private static string GenerateUndecidedResponse(Character cData, CharacterAction aData)
        {
            string activeString = "";
            //string completeString = "";
            //int choice = 0;

            activeString = "I can't decide at this time, Your Excellence.";

            return activeString; // stub to test reader
        }
        public static string GenerateResponse(Character cData, CharacterAction aData, float responseIndex, bool requiresDecision)
        {
            string activeString = "";
            if (requiresDecision)
            {
                if (responseIndex > 65)
                    activeString = GenerateAffirmativeResponse(cData, aData);
                else if (responseIndex > 35)
                    activeString = GenerateUndecidedResponse(cData, aData);
                else
                    activeString = GenerateDeclineResponse(cData, aData);
            }
            else
            {
                if (responseIndex > 65)
                    activeString = GeneratePositiveResponse(cData, aData); // change to positive response
                else if (responseIndex > 35)
                    activeString = GenerateNeutralResponse(cData, aData); // change to negative response
                else
                    activeString = GenerateNegativeResponse(cData, aData); // change to negative response
            }

            return activeString;
        }
        private static string GeneratePositiveResponse(Character cData, CharacterAction aData)
        {
            string activeString = "";
            //string completeString = "";
            //int choice = 0;

            activeString = "That sounds great, Your Excellence.";

            return activeString; // stub to test reader
        }
        private static string GenerateNeutralResponse(Character cData, CharacterAction aData)
        {
            string activeString = "";
            //string completeString = "";
            //int choice = 0;

            activeString = "I guess that sounds OK, Your Excellence.";

            return activeString; // stub to test reader
        }
        private static string GenerateNegativeResponse(Character cData, CharacterAction aData)
        {
            string activeString = "";
            //string completeString = "";
            //int choice = 0;

            activeString = "That is outrageous, Your Excellence!";

            return activeString; // stub to test reader
        }
        private static string GenerateDeclineResponse(Character cData, CharacterAction aData)
        {
            string activeString = "";
            //string completeString = "";
            //int choice = 0;

            activeString = "I refuse to do that, Your Excellence.";

            return activeString; // stub to test reader
        }
Esempio n. 7
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        public static string GivePraisingSpeech(Character cData)
        {
            GlobalGameData  gDataRef            = GameObject.Find("GameManager").GetComponent <GlobalGameData>();
            Character       eData               = gDataRef.CivList[0].Leader; // you
            CharacterAction aData               = gDataRef.CharacterActionList.Find(p => p.ID == "A1");
            bool            speechSuccessful    = false;
            float           responseIndex       = 0f;
            int             speechEffectiveness = 0;
            string          speechSuccess       = ""; // debug code

            // make check based on charm + intelligence
            if (eData.Charm >= -30)
            {
                speechEffectiveness = UnityEngine.Random.Range(30, eData.Charm) + UnityEngine.Random.Range(0, eData.Intelligence);
                if (speechEffectiveness > 80)
                {
                    speechSuccessful = true;
                    speechSuccess    = "successful, value of " + speechEffectiveness.ToString("N0"); // debug code
                }
                else
                {
                    speechSuccessful = false;
                    speechSuccess    = "unsuccessful, value of " + speechEffectiveness.ToString("N0"); // debug code
                }
            }
            else
            {
                speechSuccessful = false;
                speechSuccess    = "unsuccessful, minimum check not passed to try"; // debug code
            }

            // now determine effect of character
            responseIndex = speechEffectiveness;
            if (speechSuccessful)
            {
                if (cData.NewRelationships[eData.ID].Trust > 50)
                {
                    cData.NewRelationships[eData.ID].Trust += UnityEngine.Random.Range(0, (speechEffectiveness / 5));
                }
                else
                {
                    cData.NewRelationships[eData.ID].Trust += UnityEngine.Random.Range(0, (speechEffectiveness / 8)); // less effective when more hated
                }

                // now determine effect of characters around them, checking each character individually
                foreach (string cID in cData.NewRelationships.Keys)
                {
                    if (cData.NewRelationships.ContainsKey(cID))
                    {
                        if (cData.NewRelationships[cID].RelationshipState == Relationship.eRelationshipState.Friends || cData.NewRelationships[cID].RelationshipState == Relationship.eRelationshipState.Allies)
                        {
                            cData.NewRelationships[cID].Trust += UnityEngine.Random.Range(0, (speechEffectiveness / 8));
                            HelperFunctions.DataRetrivalFunctions.GetCharacter(cID).NewRelationships[eData.ID].Trust += UnityEngine.Random.Range(0, (speechEffectiveness / 10)); // improve trust slightly with the emperor
                        }

                        if (cData.NewRelationships[cID].RelationshipState == Relationship.eRelationshipState.Rivals || cData.NewRelationships[cID].RelationshipState == Relationship.eRelationshipState.Vendetta)
                        {
                            cData.NewRelationships[cID].Trust -= UnityEngine.Random.Range(0, (speechEffectiveness / 8));
                            HelperFunctions.DataRetrivalFunctions.GetCharacter(cID).NewRelationships[eData.ID].Trust -= UnityEngine.Random.Range(0, (speechEffectiveness / 10)); // distrusts slightly with the emperor
                        }

                        if (cData.NewRelationships[cID].RelationshipState == Relationship.eRelationshipState.Vengeance)
                        {
                            cData.NewRelationships[cID].Trust -= UnityEngine.Random.Range(0, (speechEffectiveness / 6));
                            HelperFunctions.DataRetrivalFunctions.GetCharacter(cID).NewRelationships[eData.ID].Trust -= UnityEngine.Random.Range(0, (speechEffectiveness / 6)); // distrusts a lot with the emperor
                        }
                    }
                }
            }

            // now send to speech engine to create response and return response
            UnityEngine.Debug.Log("Give Praising Speech executed. Speech was " + speechSuccess); // debug code
            string response = ConversationEngine.GenerateResponse(cData, aData, responseIndex, false);

            return(response);
        }