public LongevityRitualGoal(Magus mage, byte tier = 0, uint? dueDate = null) { DueDate = dueDate; Tier = tier; Desire = CalculateDesire(mage); _artsRequired = new List<Ability>(); _artsRequired.Add(MagicArts.Creo); _artsRequired.Add(MagicArts.Vim); List<AttributeType> attributes = new List<AttributeType>(); attributes.Add(AttributeType.Intelligence); // we need a lab to create a longevity ritual _hasLabCondition = new HasLabCondition(Desire, tier, dueDate == null || dueDate <= 3 ? null : dueDate - 3); }
public VisCondition(List<Ability> visTypes, double total, double desire, byte tier, uint? dueDate = null) { DueDate = dueDate; Tier = tier; Desire = desire; _extractAbilities = new List<Ability>(); _extractAbilities.Add(MagicArts.Creo); _extractAbilities.Add(MagicArts.Vim); _extractAbilities.Add(Abilities.MagicTheory); _visTypes = visTypes; _total = total; _isVimSufficient = visTypes.Where(v => v == MagicArts.Vim).Any(); _hasLab = new HasLabCondition(desire, tier, dueDate == null || dueDate < 2 ? null : dueDate - 1); }
public LabScoreGoal(ArtPair artPair, Activity labWorkType, double total, double desire, byte tier, uint? dueDate = null) { _hasLabCondition = new HasLabCondition(desire, tier, dueDate); List<AttributeType> attributes = new List<AttributeType>(); List<Ability> abilities = new List<Ability>(); abilities.Add(artPair.Technique); abilities.Add(artPair.Form); abilities.Add(Abilities.MagicTheory); attributes.Add(AttributeType.Intelligence); _attributeAbilityScore = new CharacteristicAbilityScoreCondition(abilities, attributes, total, desire, (byte)(tier + 1), dueDate); DueDate = dueDate; Tier = tier; Desire = desire; _total = total; _labWorkType = labWorkType; _artPair = artPair; }