Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Framework.Database;
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using Game.Entities;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Game.Spells
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{
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public class SkillDiscovery
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{
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public static void LoadSkillDiscoveryTable()
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{
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uint oldMSTime = Time.GetMSTime();
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SkillDiscoveryStorage.Clear(); // need for reload
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// 0 1 2 3
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SQLResult result = DB.World.Query("SELECT spellId, reqSpell, reqSkillValue, chance FROM skill_discovery_template");
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if (result.IsEmpty())
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{
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Log.outError(LogFilter.ServerLoading, "Loaded 0 skill discovery definitions. DB table `skill_discovery_template` is empty.");
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return;
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}
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uint count = 0;
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StringBuilder ssNonDiscoverableEntries = new StringBuilder();
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List<uint> reportedReqSpells = new List<uint>();
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do
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{
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uint spellId = result.Read<uint>(0);
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int reqSkillOrSpell = result.Read<int>(1);
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uint reqSkillValue = result.Read<uint>(2);
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float chance = result.Read<float>(3);
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if (chance <= 0) // chance
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{
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ssNonDiscoverableEntries.AppendFormat("spellId = {0} reqSkillOrSpell = {1} reqSkillValue = {2} chance = {3} (chance problem)\n", spellId, reqSkillOrSpell, reqSkillValue, chance);
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continue;
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}
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if (reqSkillOrSpell > 0) // spell case
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{
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uint absReqSkillOrSpell = (uint)reqSkillOrSpell;
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SpellInfo reqSpellInfo = Global.SpellMgr.GetSpellInfo(absReqSkillOrSpell);
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if (reqSpellInfo == null)
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{
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if (!reportedReqSpells.Contains(absReqSkillOrSpell))
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{
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Log.outError(LogFilter.Sql, "Spell (ID: {0}) have not existed spell (ID: {1}) in `reqSpell` field in `skill_discovery_template` table", spellId, reqSkillOrSpell);
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reportedReqSpells.Add(absReqSkillOrSpell);
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}
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continue;
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}
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// mechanic discovery
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if (reqSpellInfo.Mechanic != Mechanics.Discovery &&
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// explicit discovery ability
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!reqSpellInfo.IsExplicitDiscovery())
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{
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if (!reportedReqSpells.Contains(absReqSkillOrSpell))
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{
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Log.outError(LogFilter.Sql, "Spell (ID: {0}) not have MECHANIC_DISCOVERY (28) value in Mechanic field in spell.dbc" +
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" and not 100%% chance random discovery ability but listed for spellId {1} (and maybe more) in `skill_discovery_template` table",
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absReqSkillOrSpell, spellId);
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reportedReqSpells.Add(absReqSkillOrSpell);
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}
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continue;
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}
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SkillDiscoveryStorage.Add(reqSkillOrSpell, new SkillDiscoveryEntry(spellId, reqSkillValue, chance));
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}
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else if (reqSkillOrSpell == 0) // skill case
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{
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var bounds = Global.SpellMgr.GetSkillLineAbilityMapBounds(spellId);
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if (bounds.Empty())
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{
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Log.outError(LogFilter.Sql, "Spell (ID: {0}) not listed in `SkillLineAbility.dbc` but listed with `reqSpell`=0 in `skill_discovery_template` table", spellId);
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continue;
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}
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foreach (var _spell_idx in bounds)
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SkillDiscoveryStorage.Add(-(int)_spell_idx.SkillLine, new SkillDiscoveryEntry(spellId, reqSkillValue, chance));
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}
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else
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{
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Log.outError(LogFilter.Sql, "Spell (ID: {0}) have negative value in `reqSpell` field in `skill_discovery_template` table", spellId);
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continue;
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}
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++count;
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}
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while (result.NextRow());
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if (ssNonDiscoverableEntries.Length != 0)
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Log.outError(LogFilter.Sql, "Some items can't be successfully discovered: have in chance field value < 0.000001 in `skill_discovery_template` DB table . List:\n{0}", ssNonDiscoverableEntries.ToString());
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// report about empty data for explicit discovery spells
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foreach (var spellEntry in Global.SpellMgr.GetSpellInfoStorage().Values)
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{
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// skip not explicit discovery spells
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if (!spellEntry.IsExplicitDiscovery())
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continue;
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if (!SkillDiscoveryStorage.ContainsKey((int)spellEntry.Id))
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Log.outError(LogFilter.Sql, "Spell (ID: {0}) is 100% chance random discovery ability but not have data in `skill_discovery_template` table", spellEntry.Id);
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}
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Log.outInfo(LogFilter.ServerLoading, "Loaded {0} skill discovery definitions in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime));
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}
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public static uint GetExplicitDiscoverySpell(uint spellId, Player player)
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{
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// explicit discovery spell chances (always success if case exist)
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// in this case we have both skill and spell
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var tab = SkillDiscoveryStorage.LookupByKey((int)spellId);
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if (tab.Empty())
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return 0;
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var bounds = Global.SpellMgr.GetSkillLineAbilityMapBounds(spellId);
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uint skillvalue = !bounds.Empty() ? (uint)player.GetSkillValue((SkillType)bounds.FirstOrDefault().SkillLine) : 0;
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float full_chance = 0;
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foreach (var item_iter in tab)
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if (item_iter.reqSkillValue <= skillvalue)
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if (!player.HasSpell(item_iter.spellId))
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full_chance += item_iter.chance;
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float rate = full_chance / 100.0f;
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float roll = (float)RandomHelper.randChance() * rate; // roll now in range 0..full_chance
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foreach (var item_iter in tab)
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{
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if (item_iter.reqSkillValue > skillvalue)
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continue;
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if (player.HasSpell(item_iter.spellId))
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continue;
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if (item_iter.chance > roll)
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return item_iter.spellId;
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roll -= item_iter.chance;
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}
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return 0;
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}
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public static bool HasDiscoveredAllSpells(uint spellId, Player player)
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{
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var tab = SkillDiscoveryStorage.LookupByKey((int)spellId);
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if (tab.Empty())
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return true;
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foreach (var item_iter in tab)
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if (!player.HasSpell(item_iter.spellId))
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return false;
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return true;
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}
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public static uint GetSkillDiscoverySpell(uint skillId, uint spellId, Player player)
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{
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uint skillvalue = skillId != 0 ? (uint)player.GetSkillValue((SkillType)skillId) : 0;
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// check spell case
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var tab = SkillDiscoveryStorage.LookupByKey((int)spellId);
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if (!tab.Empty())
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{
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foreach (var item_iter in tab)
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{
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if (RandomHelper.randChance(item_iter.chance * WorldConfig.GetFloatValue(WorldCfg.RateSkillDiscovery)) &&
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item_iter.reqSkillValue <= skillvalue &&
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!player.HasSpell(item_iter.spellId))
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return item_iter.spellId;
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}
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return 0;
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}
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if (skillId == 0)
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return 0;
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// check skill line case
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tab = SkillDiscoveryStorage.LookupByKey(-(int)skillId);
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if (!tab.Empty())
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{
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foreach (var item_iter in tab)
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{
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if (RandomHelper.randChance(item_iter.chance * WorldConfig.GetFloatValue(WorldCfg.RateSkillDiscovery)) &&
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item_iter.reqSkillValue <= skillvalue &&
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!player.HasSpell(item_iter.spellId))
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return item_iter.spellId;
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}
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return 0;
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}
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return 0;
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}
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static MultiMap<int, SkillDiscoveryEntry> SkillDiscoveryStorage = new MultiMap<int, SkillDiscoveryEntry>();
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}
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public class SkillDiscoveryEntry
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{
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public SkillDiscoveryEntry(uint _spellId = 0, uint req_skill_val = 0, float _chance = 0)
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{
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spellId = _spellId;
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reqSkillValue = req_skill_val;
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chance = _chance;
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}
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public uint spellId; // discavered spell
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public uint reqSkillValue; // skill level limitation
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public float chance; // chance
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}
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}
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