Esempio n. 1
0
        public override void AddActionPreferencesToList(ConsideredActions alreadyConsidered, IList <string> log)
        {
            _currentAura = Mage.Covenant == null ? 0 : Mage.Covenant.Aura.Strength;
            _auraCount   = Mage.KnownAuras.Count;

            // for now
            _currentScore = CalculateFindAuraScore();
            double probOfBetter = 1 - (_currentAura * _currentAura * (_auraCount + 1) / (5 * _currentScore));
            double maxAura      = Math.Sqrt(5.0 * _currentScore / (_auraCount + 1));
            double averageGain  = maxAura * probOfBetter / 2.0;
            double desire       = _desireFunc(averageGain, ConditionDepth);

            if (desire > 0.00001)
            {
                log.Add("Finding a better aura to build a lab in worth " + desire.ToString("0.000"));
                alreadyConsidered.Add(new FindAura(Abilities.AreaLore, desire));

                // consider the value of increasing find aura related scores
                //practice area lore
                PracticeHelper areaLorePracticeHelper = new PracticeHelper(Abilities.AreaLore, Mage, AgeToCompleteBy - 1, Desire, (ushort)(ConditionDepth + 1), CalculateScoreGainDesire);
                areaLorePracticeHelper.AddActionPreferencesToList(alreadyConsidered, log);

                // read area lore
                ReadingHelper readAreaLoreHelper = new ReadingHelper(Abilities.AreaLore, Mage, AgeToCompleteBy - 1, Desire, (ushort)(ConditionDepth + 1), CalculateScoreGainDesire);

                // consider value of increasing InVi casting total
                CastingTotalIncreaseHelper inViHelper = new CastingTotalIncreaseHelper(Mage, AgeToCompleteBy - 1, Desire / 10, (ushort)(ConditionDepth + 1), MagicArtPairs.InVi, _allowVimVisUse, _desireFunc);
            }
        }
Esempio n. 2
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        public override void AddActionPreferencesToList(ConsideredActions alreadyConsidered, IList<string> log)
        {
            _currentAura = Mage.Covenant == null ? 0 : Mage.Covenant.Aura.Strength;
            _auraCount = Mage.KnownAuras.Count;

            // for now
            _currentScore= CalculateFindAuraScore();
            double probOfBetter = 1 - (_currentAura * _currentAura * _auraCount / (5 * _currentScore));
            double maxAura = Math.Sqrt(5.0 * _currentScore / _auraCount);
            double averageGain = maxAura * probOfBetter / 2.0;
            double desire = _desireFunc(averageGain, ConditionDepth);

            if (desire > 0.01)
            {

                log.Add("Finding a better aura to build a lab in worth " + desire.ToString("0.00"));
                alreadyConsidered.Add(new FindAura(Abilities.AreaLore, desire));

                // consider the value of increasing find aura related scores
                //practice area lore
                PracticeHelper areaLorePracticeHelper = new PracticeHelper(Abilities.AreaLore, Mage, AgeToCompleteBy, Desire, (ushort)(ConditionDepth + 1), CalculateScoreGainDesire);
                areaLorePracticeHelper.AddActionPreferencesToList(alreadyConsidered, log);

                // read area lore
                ReadingHelper readAreaLoreHelper = new ReadingHelper(Abilities.AreaLore, Mage, AgeToCompleteBy, Desire, (ushort)(ConditionDepth + 1), CalculateScoreGainDesire);

                // consider value of increasing InVi casting total
                CastingTotalIncreaseHelper inViHelper = new CastingTotalIncreaseHelper(Mage, AgeToCompleteBy - 1, Desire / 10, (ushort)(ConditionDepth + 1), MagicArtPairs.InVi, _allowVimVisUse, _desireFunc);

            }
        }
Esempio n. 3
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        public override void AddActionPreferencesToList(ConsideredActions alreadyConsidered, IList <string> log)
        {
            List <Ability> visSearchAbilities = new List <Ability>();

            visSearchAbilities.Add(Abilities.MagicLore);
            visSearchAbilities.Add(MagicArts.Intellego);
            visSearchAbilities.Add(MagicArts.Vim);
            // we're not getting vis fast enough, so we need to find a new source
            // consider the value of searching for new vis sites in current auras
            // determine average vis source found
            _magicLoreTotal  = Mage.GetAbility(Abilities.MagicLore).Value;
            _magicLoreTotal += Mage.GetAttribute(AttributeType.Perception).Value;
            _magicLoreTotal += Mage.GetCastingTotal(MagicArtPairs.InVi) / 5;
            if (Mage.KnownAuras.Any())
            {
                Aura   aura        = Mage.KnownAuras.OrderByDescending(a => a.GetAverageVisSourceSize(_magicLoreTotal)).First();
                double averageFind = aura.GetAverageVisSourceSize(_magicLoreTotal);
                if (averageFind > 0)
                {
                    // originally, we modified by chance vis will be of the proper type
                    // this feels wrong; what's probably more sensible is to scale
                    // according to the relative value of vis
                    // so 5 * 4 + 9 * 2 + 1 = 39/15
                    // that represents the relative value of a random vis source compared to vim vis
                    double gain   = (averageFind * 39 / 15);
                    double desire = _desireFunc(gain, ConditionDepth);

                    // TODO: modify by lifelong value of source?
                    log.Add("Looking for vis source worth " + (desire).ToString("0.000"));
                    alreadyConsidered.Add(new FindVisSource(aura, Abilities.MagicLore, desire));
                }

                // consider the value of increasing the casting total first
                CastingTotalIncreaseHelper castingHelper =
                    new CastingTotalIncreaseHelper(Mage, AgeToCompleteBy - 1, Desire, (ushort)(ConditionDepth + 1), MagicArtPairs.InVi, _allowVimVis, CalculateScoreGainDesire);
                castingHelper.AddActionPreferencesToList(alreadyConsidered, log);
                // consider the value of increasing Magic Lore
                PracticeHelper practiceHelper = new PracticeHelper(Abilities.MagicLore, Mage, AgeToCompleteBy - 1, Desire, (ushort)(ConditionDepth + 1), CalculateScoreGainDesire);
                practiceHelper.AddActionPreferencesToList(alreadyConsidered, log);
                ReadingHelper readingHelper = new ReadingHelper(Abilities.MagicLore, Mage, AgeToCompleteBy - 1, Desire, (ushort)(ConditionDepth + 1), CalculateScoreGainDesire);
                readingHelper.AddActionPreferencesToList(alreadyConsidered, log);
                // TODO: consider increasing Perception
            }

            // consider finding a whole new aura
            FindNewAuraHelper auraHelper = new FindNewAuraHelper(Mage, AgeToCompleteBy - 1, Desire, (ushort)(ConditionDepth + 1), !_visTypes.Contains(MagicArts.Vim), CalculateAuraGainDesire);

            auraHelper.AddActionPreferencesToList(alreadyConsidered, log);
        }
 public override void AddActionPreferencesToList(ConsideredActions alreadyConsidered, IList<string> log)
 {
     base.AddActionPreferencesToList(alreadyConsidered, log);
     // increase Magic Theory via practice
     PracticeHelper practiceHelper = new PracticeHelper(Abilities.MagicTheory, Mage, AgeToCompleteBy, Desire, (ushort)(ConditionDepth + 1), _desireFunc);
     practiceHelper.AddActionPreferencesToList(alreadyConsidered, log);
     // increase Magic Theory via reading
     ReadingHelper readingHelper = new ReadingHelper(Abilities.MagicTheory, Mage, AgeToCompleteBy, Desire, (ushort)(ConditionDepth + 1), _desireFunc);
     readingHelper.AddActionPreferencesToList(alreadyConsidered, log);
     // increase Int
     // improve lab
     // find better aura
     if (AgeToCompleteBy - Mage.SeasonalAge > 2)
     {
         // a season to find the aura, and a season to build a lab in it. Doesn't take into account lab specialization
         FindNewAuraHelper auraHelper = new FindNewAuraHelper(Mage, AgeToCompleteBy - 1, Desire, (ushort)(ConditionDepth + 2), AllowVimVisUse, _desireFunc);
     }
 }
        public override void AddActionPreferencesToList(ConsideredActions alreadyConsidered, IList<string> log)
        {
            List<Ability> visSearchAbilities = new List<Ability>();
            visSearchAbilities.Add(Abilities.MagicLore);
            visSearchAbilities.Add(MagicArts.Intellego);
            visSearchAbilities.Add(MagicArts.Vim);
            // we're not getting vis fast enough, so we need to find a new source
            // consider the value of searching for new vis sites in current auras
            // determine average vis source found
            _magicLoreTotal = Mage.GetAbility(Abilities.MagicLore).Value;
            _magicLoreTotal += Mage.GetAttribute(AttributeType.Perception).Value;
            _magicLoreTotal += Mage.GetCastingTotal(MagicArtPairs.InVi) / 5;
            if (_magicLoreTotal > 0 && Mage.KnownAuras.Any())
            {
                Aura aura = Mage.KnownAuras.OrderByDescending(a => a.GetAverageVisSourceSize(_magicLoreTotal)).First();
                double averageFind = aura.GetAverageVisSourceSize(_magicLoreTotal);
                if (averageFind > 0)
                {
                    // modify by chance vis will be of the proper type
                    double gain = (averageFind * _visTypes.Count() / 15);
                    double desire = _desireFunc(gain, ConditionDepth);

                    // TODO: modify by lifelong value of source?
                    log.Add("Looking for vis source worth " + (desire).ToString("0.00"));
                    alreadyConsidered.Add(new FindVisSource(aura, Abilities.MagicLore, desire));
                }

                // consider the value of increasing the casting total first
                CastingTotalIncreaseHelper castingHelper =
                    new CastingTotalIncreaseHelper(Mage, AgeToCompleteBy, Desire, (ushort)(ConditionDepth + 1), MagicArtPairs.InVi, _allowVimVis, CalculateScoreGainDesire);
                castingHelper.AddActionPreferencesToList(alreadyConsidered, log);
                // consider the value of increasing Magic Lore
                PracticeHelper practiceHelper = new PracticeHelper(Abilities.MagicLore, Mage, AgeToCompleteBy, Desire, (ushort)(ConditionDepth + 1), CalculateScoreGainDesire);
                practiceHelper.AddActionPreferencesToList(alreadyConsidered, log);
                ReadingHelper readingHelper = new ReadingHelper(Abilities.MagicLore, Mage, AgeToCompleteBy, Desire, (ushort)(ConditionDepth + 1), CalculateScoreGainDesire);
                readingHelper.AddActionPreferencesToList(alreadyConsidered, log);
                // TODO: consider increasing Perception
            }

            // consider finding a whole new aura
            FindNewAuraHelper auraHelper = new FindNewAuraHelper(Mage, AgeToCompleteBy, Desire, (ushort)(ConditionDepth + 1), !_visTypes.Contains(MagicArts.Vim), CalculateAuraGainDesire);
        }
Esempio n. 6
0
        public override void AddActionPreferencesToList(ConsideredActions alreadyConsidered, IList <string> log)
        {
            base.AddActionPreferencesToList(alreadyConsidered, log);
            // increase Magic Theory via practice
            PracticeHelper practiceHelper = new PracticeHelper(Abilities.MagicTheory, Mage, AgeToCompleteBy - 1, Desire, (ushort)(ConditionDepth + 1), _desireFunc);

            practiceHelper.AddActionPreferencesToList(alreadyConsidered, log);
            // increase Magic Theory via reading
            ReadingHelper readingHelper = new ReadingHelper(Abilities.MagicTheory, Mage, AgeToCompleteBy - 1, Desire, (ushort)(ConditionDepth + 1), _desireFunc);

            readingHelper.AddActionPreferencesToList(alreadyConsidered, log);
            // increase Int
            // improve lab
            // find better aura
            if (AgeToCompleteBy - Mage.SeasonalAge > 2)
            {
                // a season to find the aura, and a season to build a lab in it. Doesn't take into account lab specialization
                FindNewAuraHelper auraHelper = new FindNewAuraHelper(Mage, AgeToCompleteBy - 2, Desire, (ushort)(ConditionDepth + 2), AllowVimVisUse, _desireFunc);
            }
        }