Example #1
0
void GameEvent::Apply(PlayerInfo &player)
{
	// Serialize the current reputation with other governments.
	player.SetReputationConditions();
	
	// Apply this event's ConditionSet to the player's conditions.
	conditionsToApply.Apply(player.Conditions());
	// Apply (and store a record of applying) this event's other general
	// changes (e.g. updating an outfitter's inventory).
	player.AddChanges(changes);
	
	// Update the current reputation with other governments (e.g. this
	// event's ConditionSet may have altered some reputations).
	player.CheckReputationConditions();
	
	for(const System *system : systemsToUnvisit)
		player.Unvisit(system);
	for(const Planet *planet : planetsToUnvisit)
		player.Unvisit(planet);
	
	// Perform visits after unvisits, as "unvisit <system>"
	// will unvisit any planets in that system.
	for(const System *system : systemsToVisit)
		player.Visit(system);
	for(const Planet *planet : planetsToVisit)
		player.Visit(planet);
}
Example #2
0
void GameEvent::Apply(PlayerInfo &player)
{
	for(const auto &it : GameData::Governments())
	{
		int rep = it.second.Reputation();
		player.Conditions()["reputation: " + it.first] = rep;
	}
	
	conditionsToApply.Apply(player.Conditions());
	player.AddChanges(changes);
	
	for(const auto &it : GameData::Governments())
	{
		int rep = it.second.Reputation();
		int newRep = player.Conditions()["reputation: " + it.first];
		if(rep != newRep)
			it.second.AddReputation(newRep - rep);
	}
	
	for(const System *system : systemsToUnvisit)
		player.Unvisit(system);
}