示例#1
0
EvilNumber Character::GetSPPerMin( SkillRef skill )
{
    EvilNumber primarySkillTrainingAttr = skill->GetAttribute(AttrPrimaryAttribute);
    EvilNumber secondarySkillTrainingAttr = skill->GetAttribute(AttrSecondaryAttribute);

    EvilNumber primarySPperMin = GetAttribute( (uint32)(primarySkillTrainingAttr.get_int()) );
    EvilNumber secondarySPperMin = GetAttribute( (uint32)(secondarySkillTrainingAttr.get_int()) );

    //EvilNumber skillLearningLevel(0);
    //
    ////3374 - Skill Learning
    //SkillRef skillLearning = GetSkill( 3374 );
    //if( skillLearning )
    //    skillLearningLevel = skillLearning->GetAttribute(AttrSkillLevel);

    primarySPperMin = primarySPperMin + secondarySPperMin / 2.0f;
    //primarySPperMin = primarySPperMin * (EvilNumber(1.0f) + EvilNumber(0.02f) * skillLearningLevel);

    // 100% Training bonus for 30day and under character age has been removed in Incursion
    // http://www.eveonline.com/en/incursion/article/57/learning-skills-are-going-away
    // Check Total SP Trained for this character against the threshold for granting the 100% training bonus:
    //if( m_totalSPtrained.get_float() < ((double)MAX_SP_FOR_100PCT_TRAINING_BONUS) )
    //    primarySPperMin = primarySPperMin * EvilNumber(2.0f);

    return primarySPperMin;
}
示例#2
0
bool Character::InjectSkillIntoBrain(SkillRef skill, uint8 level)
{
    Client *c = m_factory.entity_list.FindCharacter( itemID() );
	

    SkillRef oldSkill = GetSkill( skill->typeID() );
    if( oldSkill )
    {

		//oldSkill->attributes.SetNotify(true);
		//oldSkill->Set_skillLevel( level );
		//oldSkill->Set_skillPoints( pow(2, ( 2.5 * level ) - 2.5 ) * SKILL_BASE_POINTS * ( oldSkill->attributes.GetInt( oldSkill->attributes.Attr_skillTimeConstant ) ) );
        
        oldSkill->SetAttribute(AttrSkillLevel, level);
        EvilNumber eTmp = skill->GetAttribute(AttrSkillTimeConstant) * ( pow(2,( 2.5 * level) - 2.5 ) * EVIL_SKILL_BASE_POINTS );
        oldSkill->SetAttribute(AttrSkillPoints, eTmp);
		return true;
    }

    // are we injecting from a stack of skills?
    if( skill->quantity() > 1 )
    {
        // split the stack to obtain single item
        InventoryItemRef single_skill = skill->Split( 1 );
        if( !single_skill )
        {
            _log( ITEM__ERROR, "%s (%u): Unable to split stack of %s (%u).", itemName().c_str(), itemID(), skill->itemName().c_str(), skill->itemID() );
            return false;
        }

        // use single_skill ...
        single_skill->MoveInto( *this, flagSkill );
    }
    else
		skill->MoveInto( *this, flagSkill );

    skill->SetAttribute(AttrSkillLevel, level);
	//TODO: get right number of skill points
	
	//skill->Set_skillPoints( pow(2,( 2.5 * level) - 2.5 ) * SKILL_BASE_POINTS * ( skill->attributes.GetInt( skill->attributes.Attr_skillTimeConstant ) ) );

    EvilNumber tmp = pow(2,( 2.5 * level) - 2.5 ) * EVIL_SKILL_BASE_POINTS;
    EvilNumber eTmp = skill->GetAttribute(AttrSkillTimeConstant);
    eTmp = eTmp * tmp;
    skill->SetAttribute(AttrSkillPoints, eTmp);

    return true;
}
示例#3
0
EvilNumber Character::GetEndOfTraining() const
{
    SkillRef skill = GetSkillInTraining();
    if( !skill )
        return 0;

    return skill->GetAttribute(AttrExpiryTime);
}
示例#4
0
bool Skill::SkillPrereqsComplete(Character &ch)
{
    SkillRef requiredSkill;


    if( GetAttribute(AttrRequiredSkill1).get_int() != 0 )
    {
        requiredSkill = ch.GetSkill(static_cast<uint32>(GetAttribute(AttrRequiredSkill1).get_int()));
        if( !requiredSkill )
            return false;

        if( GetAttribute(AttrRequiredSkill1Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
            return false;
    }

    if( GetAttribute(AttrRequiredSkill2).get_int() != 0 )
    {
        requiredSkill = ch.GetSkill(static_cast<uint32>(GetAttribute(AttrRequiredSkill2).get_int()));
        if( !requiredSkill )
            return false;

        if( GetAttribute(AttrRequiredSkill2Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
            return false;
    }

    if( GetAttribute(AttrRequiredSkill3).get_int() != 0 )
    {
        requiredSkill = ch.GetSkill(static_cast<uint32>(GetAttribute(AttrRequiredSkill3).get_int()));
        if( !requiredSkill )
            return false;

        if( GetAttribute(AttrRequiredSkill3Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
            return false;
    }

    return true;
}
示例#5
0
bool Character::HasSkillTrainedToLevel(uint32 skillTypeID, uint32 skillLevel) const
{
    SkillRef requiredSkill;

    // First, check for existence of skill trained or in training:
	requiredSkill = GetSkill( skillTypeID );
	if( !requiredSkill )
		return false;

    // Second, check for required minimum level of skill, note it must already be trained to this level:
	if( requiredSkill->GetAttribute(AttrSkillLevel) < skillLevel )
		return false;

    return true;
}
示例#6
0
EvilNumber Character::GetSPPerMin( SkillRef skill )
{
    EvilNumber primarySkillTrainingAttr = skill->GetAttribute(AttrPrimaryAttribute);
    EvilNumber secondarySkillTrainingAttr = skill->GetAttribute(AttrSecondaryAttribute);

    EvilNumber primarySPperMin = GetAttribute( (uint32)(primarySkillTrainingAttr.get_int()) );
    EvilNumber secondarySPperMin = GetAttribute( (uint32)(secondarySkillTrainingAttr.get_int()) );

    EvilNumber skillLearningLevel(0);

    //3374 - Skill Learning
    SkillRef skillLearning = GetSkill( 3374 );
    if( skillLearning )
        skillLearningLevel = skillLearning->GetAttribute(AttrSkillLevel);

    primarySPperMin = primarySPperMin + secondarySPperMin / 2.0f;
    primarySPperMin = primarySPperMin * (EvilNumber(1.0f) + EvilNumber(0.02f) * skillLearningLevel);

    // Check Total SP Trained for this character against the threshold for granting the 100% training bonus:
    if( m_totalSPtrained.get_float() < ((double)MAX_SP_FOR_100PCT_TRAINING_BONUS) )
        primarySPperMin = primarySPperMin * EvilNumber(2.0f);

    return primarySPperMin;
}
示例#7
0
bool Skill::FitModuleSkillCheck(InventoryItemRef item, CharacterRef character)
{
    //TODO: move to skills
    SkillRef requiredSkill;

    //Primary Skill
    if(item->GetAttribute(AttrRequiredSkill1) != 0)
    {
        requiredSkill = character->GetSkill( static_cast<uint32>(item->GetAttribute(AttrRequiredSkill1).get_int()) );
        if( !requiredSkill )
            return false;

        if( item->GetAttribute(AttrRequiredSkill1Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
            return false;
    }

    //Secondary Skill
    if(item->GetAttribute(AttrRequiredSkill2) != 0)
    {
        requiredSkill = character->GetSkill( static_cast<uint32>(item->GetAttribute(AttrRequiredSkill2).get_int()) );
        if( !requiredSkill )
            return false;

        if( item->GetAttribute(AttrRequiredSkill2Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
            return false;
    }

    //Tertiary Skill
    if(item->GetAttribute(AttrRequiredSkill3) != 0)
    {
        requiredSkill = character->GetSkill( static_cast<uint32>(item->GetAttribute(AttrRequiredSkill3).get_int()) );
        if( !requiredSkill )
            return false;

        if( item->GetAttribute(AttrRequiredSkill3Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
            return false;
    }

    //Quarternary Skill
    if(item->GetAttribute(AttrRequiredSkill4) != 0)
    {
        requiredSkill = character->GetSkill( static_cast<uint32>(item->GetAttribute(AttrRequiredSkill4).get_int()) );
        if( !requiredSkill )
            return false;

        if( item->GetAttribute(AttrRequiredSkill4Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
            return false;
    }

    //Quinary Skill
    if(item->GetAttribute(AttrRequiredSkill5) != 0)
    {
        requiredSkill = character->GetSkill(static_cast<uint32>(item->GetAttribute(AttrRequiredSkill5).get_int()));
        if( !requiredSkill )
            return false;

        if( item->GetAttribute(AttrRequiredSkill5Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
            return false;
    }

    //Senary Skill
    if(item->GetAttribute(AttrRequiredSkill6) != 0)
    {
        requiredSkill = character->GetSkill(static_cast<uint32>(item->GetAttribute(AttrRequiredSkill6).get_int()));
        if( !requiredSkill )
            return false;

        if( item->GetAttribute(AttrRequiredSkill6Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
            return false;
    }

    return true;
}
示例#8
0
void Character::UpdateSkillQueue()
{
    Client *c = m_factory.entity_list.FindCharacter( itemID() );

    SkillRef currentTraining = GetSkillInTraining();
    if( currentTraining )
    {
        if( m_skillQueue.empty()
            || currentTraining->typeID() != m_skillQueue.front().typeID )
        {
            // either queue is empty or skill with different typeID is in training ...
            // stop training:
            _log( ITEM__ERROR, "%s (%u): Stopping training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() );

            /*
            uint64 timeEndTrain = currentTraining->expiryTime();
            if(timeEndTrain != 0)
            {
                double nextLevelSP = currentTraining->GetSPForLevel( currentTraining->skillLevel() + 1 );
                double SPPerMinute = GetSPPerMin( currentTraining );
                double minRemaining = (double)(timeEndTrain - Win32TimeNow()) / (double)Win32Time_Minute;

                currentTraining->Set_skillPoints( nextLevelSP - (minRemaining * SPPerMinute) );
            }

            currentTraining->Clear_expiryTime();
            */

            EvilNumber timeEndTrain = currentTraining->GetAttribute(AttrExpiryTime);
            if (timeEndTrain != 0) {
                EvilNumber nextLevelSP = currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) + 1 );
                EvilNumber SPPerMinute = GetSPPerMin( currentTraining );
                EvilNumber minRemaining = (timeEndTrain - EvilNumber(Win32TimeNow())) / (double)Win32Time_Minute;

                //currentTraining->Set_skillPoints( nextLevelSP - (minRemaining * SPPerMinute) );
                EvilNumber skillPointsTrained = nextLevelSP - (minRemaining * SPPerMinute);
                currentTraining->SetAttribute(AttrSkillPoints, skillPointsTrained);
                sLog.Debug( "", "Skill %s (%u) trained %u skill points before termination from training queue", currentTraining->itemName().c_str(), currentTraining->itemID(), skillPointsTrained.get_float() );
            }

            currentTraining->SetAttribute(AttrExpiryTime, 0);

            currentTraining->MoveInto( *this, flagSkill, true );

            if( c != NULL )
            {
                OnSkillTrainingStopped osst;
                osst.itemID = currentTraining->itemID();
                osst.endOfTraining = 0;

                PyTuple* tmp = osst.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }

            // nothing currently in training
            currentTraining = SkillRef();
        }
    }

    EvilNumber nextStartTime = EvilTimeNow();
    
    while( !m_skillQueue.empty() )
    {
        if( !currentTraining )
        {
            // something should be trained, get desired skill
            uint32 skillTypeID = m_skillQueue.front().typeID;

            currentTraining = GetSkill( skillTypeID );
            if( !currentTraining )
            {
                _log( ITEM__ERROR, "%s (%u): Skill %u to train was not found.", itemName().c_str(), itemID(), skillTypeID );
                break;
            }

            sLog.Debug( "Character::UpdateSkillQueue()", "%s (%u): Starting training of skill %s (%u)",  m_itemName.c_str(), m_itemID, currentTraining->itemName().c_str(), currentTraining->itemID() );

            EvilNumber SPPerMinute = GetSPPerMin( currentTraining );
            EvilNumber NextLevel = currentTraining->GetAttribute(AttrSkillLevel) + 1;
            EvilNumber SPToNextLevel = currentTraining->GetSPForLevel( NextLevel ) - currentTraining->GetAttribute(AttrSkillPoints);
            sLog.Debug( "    ", "Training skill at %f SP/min", SPPerMinute.get_float() );
            sLog.Debug( "    ", "%f SP to next Level of %d", SPToNextLevel.get_float(), NextLevel.get_int() );

            SPPerMinute.to_float();
            SPToNextLevel.to_float();
            nextStartTime.to_float();
            EvilNumber timeTraining = nextStartTime + EvilTime_Minute * SPToNextLevel / SPPerMinute;

            currentTraining->MoveInto( *this, flagSkillInTraining );
            double dbl_timeTraining = timeTraining.get_float() + (double)(Win32Time_Second * 10);
            currentTraining->SetAttribute(AttrExpiryTime, dbl_timeTraining);    // Set server-side
                                                                                // skill expiry + 10 sec

            sLog.Debug( "    ", "Calculated time to complete training = %s", Win32TimeToString((uint64)dbl_timeTraining).c_str() );

            if( c != NULL )
            {
                OnSkillStartTraining osst;
                osst.itemID = currentTraining->itemID();
                osst.endOfTraining = timeTraining.get_float();

                PyTuple* tmp = osst.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }
        }

        if( currentTraining->GetAttribute(AttrExpiryTime) <= EvilTimeNow() ) {
            // training has been finished:
            sLog.Debug( "Character::UpdateSkillQueue()", "%s (%u): Finishing training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() );

            currentTraining->SetAttribute(AttrSkillLevel, currentTraining->GetAttribute(AttrSkillLevel) + 1 );
            currentTraining->SetAttribute(AttrSkillPoints, currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) ), true);

            nextStartTime = currentTraining->GetAttribute(AttrExpiryTime);
            currentTraining->SetAttribute(AttrExpiryTime, 0);

            currentTraining->MoveInto( *this, flagSkill, true );

            if( c != NULL )
            {
                OnSkillTrained ost;
                ost.itemID = currentTraining->itemID();

                PyTuple* tmp = ost.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }

            // erase first element in skill queue
            m_skillQueue.erase( m_skillQueue.begin() );

            // nothing currently in training
            currentTraining = SkillRef();
        }
        // else the skill is in training ...
        else
            break;
    }

    // Re-Calculate total SP trained and store in internal variable:
    _CalculateTotalSPTrained();

    // Save character and skill data:
    SaveCharacter();
    SaveSkillQueue();
}
PyResult ContractMgrService::Handle_CreateContract( PyCallArgs& call )
{
	Call_CreateContract info;
	PyList* requestItemTypeList = new PyList;
	PyList* itemList = new PyList;
	uint32 flag = 0;
	bool forCorp = false;
	double volume = 0;
	uint32 maxCharContracts = 0;

	if( call.byname.find( "forCorp" ) != call.byname.end() )
	{
		forCorp = call.byname.find( "forCorp" )->second->AsBool()->value();
	}


	// Let's see the players limit of contracts
	CharacterRef ch = call.client->GetChar();
	
	if( forCorp )
	{
		if( ch->HasSkill( 25233 ) )
		{
			SkillRef skill = ch->GetSkill( 25233 );
			uint32 skillLevel = skill->GetAttribute( 280 ).get_int();
			maxCharContracts = ( 10 * skillLevel ) + 10;
		}
		else
		{
			maxCharContracts = 10;
		}
	}
	else
	{
		if( ch->HasSkill( 25235 ) )
		{
			SkillRef skill = ch->GetSkill( 25235 );
			uint32 skillLevel = skill->GetAttribute( 280 ).get_int();
			maxCharContracts = ( 4 * skillLevel ) + 1;
		}
		else
		{
			maxCharContracts = 1;
		}

		uint32 numOutstandingContractsNonCorp = 0;
		uint32 numOutstandingContractsForCorp = 0;
		std::map<uint32, ContractRef>::const_iterator cur, end;
		std::map<uint32, ContractRef> contracts = m_contractManager->GetContractList();
		
		cur = contracts.begin();
		end = contracts.end();

		for(; cur != end; cur++ )
		{
			ContractRef contract = cur->second;
			if( contract->issuerID() == call.client->GetCharacterID() )
			{
				if( contract->forCorp() ) numOutstandingContractsForCorp += 1;
				else numOutstandingContractsNonCorp += 1;
			}
		}

		if( ( forCorp ) && ( numOutstandingContractsForCorp >= maxCharContracts ) )
		{
			call.client->SendInfoModalMsg( "Your Corporation Contracting skill level only allows you to create %d public contracts for your corp/alliance", maxCharContracts );
			return new PyBool( false );
		}

		if( ( !forCorp ) && ( numOutstandingContractsNonCorp >= maxCharContracts ) )
		{
			call.client->SendInfoModalMsg( "Your Contracting skill level only allows you to create %d public contracts", maxCharContracts );
			return new PyBool( false );
		}
	}

	if( !info.Decode( &call.tuple ) )
	{
		codelog(SERVICE__ERROR, "%s: Bad arguments to CreateContract in contractMgr", call.client->GetCharacterName() );
		return NULL;
	}

	if( call.byname.find( "requestItemTypeList" ) != call.byname.end() )
	{
		requestItemTypeList = call.byname.find( "requestItemTypeList" )->second->AsList();
	}

	if( call.byname.find( "flag" ) != call.byname.end() )
	{
		flag = call.byname.find( "flag" )->second->AsInt()->value();
	}

	if( call.byname.find( "itemList" ) != call.byname.end() )
	{
		itemList = call.byname.find( "itemList" )->second->AsList();
	}

	if( info.endStationID == 0 )info.endStationID = info.startStationID;

	ContractData* cData = new ContractData(
		call.client->GetCharacterID(),
		call.client->GetCorporationID(),
		info.type,
		info.avail,
		info.assigneeID,
		info.expiretime,
		info.expiretime,
		info.startStationID,
		info.endStationID,
		call.client->GetSystemID(),
		call.client->GetSystemID(),
		call.client->GetRegionID(),
		call.client->GetRegionID(),
		info.price,
		info.reward,
		info.collateral,
		info.title,
		info.description,
		forCorp,
		conStatusOutstanding,
		false,
		0,
		Win32TimeNow(),
		Win32TimeNow() + ( info.duration * Win32Time_Day ),
		Win32TimeNow(),
		Win32TimeNow(),
		0,
		false,
		0,
		0,
		0
		);

	std::map<uint32, ContractRequestItemRef> requestItems;
	std::map<uint32, ContractGetItemsRef> items;

	uint32 itemID = 0;
	uint32 typeID = 0;

	for( size_t i = 0; i < itemList->size(); i ++ )
	{
		if( itemList->IsList() )
		{
			if( itemList->GetItem( i )->AsList()->GetItem( 0 )->IsInt() )
				itemID = itemList->GetItem( i )->AsList()->GetItem( 0 )->AsInt()->value();
			else{
				sLog.Error( "ContractMgrService", "Wrong list args" );
				break;
			}
		}

		InventoryItemRef item = m_manager->item_factory.GetItem( itemID );

		if( item == NULL )
		{
			sLog.Error( "ContractMgrService", "GetItem returned NULL" );
			break;
		}

		item->Move( call.client->GetStationID(), flagBriefcase, true );
		item->ChangeOwner( 1, true );
		items.insert( std::make_pair( itemID, ContractGetItemsRef( new ContractGetItems( itemID,  itemList->GetItem( i )->AsList()->GetItem( 1 )->AsInt()->value() ) ) ) );
	}

	if( cData->m_type == conTypeItemExchange )
	{
		for( size_t i = 0; i < requestItemTypeList->size(); i ++ )
		{
			if( itemList->IsList() )
			{
				if( requestItemTypeList->GetItem( i )->AsList()->GetItem( 0 )->IsInt() )
					typeID = requestItemTypeList->GetItem( i )->AsList()->GetItem( 0 )->AsInt()->value();
				else{
					sLog.Error( "ContractMgrService", "Wrong list args" );
					break;
				}
			}

			requestItems.insert( std::make_pair( itemID, ContractRequestItemRef( new ContractRequestItem(itemID, requestItemTypeList->GetItem( i )->AsList()->GetItem( 1 )->AsInt()->value() ) ) ) );
		}
	}

	uint32 contractID = 0;
	sLog.Debug( "ContractMgrService", "Creating contract..." );
	ContractRef _contract = ContractRef( new Contract( contractID, *cData, requestItems, items, m_manager->item_factory, *m_contractManager ) );

	contractID = m_contractManager->CreateContract( _contract );
	sLog.Debug( "ContractMgrService", "Contract created" );
	
	return new PyInt( contractID );
}
示例#10
0
void Character::UpdateSkillQueue()
{
    Client *c = m_factory.entity_list.FindCharacter( itemID() );

    SkillRef currentTraining = GetSkillInTraining();
    if( currentTraining )
    {
        if( m_skillQueue.empty()
            || currentTraining->typeID() != m_skillQueue.front().typeID )
        {
            // either queue is empty or skill with different typeID is in training ...
            // stop training:
            _log( ITEM__ERROR, "%s (%u): Stopping training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() );

            /*
            uint64 timeEndTrain = currentTraining->expiryTime();
            if(timeEndTrain != 0)
            {
                double nextLevelSP = currentTraining->GetSPForLevel( currentTraining->skillLevel() + 1 );
                double SPPerMinute = GetSPPerMin( currentTraining );
                double minRemaining = (double)(timeEndTrain - Win32TimeNow()) / (double)Win32Time_Minute;

                currentTraining->Set_skillPoints( nextLevelSP - (minRemaining * SPPerMinute) );
            }

            currentTraining->Clear_expiryTime();
            */

            EvilNumber timeEndTrain = currentTraining->GetAttribute(AttrExpiryTime);
            if (timeEndTrain != 0) {
                EvilNumber nextLevelSP = currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) + 1 );
                EvilNumber SPPerMinute = GetSPPerMin( currentTraining );
                EvilNumber minRemaining = (timeEndTrain - EvilNumber(Win32TimeNow())) / (double)Win32Time_Minute;

                //currentTraining->Set_skillPoints( nextLevelSP - (minRemaining * SPPerMinute) );
                currentTraining->SetAttribute(AttrSkillPoints, nextLevelSP - (minRemaining * SPPerMinute));
            }

            currentTraining->SetAttribute(AttrExpiryTime, 0);

            currentTraining->MoveInto( *this, flagSkill, true );

            if( c != NULL )
            {
                OnSkillTrainingStopped osst;
                osst.itemID = currentTraining->itemID();
                osst.endOfTraining = 0;

                PyTuple* tmp = osst.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }

            // nothing currently in training
            currentTraining = SkillRef();
        }
    }

    EvilNumber nextStartTime = EvilTimeNow();
    
    while( !m_skillQueue.empty() )
    {
        if( !currentTraining )
        {
            // something should be trained, get desired skill
            uint32 skillTypeID = m_skillQueue.front().typeID;

            currentTraining = GetSkill( skillTypeID );
            if( !currentTraining )
            {
                _log( ITEM__ERROR, "%s (%u): Skill %u to train was not found.", itemName().c_str(), itemID(), skillTypeID );
                break;
            }

            _log( ITEM__TRACE, "%s (%u): Starting training of skill %s (%u).", m_itemName.c_str(), m_itemID, currentTraining->itemName().c_str(), currentTraining->itemID() );

            EvilNumber SPPerMinute = GetSPPerMin( currentTraining );
            //  double SPToNextLevel = currentTraining->GetSPForLevel( currentTraining->skillLevel() + 1 ) - currentTraining->skillPoints();
            EvilNumber SPToNextLevel = currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) + 1) - currentTraining->GetAttribute(AttrSkillPoints);

            //uint64 timeTraining = nextStartTime + Win32Time_Minute * SPToNextLevel / SPPerMinute;
            EvilNumber timeTraining = nextStartTime + EvilTime_Minute * SPToNextLevel / SPPerMinute;

            currentTraining->MoveInto( *this, flagSkillInTraining );
            //currentTraining->Set_expiryTime( timeTraining );
            currentTraining->SetAttribute(AttrExpiryTime, timeTraining);

            if( c != NULL )
            {
                OnSkillStartTraining osst;
                osst.itemID = currentTraining->itemID();
                osst.endOfTraining = timeTraining.get_int();

                PyTuple* tmp = osst.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }
        }

        //if( currentTraining->expiryTime() <= Win32TimeNow() )
        if( currentTraining->GetAttribute(AttrExpiryTime) <= EvilTimeNow() ) {
            // training has been finished:
            _log( ITEM__ERROR, "%s (%u): Finishing training of skill %s (%u).", itemName().c_str(), itemID(), currentTraining->itemName().c_str(), currentTraining->itemID() );

            //currentTraining->Set_skillLevel( currentTraining->skillLevel() + 1 );
            //currentTraining->Set_skillPoints( currentTraining->GetSPForLevel( currentTraining->skillLevel() ) );

            //nextStartTime = currentTraining->expiryTime();
            //currentTraining->Clear_expiryTime();

            currentTraining->SetAttribute(AttrSkillLevel, currentTraining->GetAttribute(AttrSkillLevel) + 1 );
            currentTraining->SetAttribute(AttrSkillPoints,  currentTraining->GetSPForLevel( currentTraining->GetAttribute(AttrSkillLevel) ) );

            nextStartTime = currentTraining->GetAttribute(AttrExpiryTime);
            currentTraining->SetAttribute(AttrExpiryTime, 0);

            currentTraining->MoveInto( *this, flagSkill, true );

            if( c != NULL )
            {
                OnSkillTrained ost;
                ost.itemID = currentTraining->itemID();

                PyTuple* tmp = ost.Encode();
                c->QueueDestinyEvent( &tmp );
                PySafeDecRef( tmp );

                c->UpdateSkillTraining();
            }

            // erase first element in skill queue
            m_skillQueue.erase( m_skillQueue.begin() );

            // nothing currently in training
            currentTraining = SkillRef();
        }
        // else the skill is in training ...
        else
            break;
    }

    // Re-Calculate total SP trained and store in internal variable:
    _CalculateTotalSPTrained();

    // Save character and skill data:
    SaveCharacter();
    SaveSkillQueue();
}
示例#11
0
PyResult Command_giveskill( Client* who, CommandDB* db, PyServiceMgr* services, const Seperator& args )
{

	uint32 typeID;
	uint8 level;
	CharacterRef character;
	EVEItemFlags flag;
	uint32 gty = 1;
	//uint8 oldSkillLevel = 0;
    EvilNumber oldSkillLevel(0);
	uint32 ownerID = 0;

	if( args.argCount() == 4 )
	{  
		if( args.isNumber( 1 ) )
		{
			ownerID = atoi( args.arg( 1 ).c_str() );
			character = services->entity_list.FindCharacter( ownerID )->GetChar();
		}
		else if( args.arg( 1 ) == "me" )
		{
			ownerID = who->GetCharacterID();
			character = who->GetChar();
		}
		else if( !args.isNumber( 1 ) )
		{
			const char *name = args.arg( 1 ).c_str();
			Client *target = services->entity_list.FindCharacter( name );
			if(target == NULL)
				throw PyException( MakeCustomError( "Cannot find Character by the name of %s", name ) );
			ownerID = target->GetCharacterID();
		}
		else
			throw PyException( MakeCustomError( "Argument 1 must be Character ID or Character Name ") );


		if( !args.isNumber( 2 ) )
			throw PyException( MakeCustomError( "Argument 2 must be type ID." ) );
		typeID = atoi( args.arg( 2 ).c_str() );
	
		if( !args.isNumber( 3 ) )
			throw PyException( MakeCustomError( "Argument 3 must be level" ) );
		level = atoi( args.arg( 3 ).c_str() );
	
		//levels don't go higher than 5
		if( level > 5 )
			level = 5;
	} else
		throw PyException( MakeCustomError("Correct Usage: /giveskill [Character Name or ID] [skillID] [desired level]") );

    SkillRef skill;

	if(character->HasSkill( typeID ) )
	{
        // Character already has this skill, so let's get the current level and check to see
        // if we need to update its level to what's required:
		SkillRef oldSkill = character->GetSkill( typeID );
        oldSkillLevel = oldSkill->GetAttribute( AttrSkillLevel );

        // Now check the current level to the required level and update it 
        if( oldSkillLevel < level )
        {
            character->InjectSkillIntoBrain( oldSkill, level);
            return new PyString ( "Gifting skills complete" );
        }
    }
    else
    {
        // Character DOES NOT have this skill, so spawn a new one and then add this
        // to the character with required level and skill points:
	    ItemData idata(
		    typeID,
		    ownerID,
		    0, //temp location
		    flag = (EVEItemFlags)flagSkill,
		    gty
	    );

	    InventoryItemRef item = services->item_factory.SpawnItem( idata );
	    skill = SkillRef::StaticCast( item );

	    if( !item )
		    throw PyException( MakeCustomError( "Unable to create item of type %s.", item->typeID() ) );

        character->InjectSkillIntoBrain( skill, level);
		return new PyString ( "Gifting skills complete" );
    }

	return new PyString ("Skill Gifting Failure");
}
示例#12
0
bool Ship::ValidateBoardShip(ShipRef ship, CharacterRef character)
{

	SkillRef requiredSkill;
	
	//Primary Skill
	if(ship->GetAttribute(AttrRequiredSkill1).get_int() != 0)
	{
		requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill1).get_int() );
		if( !requiredSkill )
			return false;

		if( ship->GetAttribute(AttrRequiredSkill1Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
			return false;
	}

	//Secondary Skill
	if(ship->GetAttribute(AttrRequiredSkill2).get_int() != 0)
	{
		requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill2).get_int() );
		if( !requiredSkill )
			return false;

		if( ship->GetAttribute(AttrRequiredSkill2Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
			return false;
	}
	
	//Tertiary Skill
	if(ship->GetAttribute(AttrRequiredSkill3).get_int() != 0)
	{
		requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill3).get_int() );
		if( !requiredSkill )
			return false;

		if( ship->GetAttribute(AttrRequiredSkill3Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
			return false;
	}
	
	//Quarternary Skill
	if(ship->GetAttribute(AttrRequiredSkill4).get_int() != 0)
	{
		requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill4).get_int() );
		if( !requiredSkill )
			return false;

		if( ship->GetAttribute(AttrRequiredSkill4Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
			return false;
	}
	
	//Quinary Skill
	if(ship->GetAttribute(AttrRequiredSkill5).get_int() != 0)
	{
		requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill5).get_int() );
		if( !requiredSkill )
			return false;

		if( ship->GetAttribute(AttrRequiredSkill5Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
			return false;
	}
	
	//Senary Skill
	if(ship->GetAttribute(AttrRequiredSkill6).get_int() != 0)
	{
		requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill6).get_int() );
		if( !requiredSkill )
			return false;

		if( ship->GetAttribute(AttrRequiredSkill6Level) > requiredSkill->GetAttribute(AttrSkillLevel) )
			return false;
	}

	return true;
}