private void AssertSkill(CharacterSkillDto skill) { Assert.That(skill.Name, Is.Not.Null.Or.Empty); Assert.That(skill.Description, Is.Not.Null.Or.Empty); Assert.That(skill.DescriptionHtml, Is.Not.Null.Or.Empty); Assert.That(skill.Icon, Is.Not.Null.Or.Empty); Assert.That(skill.Slug, Is.Not.Null.Or.Empty); Assert.That(skill.TooltipUrl, Is.Not.Null.Or.Empty); Assert.NotZero(skill.Level); }
public static async Task AddCharacterSkillAsync(this IPlayerEntity player, CharacterSkillDto skill) { if (player.SkillComponent.CharacterSkills.ContainsKey(skill.Id)) { return; } player.SkillComponent.CharacterSkills.Add(skill.Id, skill); SkillDto skillDto = await SkillService.GetByIdAsync(skill.SkillId); player.SkillComponent.AddSkill(skillDto); }
private CharacterSkillPassive MapPassiveSkill(string characterId, CharacterSkillDto input) { return(new CharacterSkillPassive { Id = new CharacterSkillId(characterId, input.Slug), Name = input.Name, Level = input.Level, TooltipUrl = input.TooltipUrl, IconUrl = input.Icon, Kind = CharacterSkillKind.Passive, Character = EnumConversionHelper.CharacterKindFromString(characterId) }); }
private static async Task HandleNpcSkillBuyRequest(IPlayerEntity player, ShopBuyEvent shopBuy, Shop shop) { ShopSkillDto skillShop = shop.Skills.FirstOrDefault(s => s.SkillId == shopBuy.Slot); if (skillShop == null) { return; } // check use sp if (player.HasSpWeared) { return; } // check skill cooldown if (player.SkillComponent.CooldownsBySkillId.Any(s => s.Item2 == shopBuy.Slot)) { return; } // check skill already exists in player skills if (player.SkillComponent.Skills.ContainsKey(shopBuy.Slot)) { return; } // check skill class if ((byte)player.Character.Class != skillShop.Skill.Class) { return; } // check skill price if (player.Character.Gold < skillShop.Skill.Price) { return; } // check skill cp if (player.GetCp() < skillShop.Skill.CpCost) { return; } // check skill minimum level byte minimumLevel = 1; switch (player.Character.Class) { case CharacterClassType.Adventurer: minimumLevel = skillShop.Skill.MinimumAdventurerLevel; break; case CharacterClassType.Swordman: minimumLevel = skillShop.Skill.MinimumSwordmanLevel; break; case CharacterClassType.Archer: minimumLevel = skillShop.Skill.MinimumArcherLevel; break; case CharacterClassType.Magician: minimumLevel = skillShop.Skill.MinimumMagicianLevel; break; case CharacterClassType.Wrestler: minimumLevel = skillShop.Skill.MinimumWrestlerLevel; break; case CharacterClassType.Unknown: break; } if (skillShop.Skill.MinimumSwordmanLevel == 0 && skillShop.Skill.MinimumArcherLevel == 0 && skillShop.Skill.MinimumMagicianLevel == 0) { minimumLevel = skillShop.Skill.MinimumAdventurerLevel; } if (minimumLevel == 0) { // can't learn the skill return; } // level is required for passive skills if (player.Character.Level < minimumLevel && skillShop.Skill.Id <= 200) { return; } // job level requirement if (player.Character.JobLevel < minimumLevel && skillShop.SkillId >= 200) { return; } if (skillShop.SkillId < 200) { foreach (CharacterSkillDto skill in player.SkillComponent.CharacterSkills.Select(s => s.Value)) { if (skillShop.Skill.CastId == skill.Skill.CastId && skill.Skill.Id < 200) { player.SkillComponent.CharacterSkills.Remove(skill.Id); } } } // check skill upgrades // remove old upgrade if (skillShop.SkillId >= 200 && skillShop.Skill.UpgradeSkill != 0) { CharacterSkillDto oldupgrade = player.SkillComponent.CharacterSkills.FirstOrDefault(s => s.Value.Skill.UpgradeSkill == skillShop.Skill.UpgradeSkill && s.Value.Skill.UpgradeType == skillShop.Skill.UpgradeType && s.Value.Skill.UpgradeSkill != 0).Value; if (oldupgrade != null) { player.SkillComponent.CharacterSkills.Remove(oldupgrade.Id); } } await player.AddCharacterSkillAsync(new CharacterSkillDto { Id = Guid.NewGuid(), SkillId = skillShop.SkillId, Skill = skillShop.Skill, CharacterId = player.Id }); player.Character.Gold -= skillShop.Skill.Price; await player.ActualizeUiGold(); await player.ActualizeUiSkillList(); await player.ActualizeUiQuicklist(); await player.SendChatMessageAsync(PlayerMessages.SKILL_YOU_LEARNED_SKILL_X, SayColorType.LightGreen); await player.ActualizeUiExpBar(); }
private async Task <CharacterApiSkillDto> ProcessSkill(string classSlug, CharacterSkillDto skill) { return(await Client.GetApiSkillAsync(classSlug, skill.Slug)); }