Esempio n. 1
0
void FactionManager::awardFactionStanding(CreatureObject* player, const String& factionName) {
	if (player == NULL)
		return;

	ManagedReference<PlayerObject*> ghost = player->getPlayerObject();

	if (!factionMap.contains(factionName))
		return;

	float lose = floor((float)75); //TODO: Find the equation for this.
	float gain = floor((float)lose / 2); //you gain half of what you lose

	Faction faction = factionMap.get(factionName);
	SortedVector<String>* enemies = faction.getEnemies();
	SortedVector<String>* allies = faction.getAllies();

	ghost->decreaseFactionStanding(factionName, lose);

	//Lose faction standing to allies of the creature.
	for (int i = 0; i < allies->size(); ++i) {
		String ally = allies->get(i);
		ghost->decreaseFactionStanding(ally, lose);
	}

	//Gain faction standing to enemies of the creature.
	for (int i = 0; i < enemies->size(); ++i) {
		String enemy = enemies->get(i);
		ghost->increaseFactionStanding(enemy, gain);
	}
}
void MissionObjectiveImplementation::awardFactionPoints() {
	ManagedReference<MissionObject* > mission = this->mission.get();

	int factionPointsRebel = mission->getRewardFactionPointsRebel();
	int factionPointsImperial = mission->getRewardFactionPointsImperial();

	if ((factionPointsRebel <= 0 && factionPointsImperial <= 0) || mission->getFaction() == MissionObject::FACTIONNEUTRAL) {
		return;
	}

	//Award faction points for faction delivery missions.
	ManagedReference<CreatureObject*> creatureOwner = getPlayerOwner();

	if (creatureOwner != NULL) {
		ManagedReference<PlayerObject*> ghost = creatureOwner->getPlayerObject();
		if (ghost != NULL) {
			Locker ghostLocker(creatureOwner);

			//Switch to get the correct order.
			switch (mission->getFaction()) {
			case MissionObject::FACTIONIMPERIAL:
				if (factionPointsImperial > 0) {
					ghost->increaseFactionStanding("imperial", factionPointsImperial);
				}
				if (factionPointsRebel < 0) {
					ghost->decreaseFactionStanding("rebel", -factionPointsRebel);
				}
				break;
			case MissionObject::FACTIONREBEL:
				if (factionPointsRebel > 0) {
					ghost->increaseFactionStanding("rebel", factionPointsRebel);
				}
				if (factionPointsImperial < 0) {
					ghost->decreaseFactionStanding("imperial", -factionPointsImperial);
				}
				break;
			}
		}
	}
}
Esempio n. 3
0
void FactionManager::awardPvpFactionPoints(TangibleObject* killer, CreatureObject* destructedObject) {
	if (killer->isPlayerCreature() && destructedObject->isPlayerCreature()) {
		CreatureObject* killerCreature = cast<CreatureObject*>(killer);
		ManagedReference<PlayerObject*> ghost = killerCreature->getPlayerObject();

		ManagedReference<PlayerObject*> killedGhost = destructedObject->getPlayerObject();

		if (killer->isRebel() && destructedObject->isImperial()) {
			ghost->increaseFactionStanding("rebel", 75);
			ghost->decreaseFactionStanding("imperial", 75);

			killedGhost->decreaseFactionStanding("imperial", 75); //TODO: find formulas
		} else if (killer->isImperial() && destructedObject->isRebel()) {
			ghost->increaseFactionStanding("imperial", 75);
			ghost->decreaseFactionStanding("rebel", 75);

			killedGhost->decreaseFactionStanding("rebel", 75);
		}
	} else if (destructedObject->isPlayerCreature()) {
		ManagedReference<PlayerObject*> ghost = destructedObject->getPlayerObject();

		if (killer->getFaction() != destructedObject->getFaction()) {
			if (killer->isRebel() && destructedObject->isImperial()) {
				ghost->decreaseFactionStanding("imperial", 75); //TODO: find formulas
			} else if (killer->isImperial() && destructedObject->isRebel()) {
				ghost->decreaseFactionStanding("rebel", 75);
			}
		}
	}
}