/// <summary> /// Is the Feat a Skill Training Feat and in the Character able to select that Skill /// </summary> /// <param name="objFeat">The Feat to check (Could be a Skill Training Feat)</param> /// <param name="objChar">A Character object</param> /// <returns>Bool</returns> static public bool IsSkillTrainingFeatAndCharacterClassesHaveAccess(Feat objFeat, Character objChar) { bool retVal = false; Feat objDumbFeat = new Feat(); List <Feat> lstSkillTrainingFeats = new List <Feat>(); lstSkillTrainingFeats = objDumbFeat.GetSkillTrainingFeats(); List <Skill> lstCharSelectableSkills = new List <Skill>(); Skill objSkillTrainingSkill = new Skill(); Class objDumbClass = new Class(); if (!Feat.IsFeatInList(objFeat, lstSkillTrainingFeats)) { retVal = true; } else { //If it is a skill training feat then we have to check to see if the character has that skill available to them. lstCharSelectableSkills = objSkillTrainingSkill.GetCharacterSelectableSkillList(objChar, objDumbClass); objSkillTrainingSkill = objSkillTrainingSkill.GetSkillBySkillTrainingFeatID(objFeat.FeatID); if (Skill.IsSkillInList(objSkillTrainingSkill, lstCharSelectableSkills)) { retVal = true; } else { retVal = false; } } return(retVal); }
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); }