false;
                }
                int chance = GetSkillChance(skillName);
                if (MUDMath.NumberPercent() < chance)
                {
                    return true;
                }
                return false;

            }
        }
Beispiel #7
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 public bool CheckSkill(String skillName, PracticeType practiceType)
 {
     return CheckSkill(skillName, 0, practiceType);
 }