Files
TheriapolisV3/Theriapolis.Core/Rules/Reputation/FactionAggression.cs
T
Christopher Wiebe b451f83174 Initial commit: Theriapolis baseline at port/godot branch point
Captures the pre-Godot-port state of the codebase. This is the rollback
anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md).
All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-30 20:40:51 -07:00

90 lines
3.3 KiB
C#

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