Exemple #1
0
        private void AddVisUseToActionList(Ability ability, ConsideredActions alreadyConsidered, IList <string> log)
        {
            Magus mage = (Magus)Character;
            CharacterAbilityBase magicArt = mage.GetAbility(ability);
            double effectiveDesire        = GetDesirabilityOfIncrease(magicArt.GetValueGain(mage.VisStudyRate));

            if (!double.IsNaN(effectiveDesire) && effectiveDesire > 0)
            {
                // see if the mage has enough vis of this type
                double stockpile = mage.GetVisCount(ability);
                double visNeed   = 0.5 + (magicArt.Value / 10.0);

                // if so, assume vis will return an average of 6XP + aura
                if (stockpile > visNeed)
                {
                    log.Add("Studying vis for " + magicArt.Ability.AbilityName + " worth " + effectiveDesire.ToString("0.000"));
                    VisStudying visStudy = new VisStudying(magicArt.Ability, effectiveDesire);
                    alreadyConsidered.Add(visStudy);
                    // TODO: how do we decrement the cost of the vis?
                }
                // putting a limit here to how far the circular loop will go
                else if (ConditionDepth <= 10)
                {
                    List <Ability> visType = new List <Ability>();
                    visType.Add(magicArt.Ability);
                    // Magus magus, uint ageToCompleteBy, double desire, Ability ability, double totalNeeded, ushort conditionDepth
                    VisCondition visCondition =
                        new VisCondition(mage, AgeToCompleteBy - 1, effectiveDesire, ability, visNeed, (ushort)(ConditionDepth + 1));
                    visCondition.AddActionPreferencesToList(alreadyConsidered, log);
                }
            }
        }
Exemple #2
0
        protected void HandleVisUse(Magus mage, CharacterAbilityBase magicArt, ConsideredActions alreadyConsidered, IList <string> log)
        {
            // see if the mage has enough vis of this type
            double stockpile  = mage.GetVisCount(magicArt.Ability);
            double visNeed    = 0.5 + (magicArt.Value / 10.0);
            double increase   = magicArt.GetValueGain(mage.VisStudyRate);
            double baseDesire = CalculateDesire(increase) / (BaseTier + 1);

            if (BaseDueDate != null)
            {
                baseDesire /= (double)BaseDueDate;
            }
            // if so, assume vis will return an average of 6XP + aura
            if (stockpile > visNeed)
            {
                log.Add("Studying vis for " + magicArt.Ability.AbilityName + " worth " + baseDesire.ToString("0.00"));
                VisStudying visStudy = new VisStudying(magicArt.Ability, baseDesire);
                alreadyConsidered.Add(visStudy);
                // TODO: how do we decrement the cost of the vis?
            }
            // putting a limit here to how far the circular loop will go
            else if (baseDesire >= 0.01)
            {
                List <Ability> visType = new List <Ability>();
                visType.Add(magicArt.Ability);
                VisCondition visCondition =
                    new VisCondition(visType, visNeed - stockpile, baseDesire, (byte)(BaseTier + 1), BaseDueDate == null ? null : BaseDueDate - 1);
                visCondition.ModifyActionList(mage, alreadyConsidered, log);
            }
        }
Exemple #3
0
        public override void AddActionPreferencesToList(ConsideredActions alreadyConsidered, IList <string> log)
        {
            double storedVis = VisTypes.Sum(v => _mage.GetVisCount(v));

            _visStillNeeded = AmountNeeded - storedVis;
            if (_visStillNeeded > 0)
            {
                // extract
                if (_vimSufficient)
                {
                    if (!_auraCondition.ConditionFulfilled)
                    {
                        _auraCondition.AddActionPreferencesToList(alreadyConsidered, log);
                    }
                    else if (!_labCondition.ConditionFulfilled)
                    {
                        _labCondition.AddActionPreferencesToList(alreadyConsidered, log);
                    }
                    else
                    {
                        double currentDistillRate  = _mage.GetVisDistillationRate();
                        double extractDesirability = GetDesirabilityOfVisGain(currentDistillRate, ConditionDepth);
                        if (extractDesirability > 0.00001)
                        {
                            // we can get what we want in one season, go ahead and do it
                            log.Add("Extracting vis worth " + extractDesirability.ToString("0.000"));
                            alreadyConsidered.Add(new VisExtracting(Abilities.MagicTheory, extractDesirability));

                            if (currentDistillRate < _visStillNeeded)
                            {
                                // we are in the multi-season-to-fulfill scenario

                                // the difference between the desire of starting now
                                // and the desire of starting after gaining experience
                                // is the effective value of raising skills
                                double labTotal = _mage.GetLabTotal(MagicArtPairs.CrVi, Activity.DistillVis);
                                LabTotalIncreaseHelper helper =
                                    new LabTotalIncreaseHelper(_mage, AgeToCompleteBy - 1, extractDesirability / labTotal, (ushort)(ConditionDepth + 1), MagicArtPairs.CrVi, false, GetDesirabilityOfLabTotalGain);
                                helper.AddActionPreferencesToList(alreadyConsidered, log);
                            }
                        }
                    }
                }
                // search for vis source
                FindVisSourceHelper visSourceHelper = new FindVisSourceHelper(_mage, VisTypes, AgeToCompleteBy - 1, Desire, (ushort)(ConditionDepth + 1), !_vimSufficient, GetDesirabilityOfVisGain);
                visSourceHelper.AddActionPreferencesToList(alreadyConsidered, log);

                // consider writing a book to trade for vis
                WritingHelper writingHelper = new WritingHelper(_mage, AgeToCompleteBy - 1, Desire, (ushort)(ConditionDepth + 1), GetDesirabilityOfVisGain);
                writingHelper.AddActionPreferencesToList(alreadyConsidered, log);
            }
        }
Exemple #4
0
 protected void HandleVisUse(Magus mage, CharacterAbilityBase magicArt, ConsideredActions alreadyConsidered, IList<string> log)
 {
     // see if the mage has enough vis of this type
     double stockpile = mage.GetVisCount(magicArt.Ability);
     double visNeed = 0.5 + (magicArt.Value / 10.0);
     double increase = magicArt.GetValueGain(mage.VisStudyRate);
     double baseDesire = CalculateDesire(increase) / (BaseTier + 1);
     if (BaseDueDate != null)
     {
         baseDesire /= (double)BaseDueDate;
     }
     // if so, assume vis will return an average of 6XP + aura
     if (stockpile > visNeed)
     {
         log.Add("Studying vis for " + magicArt.Ability.AbilityName + " worth " + baseDesire.ToString("0.00"));
         VisStudying visStudy = new VisStudying(magicArt.Ability, baseDesire);
         alreadyConsidered.Add(visStudy);
         // TODO: how do we decrement the cost of the vis?
     }
     // putting a limit here to how far the circular loop will go
     else if (baseDesire >= 0.01)
     {
         List<Ability> visType = new List<Ability>();
         visType.Add(magicArt.Ability);
         VisCondition visCondition =
             new VisCondition(visType, visNeed - stockpile, baseDesire, (byte)(BaseTier + 1), BaseDueDate == null ? null : BaseDueDate - 1);
         visCondition.ModifyActionList(mage, alreadyConsidered, log);
     }
 }
        private void DisplayVis()
        {
            Magus mage = (Magus)_character;

            txtCreoVis.Text      = mage.GetVisCount(MagicArts.Creo).ToString(FORMAT_STRING);
            txtIntellegoVis.Text = mage.GetVisCount(MagicArts.Intellego).ToString(FORMAT_STRING);
            txtMutoVis.Text      = mage.GetVisCount(MagicArts.Muto).ToString(FORMAT_STRING);
            txtPerdoVis.Text     = mage.GetVisCount(MagicArts.Perdo).ToString(FORMAT_STRING);
            txtRegoVis.Text      = mage.GetVisCount(MagicArts.Rego).ToString(FORMAT_STRING);
            txtAnimalVis.Text    = mage.GetVisCount(MagicArts.Animal).ToString(FORMAT_STRING);
            txtAquamVis.Text     = mage.GetVisCount(MagicArts.Aquam).ToString(FORMAT_STRING);
            txtAuramVis.Text     = mage.GetVisCount(MagicArts.Auram).ToString(FORMAT_STRING);
            txtCorpusVis.Text    = mage.GetVisCount(MagicArts.Corpus).ToString(FORMAT_STRING);
            txtHerbamVis.Text    = mage.GetVisCount(MagicArts.Herbam).ToString(FORMAT_STRING);
            txtIgnemVis.Text     = mage.GetVisCount(MagicArts.Ignem).ToString(FORMAT_STRING);
            txtImaginemVis.Text  = mage.GetVisCount(MagicArts.Imaginem).ToString(FORMAT_STRING);
            txtMentemVis.Text    = mage.GetVisCount(MagicArts.Mentem).ToString(FORMAT_STRING);
            txtTerramVis.Text    = mage.GetVisCount(MagicArts.Terram).ToString(FORMAT_STRING);
            txtVimVis.Text       = mage.GetVisCount(MagicArts.Vim).ToString(FORMAT_STRING);
        }