/// <summary> /// Ebben van a ko papir ollos cucc, 1hez ad 1tol levon /// </summary> /// <param name="randomMission"></param> public override void VisitRandomMission(RandomMission randomMission) { var missionLevel = _missionInProgress.MissionLevel; var rawGrindLevel = _missionDataCache.LookUpGrindAmount(missionLevel); var diffmult = randomMission.DifficultyMultiplier; var standingValue = 1 / (diffmult * rawGrindLevel); standingValue *= _missionInProgress.GetParticipantBonusModifier(); // 0 -> 0.0 10 - > 1.0 // 6 -> 0.6 --> 0.5*0.6 => positive x 30% //Implementation: Add reputation for all factions equally -- No factional bias! IEnumerable <long> allianceEids = DefaultCorporationDataCache.GetMegaCorporationEids(); List <MissionStandingChange> standingChangeForSyndicatification = new List <MissionStandingChange>(); foreach (long id in allianceEids) { standingChangeForSyndicatification.Add(new MissionStandingChange(id, standingValue)); } _standingChanges = standingChangeForSyndicatification.ToArray(); }
public override void VisitRandomMission(RandomMission randomMission) { var coinDefinition = _missionInProgress.myLocation.GetRaceSpecificCoinDefinition(); var level = _missionInProgress.MissionLevel; //var coinQuantity = (int)Math.Round(Math.Pow(1.3 + level, 2.5 / 3.0) * randomMission.DifficultyMultiplier); var coinQuantity = RandomMission.CoinQuantity(level, randomMission.DifficultyMultiplier); //Total token quantity increase coinQuantity = (int)Math.Round(_missionInProgress.GetParticipantBonusModifier() * coinQuantity); var coinItemInfo = new ItemInfo(coinDefinition, coinQuantity); var coinReward = new MissionReward(coinItemInfo); var rewardItems = randomMission.RewardItems.ToList(); rewardItems.Add(coinReward); _rewardItems = rewardItems; }