/// <summary> /// Sets the reader to object. /// </summary> /// <param name="objFeat">The object feat.</param> /// <param name="result">The result.</param> private void SetReaderToObject(ref Feat objFeat, ref SqlDataReader result) { if (result.HasRows) { objFeat.FeatID = (int)result.GetValue(result.GetOrdinal("FeatID")); objFeat.FeatName = result.GetValue(result.GetOrdinal("FeatName")).ToString(); objFeat.FeatDescription = result.GetValue(result.GetOrdinal("FeatDescription")).ToString(); objFeat.FeatSpecial = result.GetValue(result.GetOrdinal("FeatSpecial")).ToString(); objFeat.RageRequired = (bool)result.GetValue(result.GetOrdinal("RageRequired")); objFeat.ShapeShiftRequired = (bool)result.GetValue(result.GetOrdinal("ShapeShiftRequired")); objFeat.MultipleSelection = (int)result.GetValue(result.GetOrdinal("MultipleSelection")); objFeat.BookID = (int)result.GetValue(result.GetOrdinal("BookID")); objFeat.SkillTrainingFeat = (bool)result.GetValue(result.GetOrdinal("SkillTrainingFeat")); objFeat.SkillFocusFeat = (bool)result.GetValue(result.GetOrdinal("SkillFocusFeat")); objFeat.WeaponProficiencyID = (bool)result.GetValue(result.GetOrdinal("WeaponProficiencyID")); objFeat.ArmorProficiencyID = (bool)result.GetValue(result.GetOrdinal("ArmorProficiencyID")); FeatPrerequisiteAbility objFeatPrerequisiteAbility = new FeatPrerequisiteAbility(); Feat objPreReqFeat = new Feat(); BaseAttack objBaseAttack = new BaseAttack(); Skill objSkill = new Skill(); Race objRace = new Race(); Class objClass = new Class(); Size objSize = new Size(); FeatPrerequisiteDarkSide objFeatPrerequisiteDarkSide = new FeatPrerequisiteDarkSide(); FeatPrereqORCondition objFeatPrereqORCondition = new FeatPrereqORCondition(); objFeat.objFeatPrerequisiteAbilities = objFeatPrerequisiteAbility.GetFeatPrerequisiteAbilites(" FeatID=" + objFeat.FeatID.ToString(), ""); objFeat.objFeatPrerequisiteFeats = objPreReqFeat.GetFeatPrerequisiteFeats(" [otmFeatPrequisiteFeat].FeatID=" + objFeat.FeatID.ToString(), " FeatName"); objFeat.objBaseAttackPrerequisite = objBaseAttack.GetFeatPrequisiteBaseAttackBonus(objFeat.FeatID); objFeat.objSkillPrerequisite = objSkill.GetFeatPrerequisiteSkill(objFeat.FeatID); objFeat.objFeatPrerequisiteClasses = objClass.GetFeatPrerequisiteClass(objFeat.FeatID); objFeat.objRacePrerequisite = objRace.GetFeatPrerequisiteRace(objFeat.FeatID); objFeat.objFeatPrerequisiteSize = objSize.GetFeatPrerequisiteSize(objFeat.FeatID); objFeat.objFeatPrerequisiteDarkSide = objFeatPrerequisiteDarkSide.GetFeatPrerequisiteDarkSide(objFeat.FeatID); objFeat.lstFeatPrereqORConditions = objFeatPrereqORCondition.GetFeatPrereqORConditions(objFeat.FeatID); objFeat._objComboBoxData.Add(objFeat.FeatID, objFeat.FeatName); } }
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); }