Beispiel #1
0
        public IList <BookTradeOffer> GenerateBookTradeOffers(MagusTradingDesires tradeDesires)
        {
            List <BookTradeOffer> tradeList = new List <BookTradeOffer>();

            foreach (BookForTrade book in BooksForTrade)
            {
                if (tradeDesires.BookDesires.ContainsKey(book.Book.Topic) &&
                    tradeDesires.Mage.ValidToRead(book.Book))
                {
                    // we have a book they want, see if they have a book we want
                    foreach (BookForTrade theirBook in tradeDesires.BooksForTrade)
                    {
                        if (BookDesires.ContainsKey(theirBook.Book.Topic) &&
                            Mage.ValidToRead(theirBook.Book) &&
                            theirBook.Book.Quality == book.Book.Quality &&
                            theirBook.Book.Level <= book.Book.Level + 1.0 &&
                            theirBook.Book.Level >= book.Book.Level - 1.0)
                        {
                            tradeList.Add(new BookTradeOffer(tradeDesires.Mage, book.Book, theirBook.Book));
                        }
                    }
                }
            }
            return(tradeList);
        }
Beispiel #2
0
        public IList <VisForBookOffer> GenerateSellBookOffers(MagusTradingDesires otherDesires)
        {
            List <VisForBookOffer> bookTradeOffers = new List <VisForBookOffer>();

            if (BooksForTrade.Any() && otherDesires.BookDesires.Any())
            {
                // we have books, they want books
                foreach (BookForTrade bookForTrade in BooksForTrade)
                {
                    // if we're interested in the topic of this book and it's of sufficient level
                    if (otherDesires.BookDesires.ContainsKey(bookForTrade.Book.Topic) &&
                        otherDesires.BookDesires[bookForTrade.Book.Topic].CurrentLevel < bookForTrade.Book.Level &&
                        otherDesires.Mage.ValidToRead(bookForTrade.Book))
                    {
                        // evaluate the value of the book to them
                        double bookVisValue = otherDesires.Mage.RateLifetimeBookValue(bookForTrade.Book);
                        // TODO: improve pricing mechanics
                        double price = bookVisValue + bookForTrade.MinimumPrice / 2;
                        var    offer = GenerateVisOffer(price, otherDesires.VisDesires, VisDesires);
                        if (offer != null)
                        {
                            bookTradeOffers.Add(new VisForBookOffer(otherDesires.Mage, offer, price, bookForTrade.Book));
                        }
                    }
                }
            }
            return(bookTradeOffers);
        }
Beispiel #3
0
 public MagusTradingDesires GenerateTradingDesires()
 {
     _tradeDesires = new MagusTradingDesires(
         this,
         GetVisDesires(),
         GetBookDesires().Distinct(),
         EvaluateBookValuesAsSeller(GetUnneededBooksFromCollection())
         );
     if (_tradeDesires == null)
     {
         throw new NullReferenceException();
     }
     return(_tradeDesires);
 }
Beispiel #4
0
 private void AddWritingGoals(MagusTradingDesires tradingDesires)
 {
     // TODO: right now, this logic is causing characters to start trying to learn skills
     // they have no interest in so that they can write a book to sell off
     // this may not be inherently wrong, but it should certainly be the case that more attractive choices always exist
     double comm = GetAttributeValue(AttributeType.Communication);
     foreach (BookDesire bookDesire in tradingDesires.BookDesires.Values)
     {
         CharacterAbilityBase charAbility = GetAbility(bookDesire.Ability);
         bool isArt = MagicArts.IsArt(bookDesire.Ability);
         if (!_tractatusGoals.Where(t => !t.IsComplete(this) && t.Topic == bookDesire.Ability).Any() && (isArt || comm > -2))
         {
             // add tractatus goal to both goal list and writing goal list
             ushort previouslyWrittenCount = GetTractatiiWrittenOnTopic(bookDesire.Ability);
             string name = Name + " " + bookDesire.Ability.AbilityName + " T" + previouslyWrittenCount.ToString();
             TractatusGoal tractGoal = new TractatusGoal(bookDesire.Ability, name, previouslyWrittenCount);
             _tractatusGoals.Add(tractGoal);
             _goals.Add(tractGoal);
         }
         double baseLevel = charAbility.Value / 2.0;
         // don't add a summa goal if we already have one for this topic in progress
         if (baseLevel - 1 > bookDesire.CurrentLevel && !_summaGoals.Where(s => !s.IsComplete(this) && s.Topic == charAbility.Ability).Any())
         {
             // try to constrain the level of the summa to be something doable in an efficient period of time
             double rate = comm + GetAbility(_writingLanguage).Value;
             double writingPointsNeeded = isArt ? bookDesire.CurrentLevel + 1 : bookDesire.CurrentLevel * 5 + 5;
             double efficientLevel = Math.Ceiling(writingPointsNeeded / rate) * rate;
             if (efficientLevel < baseLevel)
             {
                 // add summa goal to both goal list and writing goal list
                 string name = Name + " " + bookDesire.Ability.AbilityName + " Summa L" + efficientLevel.ToString("0.00");
                 SummaGoal summaGoal = new SummaGoal(bookDesire.Ability, efficientLevel, name);
                 _goals.Add(summaGoal);
                 _summaGoals.Add(summaGoal);
             }
             else if (writingPointsNeeded < rate)
             {
                 // it's a one-season summa, may as well do it if it's better than practice
                 // but we should make sure that it's worth at least two seasons of study
                 double quality = comm + 6;
                 double xpToLevel = baseLevel * (baseLevel + 1) / 2.0;
                 if(!isArt)
                 {
                     xpToLevel *= 5;
                 }
                 if (xpToLevel >= 2 * quality && (isArt || quality > 4))
                 {
                     string name = Name + " " + bookDesire.Ability.AbilityName + " Summa L" + (charAbility.Value / 2.0).ToString("0.00");
                     SummaGoal summaGoal = new SummaGoal(bookDesire.Ability, baseLevel, name);
                     _goals.Add(summaGoal);
                     _summaGoals.Add(summaGoal);
                 }
             }
         }
     }
 }
Beispiel #5
0
 public MagusTradingDesires GenerateTradingDesires()
 {
     _tradeDesires = new MagusTradingDesires(
         this,
         GetVisDesires(),
         GetBookDesires().Distinct(),
         EvaluateBookValuesAsSeller(GetUnneededBooksFromCollection())
     );
     if (_tradeDesires == null)
     {
         throw new NullReferenceException();
     }
     return _tradeDesires;
 }
Beispiel #6
0
 public IList <VisTradeOffer> GenerateVisOffers(MagusTradingDesires otherDesires)
 {
     // handle vis trades
     return(VisForVis(otherDesires.Mage, otherDesires.VisDesires));
 }
Beispiel #7
0
 public IList<VisTradeOffer> GenerateVisOffers(MagusTradingDesires otherDesires)
 {
     // handle vis trades
     return VisForVis(otherDesires.Mage, otherDesires.VisDesires);
 }
Beispiel #8
0
 public IList<BookVisOffer> GenerateSellBookOffers(MagusTradingDesires otherDesires)
 {
     List<BookVisOffer> bookTradeOffers = new List<BookVisOffer>();
     if (BooksForTrade.Any() && otherDesires.BookDesires.Any())
     {
         // we have books, they want books
         foreach (BookForTrade bookForTrade in BooksForTrade)
         {
             // if we're interested in the topic of this book and it's of sufficient level
             if (otherDesires.BookDesires.ContainsKey(bookForTrade.Book.Topic) &&
                 otherDesires.BookDesires[bookForTrade.Book.Topic].CurrentLevel < bookForTrade.Book.Level &&
                 otherDesires.Mage.ValidToRead(bookForTrade.Book))
             {
                 // evaluate the value of the book to them
                 double bookVisValue = otherDesires.Mage.RateLifetimeBookValue(bookForTrade.Book);
                 // TODO: improve pricing mechanics
                 double price = bookVisValue + bookForTrade.MinimumPrice / 2;
                 for (int i = 0; i < 15; i++)
                 {
                     if (-(otherDesires.VisDesires[i].Quantity) >= price && VisDesires[i].Quantity >= price)
                     {
                         // we can offer this sort of vis for the book
                         bookTradeOffers.Add(new BookVisOffer(otherDesires.Mage, VisDesires[i].Art, price, bookForTrade.Book));
                     }
                 }
             }
         }
     }
     return bookTradeOffers;
 }
Beispiel #9
0
 public IList<BookTradeOffer> GenerateBookTradeOffers(MagusTradingDesires tradeDesires)
 {
     List<BookTradeOffer> tradeList = new List<BookTradeOffer>();
     foreach(BookForTrade book in BooksForTrade)
     {
         if (tradeDesires.BookDesires.ContainsKey(book.Book.Topic) &&
             tradeDesires.Mage.ValidToRead(book.Book))
         {
             // we have a book they want, see if they have a book we want
             foreach (BookForTrade theirBook in tradeDesires.BooksForTrade)
             {
                 if (BookDesires.ContainsKey(theirBook.Book.Topic) &&
                     Mage.ValidToRead(theirBook.Book) &&
                     theirBook.Book.Quality == book.Book.Quality &&
                     theirBook.Book.Level <= book.Book.Level + 1.0 &&
                     theirBook.Book.Level >= book.Book.Level - 1.0)
                 {
                     tradeList.Add(new BookTradeOffer(tradeDesires.Mage, book.Book, theirBook.Book));
                 }
             }
         }
     }
     return tradeList;
 }