90 lines
3.3 KiB
C#
90 lines
3.3 KiB
C#
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using Theriapolis.Core.Data;
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using Theriapolis.Core.Entities;
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using Theriapolis.Core.Rules.Character;
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using Theriapolis.Core.World;
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namespace Theriapolis.Core.Rules.Reputation;
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/// <summary>
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/// Phase 6 M5 — faction-driven NPC allegiance flips. Per the plan §4.6:
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///
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/// Patrol aggression: a friendly/neutral NPC with a faction id flips
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/// their <see cref="Actor.Allegiance"/> to <see cref="Allegiance.Hostile"/>
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/// when the player's local standing with that faction crosses the
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/// <see cref="DispositionLabel.Hostile"/> threshold (≤ -51).
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///
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/// Sticky once Hostile: the flip doesn't bounce back if standing
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/// recovers mid-tick — only on chunk re-stream (NPC despawns + reloads
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/// fresh from template). This avoids flickering allegiance between
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/// frames and matches CRPG convention ("you killed a brigand who saw
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/// you stab a guard last week — they remember").
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/// </summary>
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public static class FactionAggression
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{
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/// <summary>
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/// Walk every faction-affiliated NPC. Flip non-hostile ones to
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/// Hostile when the player's local standing with their faction
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/// crosses the HOSTILE threshold. Returns the number of NPCs flipped
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/// this tick.
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///
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/// Patrol-aggro reads faction standing directly rather than through
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/// the disposition lens — a constable doesn't care about your clade
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/// or your personal history with them; they care that their faction
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/// says you're wanted.
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/// </summary>
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public static int UpdateAllegiances(
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ActorManager actors,
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Rules.Character.Character pc,
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PlayerReputation rep,
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ContentResolver content,
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WorldState world,
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ulong worldSeed)
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{
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if (pc is null) return 0;
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int flipped = 0;
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foreach (var npc in actors.Npcs)
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{
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if (!npc.IsAlive) continue;
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if (npc.Allegiance == Allegiance.Hostile) continue;
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if (npc.Allegiance == Allegiance.Player) continue;
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// Phase 6.5 M7 — sticky betrayal aggro fires unconditionally,
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// independent of faction id (it could be a betrayed lone wolf).
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if (npc.PermanentAggroAfterBetrayal)
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{
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npc.Allegiance = Allegiance.Hostile;
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flipped++;
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continue;
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}
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if (string.IsNullOrEmpty(npc.FactionId)) continue;
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int factionStanding = ResolveFactionStanding(npc, rep, content, world, worldSeed);
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if (factionStanding <= C.REP_HOSTILE_THRESHOLD)
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{
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npc.Allegiance = Allegiance.Hostile;
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flipped++;
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}
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}
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return flipped;
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}
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/// <summary>
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/// Local faction standing as perceived by this NPC's home settlement
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/// (post-propagation), or the global standing if no home is set.
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/// </summary>
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private static int ResolveFactionStanding(
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NpcActor npc, PlayerReputation rep, ContentResolver content,
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WorldState world, ulong worldSeed)
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{
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if (npc.HomeSettlementId is { } hid)
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{
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foreach (var s in world.Settlements)
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if (s.Id == hid)
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return RepPropagation.LocalStandingFor(npc.FactionId, s, worldSeed,
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rep.Ledger, content.Factions);
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}
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return rep.Factions.Get(npc.FactionId);
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}
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}
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