public override bool Applicable(CultivationLevel cultivationLevel) { return(cultivationLevel is BasicCultivationLevel); }
//TODO add features (temporary/ semi-permanent (permanent unil not time based condition)) as features of the body (or maybe Character) public CultivationBody(CultivationState state, CultivationLevel level) { State = state; Level = level; }
//TODO think of reterning an object public abstract bool Applicable(CultivationLevel cultivationLevel);