Beispiel #1
0
        /// <summary>
        /// Determines whether objTalent is allowable for a List of Talents (Multi-selection).
        /// </summary>
        /// <param name="objTalent">A Talent object.</param>
        /// <param name="lstTalent">The list of Talents to be searched.</param>
        /// <returns>boolean</returns>
        static public bool TalentAllowableByTalentList(Talent objTalent, List <Talent> lstTalents)
        {
            bool blnReturn      = false;
            int  intTalentCount = 0;

            //If its not a multiple select talent then
            if (objTalent.MultipleSelection == 0)
            {
                if (!Talent.IsTalentInList(objTalent, lstTalents))
                {
                    blnReturn = true;
                }
            }
            else
            {
                //Multiple selection
                intTalentCount = TalentCountInList(objTalent, lstTalents);
                if (intTalentCount < objTalent.MultipleSelection)
                {
                    blnReturn = true;
                }
            }

            ////if true determine if we meet prereq for it.
            //if (blnReturn )
            //{
            //    blnReturn = objChar.QualifiedForTalent(objTalent);
            //}
            return(blnReturn);
        }
Beispiel #2
0
        static public bool FeatOrConditionsMeet(Character objChar, Feat objFeat)
        {
            bool returnVal = false;
            List <FeatPrereqORCondition> lstFPORCond = new List <FeatPrereqORCondition>();
            FeatPrereqORCondition        objFPORCond = new FeatPrereqORCondition();


            List <Talent> lstORTalents = new List <Talent>();
            List <Feat>   lstORFeats   = new List <Feat>();
            List <Race>   lstORRaces   = new List <Race>();
            List <TalentTalentTreeRequirement> lstORTalentTrees = new List <TalentTalentTreeRequirement>();
            List <TalentAbilityRequirement>    lstORAbility     = new List <TalentAbilityRequirement>();
            List <Skill> lstORSkill = new List <Skill>();

            lstFPORCond = objFPORCond.GetFeatPrereqORConditions(objFeat.FeatID);

            if (lstFPORCond.Count == 0)
            {
                returnVal = true;
            }
            else
            {
                foreach (FeatPrereqORCondition objOrCond in lstFPORCond)
                {
                    if (objOrCond.FeatRequirementID != 0)
                    {
                        Feat objFR = new Feat();
                        objFR.GetFeat(objOrCond.FeatRequirementID);
                        lstORFeats.Add(objFR);
                    }
                    if (objOrCond.TalentID != 0)
                    {
                        Talent objTalent = new Talent();
                        objTalent.GetTalent(objOrCond.TalentID);
                        lstORTalents.Add(objTalent);
                    }
                    if (objOrCond.RaceID != 0)
                    {
                        Race objRace = new Race();
                        objRace.GetRace(objOrCond.RaceID);
                        lstORRaces.Add(objRace);
                    }
                    if (objOrCond.TalentTreeID != 0)
                    {
                        TalentTalentTreeRequirement objTTTR = new TalentTalentTreeRequirement();
                        objTTTR.TalentTreeID             = objOrCond.TalentTreeID;
                        objTTTR.TalentTreeTalentQuantity = objOrCond.TalentTreeTalentQuantity;
                        lstORTalentTrees.Add(objTTTR);
                    }
                    if (objOrCond.AbilityID != 0)
                    {
                        TalentAbilityRequirement objTAR = new TalentAbilityRequirement();
                        objTAR.AbilityID     = objOrCond.AbilityID;
                        objTAR.AbilityMinium = objOrCond.AbilityMinimum;
                        lstORAbility.Add(objTAR);
                    }
                    if (objOrCond.SkillID != 0)
                    {
                        Skill objSkill = new Skill();
                        objSkill.GetSkill(objOrCond.SkillID);
                        lstORSkill.Add(objSkill);
                    }
                }

                //Got all the lists full, have to check to see if the character has ANY of these, if they do then we jump out and are done
                //Talent
                bool blnTalentFound = false;
                foreach (Talent objSearchTalent in lstORTalents)
                {
                    if (Talent.IsTalentInList(objSearchTalent, objChar.lstTalents))
                    {
                        blnTalentFound = true;
                    }
                }

                if (blnTalentFound)
                {
                    return(blnTalentFound);
                }

                //Feat
                bool blnFeatFound = false;
                foreach (Feat objSearchFeat in lstORFeats)
                {
                    if (Feat.IsFeatInList(objSearchFeat, objChar.lstFeats))
                    {
                        blnFeatFound = true;
                    }
                }

                if (blnFeatFound)
                {
                    return(blnFeatFound);
                }

                //Race
                bool blnRaceFound = false;
                foreach (Race objSearchRace in lstORRaces)
                {
                    if (objSearchRace.RaceID == objChar.RaceID)
                    {
                        blnRaceFound = true;
                    }
                }

                if (blnRaceFound)
                {
                    return(blnRaceFound);
                }

                //TalentTree talents (Has x number of talents in a particular tree
                bool blnTalentTreeQuantityFound = false;
                foreach (Talent objSearchTalent in lstORTalents)
                {
                    if (Talent.IsTalentInList(objSearchTalent, objChar.lstTalents))
                    {
                        blnTalentTreeQuantityFound = true;
                    }
                }

                if (blnTalentTreeQuantityFound)
                {
                    return(blnTalentTreeQuantityFound);
                }


                //Ability
                bool blnAbilityFound = false;
                foreach (TalentAbilityRequirement objSearchAbility in lstORAbility)
                {
                    if (Ability.AblityRequirementMet(objSearchAbility.AbilityID, objSearchAbility.AbilityMinium, objChar))
                    {
                        blnAbilityFound = true;
                    }
                }

                if (blnTalentTreeQuantityFound)
                {
                    return(blnAbilityFound);
                }

                //public int SkillID { get; set; }
                //Race
                bool blnSkillFound = false;
                foreach (Skill objSearchSkill in lstORSkill)
                {
                    if (CharacterSkill.IsSkillInList(objSearchSkill, objChar.lstCharacterSkills))
                    {
                        blnSkillFound = true;
                    }
                }

                if (blnSkillFound)
                {
                    return(blnSkillFound);
                }
            }

            //went thru everything, nothing found return false;
            return(returnVal);
        }