コード例 #1
0
ファイル: SkillManager.cpp プロジェクト: Marott1/Core3
void SkillManager::surrenderAllSkills(CreatureObject* creature, bool notifyClient) {
	ManagedReference<PlayerObject*> ghost = creature->getPlayerObject();

	SkillList* skillList = creature->getSkillList();

	Vector<String> listOfNames;
	skillList->getStringList(listOfNames);
	SkillList copyOfList;

	copyOfList.loadFromNames(listOfNames);

	for (int i = 0; i < copyOfList.size(); i++) {
		Skill* skill = copyOfList.get(i);

		if (skill->getSkillPointsRequired() > 0) {
			creature->removeSkill(skill, notifyClient);

			//Remove skill modifiers
			VectorMap<String, int>* skillModifiers = skill->getSkillModifiers();

			for (int i = 0; i < skillModifiers->size(); ++i) {
				VectorMapEntry<String, int>* entry = &skillModifiers->elementAt(i);
				creature->removeSkillMod(SkillModManager::SKILLBOX, entry->getKey(), entry->getValue(), notifyClient);

			}

			SkillModManager::instance()->verifySkillBoxSkillMods(creature);

			if (ghost != NULL) {
				//Give the player the used skill points back.
				ghost->addSkillPoints(skill->getSkillPointsRequired());

				//Remove abilities
				Vector<String>* abilityNames = skill->getAbilities();
				removeAbilities(ghost, *abilityNames, notifyClient);

				//Remove draft schematic groups
				Vector<String>* schematicsGranted = skill->getSchematicsGranted();
				SchematicMap::instance()->removeSchematics(ghost, *schematicsGranted, notifyClient);

				/// update force
				ghost->setForcePowerMax(creature->getSkillMod("jedi_force_power_max"), true);
			}
		}
	}
}
コード例 #2
0
ファイル: SkillManager.cpp プロジェクト: Marott1/Core3
bool SkillManager::surrenderSkill(const String& skillName, CreatureObject* creature, bool notifyClient) {
	Skill* skill = skillMap.get(skillName.hashCode());

	if (skill == NULL)
		return false;

	Locker locker(creature);

	SkillList* skillList = creature->getSkillList();

	if(skillName == "force_title_jedi_novice" && getForceSensitiveSkillCount(creature, true) > 0) {
		return false;
	}

	if(skillName.beginsWith("force_sensitive_") &&
		getForceSensitiveSkillCount(creature, false) <= 24 &&
		creature->hasSkill("force_title_jedi_rank_01"))
		return false;

	for (int i = 0; i < skillList->size(); ++i) {
		Skill* checkSkill = skillList->get(i);

		if (checkSkill->isRequiredSkillOf(skill))
			return false;
	}

	if(creature->hasSkill("force_title_jedi_rank_03") && skillName.contains("force_discipline_") && !knightPrereqsMet(creature, skillName)) {
		return false;
	}

	//If they have already surrendered the skill, then return true.
	if (!creature->hasSkill(skill->getSkillName()))
		return true;

	creature->removeSkill(skill, notifyClient);

	//Remove skill modifiers
	VectorMap<String, int>* skillModifiers = skill->getSkillModifiers();

	ManagedReference<PlayerObject*> ghost = creature->getPlayerObject();

	for (int i = 0; i < skillModifiers->size(); ++i) {
		VectorMapEntry<String, int>* entry = &skillModifiers->elementAt(i);
		creature->removeSkillMod(SkillModManager::SKILLBOX, entry->getKey(), entry->getValue(), notifyClient);

	}

	if (ghost != NULL) {
		//Give the player the used skill points back.
		ghost->addSkillPoints(skill->getSkillPointsRequired());

		//Remove abilities but only if the creature doesn't still have a skill that grants the
		//ability.  Some abilities are granted by multiple skills. For example Dazzle for dancers
		//and musicians.
		Vector<String>* skillAbilities = skill->getAbilities();
		if (skillAbilities->size() > 0) {
			SortedVector<String> abilitiesLost;
			for (int i = 0; i < skillAbilities->size(); i++) {
				abilitiesLost.put(skillAbilities->get(i));
			}
			for (int i = 0; i < skillList->size(); i++) {
				Skill* remainingSkill = skillList->get(i);
				Vector<String>* remainingAbilities = remainingSkill->getAbilities();
				for(int j = 0; j < remainingAbilities->size(); j++) {
					if (abilitiesLost.contains(remainingAbilities->get(j))) {
						abilitiesLost.drop(remainingAbilities->get(j));
						if (abilitiesLost.size() == 0) {
							break;
						}
					}
				}
			}
			if (abilitiesLost.size() > 0) {
				removeAbilities(ghost, abilitiesLost, notifyClient);
			}
		}

		//Remove draft schematic groups
		Vector<String>* schematicsGranted = skill->getSchematicsGranted();
		SchematicMap::instance()->removeSchematics(ghost, *schematicsGranted, notifyClient);

		//Update maximum experience.
		updateXpLimits(ghost);

		/// Update Force Power Max
		ghost->setForcePowerMax(creature->getSkillMod("jedi_force_power_max"), true);

		SkillList* list = creature->getSkillList();

		int totalSkillPointsWasted = 250;

		for (int i = 0; i < list->size(); ++i) {
			Skill* skill = list->get(i);

			totalSkillPointsWasted -= skill->getSkillPointsRequired();
		}

		if (ghost->getSkillPoints() != totalSkillPointsWasted) {
			creature->error("skill points mismatch calculated: " + String::valueOf(totalSkillPointsWasted) + " found: " + String::valueOf(ghost->getSkillPoints()));
			ghost->setSkillPoints(totalSkillPointsWasted);
		}

		ManagedReference<PlayerManager*> playerManager = creature->getZoneServer()->getPlayerManager();
		if (playerManager != NULL) {
			creature->setLevel(playerManager->calculatePlayerLevel(creature));
		}
	}

	/// Update client with new values for things like Terrain Negotiation
	CreatureObjectDeltaMessage4* msg4 = new CreatureObjectDeltaMessage4(creature);
	msg4->updateAccelerationMultiplierBase();
	msg4->updateAccelerationMultiplierMod();
	msg4->updateSpeedMultiplierBase();
	msg4->updateSpeedMultiplierMod();
	msg4->updateRunSpeed();
	msg4->updateTerrainNegotiation();
	msg4->close();
	creature->sendMessage(msg4);

	SkillModManager::instance()->verifySkillBoxSkillMods(creature);

	return true;
}
コード例 #3
0
ファイル: SkillManager.cpp プロジェクト: Marott1/Core3
bool SkillManager::awardSkill(const String& skillName, CreatureObject* creature, bool notifyClient, bool awardRequiredSkills, bool noXpRequired) {
	Skill* skill = skillMap.get(skillName.hashCode());

	if (skill == NULL)
		return false;

	Locker locker(creature);

	//Check for required skills.
	Vector<String>* requiredSkills = skill->getSkillsRequired();
	for (int i = 0; i < requiredSkills->size(); ++i) {
		String requiredSkillName = requiredSkills->get(i);
		Skill* requiredSkill = skillMap.get(requiredSkillName.hashCode());

		if (requiredSkill == NULL)
			continue;

		if (awardRequiredSkills)
			awardSkill(requiredSkillName, creature, notifyClient, awardRequiredSkills, noXpRequired);

		if (!creature->hasSkill(requiredSkillName))
			return false;
	}

	if (!canLearnSkill(skillName, creature, noXpRequired)) {
		return false;
	}

	//If they already have the skill, then return true.
	if (creature->hasSkill(skill->getSkillName()))
		return true;

	ManagedReference<PlayerObject*> ghost = creature->getPlayerObject();

	if (ghost != NULL) {
		//Withdraw skill points.
		ghost->addSkillPoints(-skill->getSkillPointsRequired());

		//Witdraw experience.
		if (!noXpRequired) {
			ghost->addExperience(skill->getXpType(), -skill->getXpCost(), true);
		}

		creature->addSkill(skill, notifyClient);

		//Add skill modifiers
		VectorMap<String, int>* skillModifiers = skill->getSkillModifiers();

		for (int i = 0; i < skillModifiers->size(); ++i) {
			VectorMapEntry<String, int>* entry = &skillModifiers->elementAt(i);
			creature->addSkillMod(SkillModManager::SKILLBOX, entry->getKey(), entry->getValue(), notifyClient);

		}

		//Add abilities
		Vector<String>* abilityNames = skill->getAbilities();
		addAbilities(ghost, *abilityNames, notifyClient);
		if (skill->isGodOnly()) {
			for (int i = 0; i < abilityNames->size(); ++i) {
				String ability = abilityNames->get(i);
				StringIdChatParameter params;
				params.setTU(ability);
				params.setStringId("ui", "skill_command_acquired_prose");

				creature->sendSystemMessage(params);
			}
		}

		//Add draft schematic groups
		Vector<String>* schematicsGranted = skill->getSchematicsGranted();
		SchematicMap::instance()->addSchematics(ghost, *schematicsGranted, notifyClient);

		//Update maximum experience.
		updateXpLimits(ghost);


		// Update Force Power Max.
		ghost->setForcePowerMax(creature->getSkillMod("jedi_force_power_max"), true);

		if (skillName.contains("master")) {
			ManagedReference<PlayerManager*> playerManager = creature->getZoneServer()->getPlayerManager();
			if (playerManager != NULL) {
				const Badge* badge = BadgeList::instance()->get(skillName);

				if (badge == NULL && skillName == "crafting_shipwright_master") {
					badge = BadgeList::instance()->get("crafting_shipwright");
				}

				if (badge != NULL) {
					playerManager->awardBadge(ghost, badge);
				}
			}
		}

		SkillList* list = creature->getSkillList();

		int totalSkillPointsWasted = 250;

		for (int i = 0; i < list->size(); ++i) {
			Skill* skill = list->get(i);

			totalSkillPointsWasted -= skill->getSkillPointsRequired();
		}

		if (ghost->getSkillPoints() != totalSkillPointsWasted) {
			creature->error("skill points mismatch calculated: " + String::valueOf(totalSkillPointsWasted) + " found: " + String::valueOf(ghost->getSkillPoints()));
			ghost->setSkillPoints(totalSkillPointsWasted);
		}

		ManagedReference<PlayerManager*> playerManager = creature->getZoneServer()->getPlayerManager();
		if (playerManager != NULL) {
			creature->setLevel(playerManager->calculatePlayerLevel(creature));
		}
	}

	/// Update client with new values for things like Terrain Negotiation
	CreatureObjectDeltaMessage4* msg4 = new CreatureObjectDeltaMessage4(creature);
	msg4->updateAccelerationMultiplierBase();
	msg4->updateAccelerationMultiplierMod();
	msg4->updateSpeedMultiplierBase();
	msg4->updateSpeedMultiplierMod();
	msg4->updateRunSpeed();
	msg4->updateTerrainNegotiation();
	msg4->close();
	creature->sendMessage(msg4);

	SkillModManager::instance()->verifySkillBoxSkillMods(creature);

	return true;
}