// Demand tribute, and get the planet's response. string Planet::DemandTribute(PlayerInfo &player) const { if(player.GetCondition("tribute: " + name)) return "We are already paying you as much as we can afford."; if(!tribute || !defenseFleet || !defenseCount || player.GetCondition("combat rating") < defenseThreshold) return "Please don't joke about that sort of thing."; // The player is scary enough for this planet to take notice. Check whether // this is the first demand for tribute, or not. if(!isDefending) { isDefending = true; GameData::GetPolitics().Offend(defenseFleet->GetGovernment(), ShipEvent::PROVOKE); GameData::GetPolitics().Offend(GetGovernment(), ShipEvent::PROVOKE); return "Our defense fleet will make short work of you."; } // The player has already demanded tribute. Have they killed off the entire // defense fleet? bool isDefeated = (defenseDeployed == defenseCount); for(const shared_ptr<Ship> &ship : defenders) if(!ship->IsDisabled() && !ship->IsYours()) { isDefeated = false; break; } if(!isDefeated) return "We're not ready to surrender yet."; player.Conditions()["tribute: " + name] = tribute; GameData::GetPolitics().DominatePlanet(this); return "We surrender. We will pay you " + Format::Number(tribute) + " credits per day to leave us alone."; }
// Demand tribute, and get the planet's response. string Planet::DemandTribute(PlayerInfo &player) const { if(player.GetCondition("tribute: " + name)) return "We are already paying you as much as we can afford."; if(!tribute || defenseFleets.empty()) return "Please don't joke about that sort of thing."; if(player.GetCondition("combat rating") < defenseThreshold) return "You're not worthy of our time."; // The player is scary enough for this planet to take notice. Check whether // this is the first demand for tribute, or not. if(!isDefending) { isDefending = true; set<const Government *> toProvoke; for(const auto &fleet : defenseFleets) toProvoke.insert(fleet->GetGovernment()); for(const auto &gov : toProvoke) gov->Offend(ShipEvent::PROVOKE); // Terrorizing a planet is not taken lightly by it or its allies. GetGovernment()->Offend(ShipEvent::ATROCITY); return "Our defense fleet will make short work of you."; } // The player has already demanded tribute. Have they defeated the entire defense fleet? bool isDefeated = (defenseDeployed == defenseFleets.size()); for(const shared_ptr<Ship> &ship : defenders) if(!ship->IsDisabled() && !ship->IsYours()) { isDefeated = false; break; } if(!isDefeated) return "We're not ready to surrender yet."; player.Conditions()["tribute: " + name] = tribute; GameData::GetPolitics().DominatePlanet(this); return "We surrender. We will pay you " + Format::Credits(tribute) + " credits per day to leave us alone."; }