Exemple #1
0
        public void Train_TrainsAnAgent()
        {
            const string agentName = "mc";
            var          trainer   = new TrainCommandHandler(
                _output, new PlayerRegister(), new LearningAgentRegister());

            trainer.Run(agentName, "FirstAvailableSlotPlayer", 1);

            _output.ExpectLine($"Trained agent '{agentName}' against 'FirstAvailableSlotPlayer'");
        }
Exemple #2
0
        public void HandlePacket(GameClient client, GSPacketIn packet)
        {
            if (!DOL.GS.ServerProperties.Properties.ALLOW_TRAIN_ANYWHERE && client.Account.PrivLevel == (int)ePrivLevel.Player)
            {
                // A trainer of the appropriate class must be around (or global trainer, with TrainedClass = eCharacterClass.Unknow
                GameTrainer trainer = client.Player.TargetObject as DOL.GS.GameTrainer;
                if (trainer == null || (trainer.CanTrain(client.Player) == false && trainer.CanTrainChampionLevels(client.Player) == false))
                {
                    client.Out.SendMessage("You must select a valid trainer for your class.", eChatType.CT_Important, eChatLoc.CL_ChatWindow);
                    return;
                }
            }

            //Specializations - 8 trainable specs max
            uint                    size     = 8;
            long                    position = packet.Position;
            IList <uint>            skills   = new List <uint>();
            Dictionary <uint, uint> amounts  = new Dictionary <uint, uint>();
            bool                    stop     = false;

            for (uint i = 0; i < size; i++)
            {
                uint code = packet.ReadInt();
                if (!stop)
                {
                    if (code == 0xFFFFFFFF)
                    {
                        stop = true;
                    }
                    else
                    {
                        if (!skills.Contains(code))
                        {
                            skills.Add(code);
                        }
                    }
                }
            }

            foreach (uint code in skills)
            {
                uint val = packet.ReadInt();

                if (!amounts.ContainsKey(code) && val > 1)
                {
                    amounts.Add(code, val);
                }
            }

            IList <Specialization> specs = client.Player.GetSpecList().Where(e => e.Trainable).ToList();
            uint           skillcount    = 0;
            IList <string> done          = new List <string>();
            bool           trained       = false;

            // Graveen: the trainline command is called
            foreach (Specialization spec in specs)
            {
                if (amounts.ContainsKey(skillcount))
                {
                    if (spec.Level < amounts[skillcount])
                    {
                        TrainCommandHandler train = new TrainCommandHandler(true);
                        train.OnCommand(client, new string[] { "&trainline", spec.KeyName, amounts[skillcount].ToString() });
                        trained = true;
                    }
                }
                skillcount++;
            }

            //RealmAbilities
            packet.Seek(position + 64, System.IO.SeekOrigin.Begin);
            size = 50;            //50 RA's max?
            amounts.Clear();
            for (uint i = 0; i < size; i++)
            {
                uint val = packet.ReadInt();

                if (val > 0 && !amounts.ContainsKey(i))
                {
                    amounts.Add(i, val);
                }
            }

            if (amounts != null && amounts.Count > 0)
            {
                // Realm Abilities
                var raList = SkillBase.GetClassRealmAbilities(client.Player.CharacterClass.ID).Where(ra => !(ra is RR5RealmAbility));
                foreach (var kv in amounts)
                {
                    RealmAbility ra = raList.ElementAtOrDefault((int)kv.Key);
                    if (ra != null)
                    {
                        RealmAbility playerRA = (RealmAbility)client.Player.GetAbility(ra.KeyName);

                        if (playerRA != null && (playerRA.Level >= ra.MaxLevel || playerRA.Level >= kv.Value))
                        {
                            continue;
                        }

                        int cost = 0;
                        for (int i = playerRA != null ? playerRA.Level : 0; i < kv.Value; i++)
                        {
                            cost += ra.CostForUpgrade(i);
                        }

                        if (client.Player.RealmSpecialtyPoints < cost)
                        {
                            client.Out.SendMessage(ra.Name + " costs " + (cost) + " realm ability points!", eChatType.CT_System, eChatLoc.CL_SystemWindow);
                            client.Out.SendMessage("You don't have that many realm ability points left to get this.", eChatType.CT_System, eChatLoc.CL_SystemWindow);
                            continue;
                        }

                        if (!ra.CheckRequirement(client.Player))
                        {
                            client.Out.SendMessage("You are not experienced enough to get " + ra.Name + " now. Come back later.", eChatType.CT_System, eChatLoc.CL_SystemWindow);
                            continue;
                        }

                        bool valid = false;
                        if (playerRA != null)
                        {
                            playerRA.Level = (int)kv.Value;
                            valid          = true;
                        }
                        else
                        {
                            ra.Level = (int)kv.Value;
                            valid    = true;
                            client.Player.AddRealmAbility(ra, false);
                        }

                        if (valid)
                        {
                            client.Out.SendUpdatePoints();
                            client.Out.SendUpdatePlayer();
                            client.Out.SendCharResistsUpdate();
                            client.Out.SendCharStatsUpdate();
                            client.Out.SendUpdatePlayerSkills();
                            client.Out.SendTrainerWindow();
                            trained = true;
                        }
                        else
                        {
                            client.Out.SendMessage("Unfortunately your training failed. Please report that to admins or game master. Thank you.", eChatType.CT_System, eChatLoc.CL_SystemWindow);
                        }
                    }
                    else
                    {
                        client.Out.SendMessage("Unfortunately your training failed. Please report that to admins or game master. Thank you.", eChatType.CT_System, eChatLoc.CL_SystemWindow);
                    }
                }
            }
            if (trained)
            {
                client.Player.SaveIntoDatabase();
            }
        }