public VisSource(Aura aura, Ability art, Season seasons, double amount) { Aura = aura; Art = art; Seasons = seasons; Amount = amount; }
public Covenant FoundCovenant(Aura aura) { Covenant coventant = new Covenant(aura); Join(coventant); return coventant; }
public void BuildLaboratory(Aura aura) { Laboratory = new Laboratory(this, aura, 0); }
public BuildLaboratory(Aura aura, Ability exposure, double desire) : base(exposure, desire) { Action = Activity.BuildLaboratory; _aura = aura; }
public FindVisSource(Aura auraToSearch, Ability exposure, double desire) : base(exposure, desire) { Aura = auraToSearch; Action = Activity.FindVisSource; }
private void MageAuraSearch(Magus mage) { // add bonus to area lore equal to casting total div 10? // TODO: once spells are implemented, increase finding chances based on aura-detection spells double areaLore = mage.GetAbility(Abilities.AreaLore).Value; areaLore += mage.GetAttribute(AttributeType.Perception).Value; areaLore += mage.GetCastingTotal(MagicArtPairs.InVi) / 10; double roll = Die.Instance.RollDouble() * 5; // die roll will be 0-5; area lore will be between 0 and 15, giving auras between 0 and 9 double auraFound = Math.Sqrt(roll * areaLore / (mage.KnownAuras.Count() + 1)); if (auraFound > 1) { Aura aura = new Aura(Domain.Magic, auraFound); mage.Log.Add("Found an aura of strength " + auraFound.ToString("0.00")); mage.KnownAuras.Add(aura); if (mage.Covenant == null || (mage.Laboratory == null && mage.Covenant.Aura.Strength < aura.Strength)) { mage.FoundCovenant(aura); } } }
public Covenant(Aura aura) : this() { Aura = aura; }