public void DeclareWarToFaction(Globals.FactionNames factionId)
 {
     EventManager.TriggerEvent <DiplomaticStatusData>(EventNames.DiplomaticStatusChange, new DiplomaticStatusData()
     {
         Source = Globals.PlayerFaction, Target = factionId, DiplomaticStatus = RelationStatus.War
     });
 }
 public void AskToJoinFederation(Globals.FactionNames factionId)
 {
     EventManager.TriggerEvent <DiplomaticStatusData>(EventNames.DiplomaticStatusChange, new DiplomaticStatusData()
     {
         Source = Globals.PlayerFaction, Target = factionId, DiplomaticStatus = RelationStatus.Federation
     });
 }
Example #3
0
 public void Update(Globals.FactionNames factionId, int numberOfControlledCities, int numberOfSpies, int numberOfMilitary, int funds)
 {
     _factionDataDisplay.text = "Faction: " + factionId
                                + "\nCities under control: " + numberOfControlledCities
                                + "\nNumber of active spies: " + numberOfSpies
                                + "\nNumber of active squads: " + numberOfMilitary
                                + "\nFunds: " + funds;
 }
    //public void DisplayAllFactionRelations()
    //{
    //	_factionRelationsText.text = "\tFaction Relations: \n";
    //	for (int foreignFactionIndex = 0; foreignFactionIndex < _factionRelations[(int)Globals.PlayerFaction].Length; foreignFactionIndex++)
    //	{
    //		if (_factionRelations[(int)Globals.PlayerFaction][foreignFactionIndex] != -1)
    //		{
    //			_factionRelationsText.text += ((Globals.FactionNames)foreignFactionIndex).ToString() + ": " + _factionRelations[(int)Globals.PlayerFaction][foreignFactionIndex] + "\n";
    //		}
    //	}
    //}

    private void AttachFactionRelationsBreakdownToWindowsPromptText(Globals.FactionNames factionId)
    {
        List <FactionRelationElementData> relationElements = FactionRelations.GetFactionRelationElementData(factionId);

        for (int relationElementIndex = 0; relationElementIndex < relationElements.Count; relationElementIndex++)
        {
            _windowPromptText.text += relationElements[relationElementIndex].FactionRelationElementId.ToString() + ": "
                                      + relationElements[relationElementIndex].Value + "\n";
        }
    }
    public void DisplayFactionRelationsWithPlayer(Globals.FactionNames factionId)
    {
        int playerOnFaction = -1;
        int factionOnPlayer = -1;

        FactionRelations.GetRelationsWithPlayer(factionId, out playerOnFaction, out factionOnPlayer);

        _factionRelationsText.text = "\t" + factionId.ToString() + "\n\tFaction Relations: \n" + "Our views on them: " + playerOnFaction + "\nTheir views on us: " + factionOnPlayer
                                     + "\n Current status: " + FactionRelations.GetRelationStatusWithPlayer(factionId);
    }
 public static RelationStatus GetRelationStatusWithPlayer(Globals.FactionNames factionId)
 {
     if (Globals.PlayerFaction != factionId)
     {
         return(_factionRelationStatuses[(int)Globals.PlayerFaction][(int)factionId]);
     }
     else
     {
         return(RelationStatus.Invalid);
     }
 }
Example #7
0
    public void SetFactionSupport(Globals.FactionNames faction, float newSupport)
    {
        float originalSupport = FactionsSupport[(int)faction];

        FactionsSupport[(int)faction] = newSupport;
        float supportDifference = newSupport - originalSupport;

        if (supportDifference > 0)
        {
            if (FactionsSupport[(int)faction] > 1.0f)
            {
                FactionsSupport[(int)faction] = 1.0f;
                supportDifference             = 1.0f - originalSupport;
            }


            float supportPerFaction = supportDifference / (_factionsSupport.Count - 1);

            float remainingSupport = 0.0f;

            for (int factionSupportIndex = 0; factionSupportIndex < FactionsSupport.Count; factionSupportIndex++)
            {
                if (factionSupportIndex != (int)faction)
                {
                    FactionsSupport[factionSupportIndex] -= supportPerFaction;

                    if (FactionsSupport[factionSupportIndex] < 0)
                    {
                        remainingSupport = -FactionsSupport[factionSupportIndex];
                        FactionsSupport[factionSupportIndex] = 0.0f;
                    }
                }
            }

            if (remainingSupport > 0.0f)
            {
                float biggestSupport      = float.MinValue;
                int   biggestSupportIndex = -1;
                for (int factionIndex = 0; factionIndex < FactionsSupport.Count; factionIndex++)
                {
                    if (FactionsSupport[factionIndex] < biggestSupport && factionIndex != (int)faction)
                    {
                        biggestSupportIndex = factionIndex;
                    }
                }

                if (biggestSupportIndex != -1)
                {
                    FactionsSupport[biggestSupportIndex] -= remainingSupport;
                    remainingSupport = 0;
                }
            }
        }
    }
 public static void GetRelationsWithPlayer(Globals.FactionNames factionId, out int playerViewOnFaction, out int factionViewOnPlayer)
 {
     if (Globals.PlayerFaction != factionId)
     {
         playerViewOnFaction = _factionRelations[(int)Globals.PlayerFaction][(int)factionId].GetRelationsTotal();
         factionViewOnPlayer = _factionRelations[(int)factionId][(int)Globals.PlayerFaction].GetRelationsTotal();
     }
     else
     {
         playerViewOnFaction = -1;
         factionViewOnPlayer = -1;
     }
 }
    public List <SpyUnit> GetFactionSpies(Globals.FactionNames factionId)
    {
        List <SpyUnit> controlledSpies = new List <SpyUnit>();

        for (int spyIndex = 0; spyIndex < PresentSpies.Count; spyIndex++)
        {
            if (PresentSpies[spyIndex].Faction == factionId)
            {
                controlledSpies.Add(PresentSpies[spyIndex]);
            }
        }

        return(controlledSpies);
    }
    public List <SoldierUnit> GetFactionMilitary(Globals.FactionNames factionId)
    {
        List <SoldierUnit> controlledMilitary = new List <SoldierUnit>();

        for (int soldierUnitIndex = 0; soldierUnitIndex < PresentSoldiers.Count; soldierUnitIndex++)
        {
            if (PresentSoldiers[soldierUnitIndex].Faction == factionId)
            {
                controlledMilitary.Add(PresentSoldiers[soldierUnitIndex]);
            }
        }

        return(controlledMilitary);
    }
 public void RecruitSoldier(Globals.FactionNames factionId)
 {
     if (Stats.Control == (int)factionId)
     {
         SoldierUnit newSoldier = new SoldierUnit(this, factionId);
         PresentSoldiers.Add(newSoldier);
         Events.EventManager.TriggerEvent(EventNames.MilitaryRecruited, new UnitRecruitmentData()
         {
             NewlyRecruitedUnit = newSoldier
         });
     }
     else
     {
         Debug.Log("The faction: " + factionId.ToString() + " doesn´t have enough support to recruit a spy unit in: " + Stats.PopulationNodeName);
     }
 }
 public void RecruitSpy(Globals.FactionNames factionId)
 {
     if (Stats.GetFactionSupport(factionId) >= MINIMUM_SPY_RECRUITMENT_SUPPORT)
     {
         SpyUnit newSpy = new SpyUnit(this, factionId);
         PresentSpies.Add(newSpy);
         Events.EventManager.TriggerEvent(EventNames.SpyRecruited, new UnitRecruitmentData()
         {
             NewlyRecruitedUnit = newSpy
         });
     }
     else
     {
         Debug.Log("The faction: " + factionId.ToString() + " doesn´t have enough support to recruit a spy unit in: " + Stats.PopulationNodeName);
     }
 }
Example #13
0
 public Faction(Globals.FactionNames factionId)
 {
     FactionId = factionId;
 }
Example #14
0
 public float GetFactionSupport(Globals.FactionNames faction)
 {
     return(FactionsSupport[(int)faction]);
 }
 public static List <FactionRelationElementData> GetFactionRelationElementData(Globals.FactionNames factionId)
 {
     return(_factionRelations[(int)Globals.PlayerFaction][(int)factionId].RelationElements);
 }
Example #16
0
 public UnitBase(PopulationNode location, Globals.FactionNames factionNames)
 {
     CurrentLocation = location;
     Faction         = factionNames;
     CreatedThisTurn = true;
 }
Example #17
0
 public SpyUnit(PopulationNode location, Globals.FactionNames factionId)
     : base(location, factionId)
 {
 }