220 lines
8.9 KiB
C#
220 lines
8.9 KiB
C#
using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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namespace Barotrauma
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{
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class Reputation
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{
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public const float HostileThreshold = 0.2f;
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public const float ReputationLossPerNPCDamage = 0.025f;
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public const float ReputationLossPerWallDamage = 0.025f;
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public const float ReputationLossPerStolenItemPrice = 0.0025f;
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public const float MinReputationLossPerStolenItem = 0.025f;
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public const float MaxReputationLossPerStolenItem = 0.5f;
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/// <summary>
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/// Maximum amount of reputation loss you can get from damaging outpost NPCs per round
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/// </summary>
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public const float MaxReputationLossFromNPCDamage = 20.0f;
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/// <summary>
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/// Maximum amount of reputation loss you can get from damaging outpost walls per round
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/// </summary>
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public const float MaxReputationLossFromWallDamage = 10.0f;
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public Identifier Identifier { get; }
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public int MinReputation { get; }
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public int MaxReputation { get; }
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public int InitialReputation { get; }
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public CampaignMetadata Metadata { get; }
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public float ReputationAtRoundStart { get; set; }
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private readonly Identifier metaDataIdentifier;
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/// <summary>
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/// Reputation value normalized to the range of 0-1
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/// </summary>
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public float NormalizedValue
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{
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get { return MathUtils.InverseLerp(MinReputation, MaxReputation, Value); }
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}
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public float Value
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{
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get => Metadata == null ? 0 : Math.Min(MaxReputation, Metadata.GetFloat(metaDataIdentifier, InitialReputation));
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private set
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{
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if (MathUtils.NearlyEqual(Value, value) || Metadata == null) { return; }
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float prevValue = Value;
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Metadata.SetValue(metaDataIdentifier, Math.Clamp(value, MinReputation, MaxReputation));
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OnReputationValueChanged?.Invoke(this);
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OnAnyReputationValueChanged?.Invoke(this);
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#if CLIENT
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int increase = (int)Value - (int)prevValue;
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if (increase != 0 && Character.Controlled != null)
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{
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Character.Controlled.AddMessage(
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TextManager.GetWithVariable("reputationgainnotification", "[reputationname]", Location?.DisplayName ?? Faction.Prefab.Name).Value,
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increase > 0 ? GUIStyle.Green : GUIStyle.Red,
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playSound: true, Identifier, increase, lifetime: 5.0f);
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}
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#endif
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}
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}
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public void SetReputation(float newReputation)
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{
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Value = newReputation;
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}
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public float GetReputationChangeMultiplier(float reputationChange)
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{
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return reputationChange switch
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{
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> 0f => GetMultiplierForStatType(StatTypes.ReputationGainMultiplier, Identifier),
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< 0f => GetMultiplierForStatType(StatTypes.ReputationLossMultiplier, Identifier),
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_ => 1.0f
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};
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static float GetMultiplierForStatType(StatTypes statTypes, Identifier identifier)
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{
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float multiplier = 1f;
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var crew = GameSession.GetSessionCrewCharacters(CharacterType.Both);
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if (crew != null && crew.Any())
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{
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multiplier *= 1f + crew.Max(c => c.GetStatValue(statTypes, includeSaved: false));
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multiplier *= 1f + crew.Max(c => c.Info?.GetSavedStatValue(statTypes, identifier) ?? 0);
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}
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return multiplier;
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}
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}
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public void AddReputation(float reputationChange, float maxReputationChangePerRound = float.MaxValue)
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{
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float prevValue = Value;
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//if we're already over the limit, do nothing (assuming the change is in the "same direction" that we've gone over the limit)
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if (doesReputationChangeGoOverLimit(prevValue, reputationChange))
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{
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return;
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}
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float newValue = Value + reputationChange * GetReputationChangeMultiplier(reputationChange);
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if (doesReputationChangeGoOverLimit(newValue, newValue - prevValue))
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{
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newValue = ReputationAtRoundStart + maxReputationChangePerRound * Math.Sign(reputationChange);
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}
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Value = newValue;
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bool doesReputationChangeGoOverLimit(float newValue, float change)
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{
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float totalReputationChange = newValue - ReputationAtRoundStart;
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return
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Math.Abs(totalReputationChange) > maxReputationChangePerRound &&
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Math.Sign(totalReputationChange) == Math.Sign(change);
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}
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}
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public readonly NamedEvent<Reputation> OnReputationValueChanged = new NamedEvent<Reputation>();
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public static readonly NamedEvent<Reputation> OnAnyReputationValueChanged = new NamedEvent<Reputation>();
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public readonly Faction Faction;
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public readonly Location Location;
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public Reputation(CampaignMetadata metadata, Location location, Identifier identifier, int minReputation, int maxReputation, int initialReputation)
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: this(metadata, null, location, identifier, minReputation, maxReputation, initialReputation)
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{
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}
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public Reputation(CampaignMetadata metadata, Faction faction, int minReputation, int maxReputation, int initialReputation)
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: this(metadata, faction, null, $"faction.{faction.Prefab.Identifier}".ToIdentifier(), minReputation, maxReputation, initialReputation)
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{
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}
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private Reputation(CampaignMetadata metadata, Faction faction, Location location, Identifier identifier, int minReputation, int maxReputation, int initialReputation)
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{
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System.Diagnostics.Debug.Assert(faction != null || location != null);
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Metadata = metadata;
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Identifier = identifier;
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metaDataIdentifier = $"reputation.{Identifier}".ToIdentifier();
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MinReputation = minReputation;
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MaxReputation = maxReputation;
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ReputationAtRoundStart = initialReputation;
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InitialReputation = initialReputation;
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Faction = faction;
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Location = location;
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}
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public LocalizedString GetReputationName()
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{
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return GetReputationName(NormalizedValue);
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}
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public static LocalizedString GetReputationName(float normalizedValue)
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{
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if (normalizedValue < HostileThreshold)
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{
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return TextManager.Get("reputationverylow");
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}
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else if (normalizedValue < 0.4f)
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{
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return TextManager.Get("reputationlow");
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}
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else if (normalizedValue < 0.6f)
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{
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return TextManager.Get("reputationneutral");
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}
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else if (normalizedValue < 0.8f)
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{
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return TextManager.Get("reputationhigh");
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}
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return TextManager.Get("reputationveryhigh");
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}
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#if CLIENT
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public static Color GetReputationColor(float normalizedValue)
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{
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if (normalizedValue < HostileThreshold)
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{
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return GUIStyle.ColorReputationVeryLow;
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}
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else if (normalizedValue < 0.4f)
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{
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return GUIStyle.ColorReputationLow;
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}
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else if (normalizedValue < 0.6f)
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{
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return GUIStyle.ColorReputationNeutral;
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}
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else if (normalizedValue < 0.8f)
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{
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return GUIStyle.ColorReputationHigh;
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}
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return GUIStyle.ColorReputationVeryHigh;
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}
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public LocalizedString GetFormattedReputationText(bool addColorTags = false)
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{
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return GetFormattedReputationText(NormalizedValue, Value, addColorTags);
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}
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public static LocalizedString GetFormattedReputationText(float normalizedValue, float value, bool addColorTags = false)
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{
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LocalizedString reputationName = GetReputationName(normalizedValue);
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LocalizedString formattedReputation = TextManager.GetWithVariables("reputationformat",
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("[reputationname]", reputationName),
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//simply cast to float (dropping the decimals)
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//we don't want any rounding here, otherwise it might look like you have enough rep to reach some threshold when you're actually some fraction off
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("[reputationvalue]", ((int)value).ToString()));
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if (addColorTags)
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{
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formattedReputation = $"‖color:{XMLExtensions.ToStringHex(GetReputationColor(normalizedValue))}‖{formattedReputation}‖end‖";
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}
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return formattedReputation;
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}
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#endif
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}
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} |