public async Task <RuntimeResult> TagSkillsAsync(Skill tag1, Skill tag2, Skill tag3) { if (!_progOptions.UseOldProgression || !_progOptions.OldProgression.UseNewVegasRules) { return(StatisticResult.NotUsingNewVegasRules()); } var userInfo = Context.User; var character = await _charService.GetCharacterAsync(userInfo.Id); if (character == null) { return(CharacterResult.CharacterNotFound()); } if (_skillsService.AreSkillsSet(character)) { return(StatisticResult.SkillsAlreadyTagged()); } try { await _skillsService.TagSkills(character, tag1, tag2, tag3); return(GenericResult.FromSuccess(Messages.SKILLS_SET_SUCCESS)); } catch (Exception e) { return(GenericResult.FromError($"{Messages.FAILURE_EMOJI} {e.Message}")); } }
public async Task <RuntimeResult> SetSkillsAsync(Skill tag, int points) { if (ExperienceService.UseOldProgression) { return(StatisticResult.UsingOldProgression()); } var userInfo = Context.User; var character = await _charService.GetCharacterAsync(userInfo.Id); if (character == null) { return(CharacterResult.CharacterNotFound()); } if (_skillsService.AreSkillsSet(character)) { return(StatisticResult.SkillsAlreadyTagged()); } try { await _skillsService.TagSkill(character, tag, points); return(GenericResult.FromSuccess(Messages.SKILLS_SET_SUCCESS)); } catch (Exception e) { return(GenericResult.FromError($"{Messages.FAILURE_EMOJI} {e.Message}")); } }
public async Task <RuntimeResult> InitializeStatisticsAsync() { if (!_progOptions.UseOldProgression || !_progOptions.OldProgression.UseNewVegasRules) { return(StatisticResult.NotUsingNewVegasRules()); } var character = await _charService.GetCharacterAsync(Context.User.Id); if (character == null) { return(CharacterResult.CharacterNotFound()); } if (!_specService.IsSpecialSet(character)) { return(StatisticResult.SpecialNotSet()); } // Makes sure at least one skill has a value, otherwise the character might not have tagged their skills yet // We can't use !AreSkillsSet because it assumes that EVERY skill (including the brand new one) is greater than 0 at this point // If a new skill just got added, it's going to be 0 for everybody! if (character.Skills.Count(x => x.Value > 0) < 1) { return(StatisticResult.SkillsNotSet()); } // Now we check if all the skills count is the same, because if this is true, there aren't any new skills to initialize, // running this command is pointless and adds unnecessary risk if (character.Skills.Count == StatisticsService.Statistics.OfType <Skill>().Count()) { return(StatisticResult.SkillsAlreadyTagged()); } _statsService.InitializeStatistics(character.Statistics); _skillsService.InitializeSkills(character, true); await _charService.SaveCharacterAsync(character); return(GenericResult.FromSuccess("Character skills initialized successfully.")); }