Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/GameSession/Data/Reputation.cs
Joonas Rikkonen 234fb6bc06 Release v0.15.12.0
2021-10-27 18:50:57 +03:00

143 lines
5.0 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Linq;
namespace Barotrauma
{
class Reputation
{
public const float HostileThreshold = 0.2f;
public const float ReputationLossPerNPCDamage = 0.1f;
public const float ReputationLossPerStolenItemPrice = 0.01f;
public const float ReputationLossPerWallDamage = 0.1f;
public const float MinReputationLossPerStolenItem = 0.5f;
public const float MaxReputationLossPerStolenItem = 10.0f;
public string Identifier { get; }
public int MinReputation { get; }
public int MaxReputation { get; }
public int InitialReputation { get; }
public CampaignMetadata Metadata { get; }
private readonly string metaDataIdentifier;
/// <summary>
/// Reputation value normalized to the range of 0-1
/// </summary>
public float NormalizedValue
{
get { return MathUtils.InverseLerp(MinReputation, MaxReputation, Value); }
}
public float Value
{
get => Math.Min(MaxReputation, Metadata.GetFloat(metaDataIdentifier, InitialReputation));
private set
{
if (MathUtils.NearlyEqual(Value, value)) { return; }
Metadata.SetValue(metaDataIdentifier, Math.Clamp(value, MinReputation, MaxReputation));
OnReputationValueChanged?.Invoke();
OnAnyReputationValueChanged?.Invoke();
}
}
public void SetReputation(float newReputation)
{
Value = newReputation;
}
public void AddReputation(float reputationChange)
{
if (reputationChange > 0f)
{
float reputationGainMultiplier = 1f;
foreach (Character character in GameSession.GetSessionCrewCharacters())
{
reputationGainMultiplier += character.GetStatValue(StatTypes.ReputationGainMultiplier);
}
reputationChange *= reputationGainMultiplier;
}
Value += reputationChange;
}
public Action OnReputationValueChanged;
public static Action OnAnyReputationValueChanged;
public Reputation(CampaignMetadata metadata, string identifier, int minReputation, int maxReputation, int initialReputation)
{
System.Diagnostics.Debug.Assert(metadata != null);
Metadata = metadata;
Identifier = identifier.ToLowerInvariant();
metaDataIdentifier = $"reputation.{Identifier}";
MinReputation = minReputation;
MaxReputation = maxReputation;
InitialReputation = initialReputation;
}
public string GetReputationName()
{
return GetReputationName(NormalizedValue);
}
public static string GetReputationName(float normalizedValue)
{
if (normalizedValue < HostileThreshold)
{
return TextManager.Get("reputationverylow");
}
else if (normalizedValue < 0.4f)
{
return TextManager.Get("reputationlow");
}
else if (normalizedValue < 0.6f)
{
return TextManager.Get("reputationneutral");
}
else if (normalizedValue < 0.8f)
{
return TextManager.Get("reputationhigh");
}
return TextManager.Get("reputationveryhigh");
}
#if CLIENT
public static Color GetReputationColor(float normalizedValue)
{
if (normalizedValue < HostileThreshold)
{
return GUI.Style.ColorReputationVeryLow;
}
else if (normalizedValue < 0.4f)
{
return GUI.Style.ColorReputationLow;
}
else if (normalizedValue < 0.6f)
{
return GUI.Style.ColorReputationNeutral;
}
else if (normalizedValue < 0.8f)
{
return GUI.Style.ColorReputationHigh;
}
return GUI.Style.ColorReputationVeryHigh;
}
public string GetFormattedReputationText(bool addColorTags = false)
{
return GetFormattedReputationText(NormalizedValue, Value, addColorTags);
}
public static string GetFormattedReputationText(float normalizedValue, float value, bool addColorTags = false)
{
string reputationName = GetReputationName(normalizedValue);
string formattedReputation = TextManager.GetWithVariables("reputationformat",
new string[] { "[reputationname]", "[reputationvalue]" },
new string[] { reputationName, ((int)Math.Round(value)).ToString() });
if (addColorTags)
{
formattedReputation = $"‖color:{XMLExtensions.ColorToString(GetReputationColor(normalizedValue))}‖{formattedReputation}‖end‖";
}
return formattedReputation;
}
#endif
}
}