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@@ -11,60 +11,56 @@ module AIRules {
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export var resultRetaliate = new ContentMarker("I'll hit you once so you can see how you like it", true);
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export var resultHostile = new ContentMarker("I'll hit you until you drop dead.", true);
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- export function printGrudgeResult (aggressor : Thing, victim : Person, ...markers : Array<ContentMarker>) {
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- if (victim.isVisibleTo(WorldState.player)) {
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- let group = new ContentGroup();
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- let unit = new CombatPokeUnit();
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- group.addUnit(unit);
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- unit.setTarget(victim);
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- unit.setAggressor(aggressor);
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- unit.addMarker(...markers);
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+ export function printGrudgeResult (aggressor : Thing, victim : Person, ...markers : Array<ContentMarker>) : Say {
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+ let group = new ContentGroup();
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+ let unit = new CombatPokeUnit();
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+ group.addUnit(unit);
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+ unit.setTarget(victim);
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+ unit.setAggressor(aggressor);
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+ unit.addMarker(...markers);
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- if (aggressor == WorldState.player) {
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- victim.AI.warnedTimes++;
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- }
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- Elements.CurrentTurnHandler.printAsContent(new Say(...CombatPokeDescription.getDescription(group)));
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+ if (aggressor == WorldState.player) {
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+ victim.AI.warnedTimes++;
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}
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+ return new Say(...CombatPokeDescription.getDescription(group));
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}
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- export var Grudge = AI.rules.createAndAddRule({
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- name : "Grudge",
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- firstPriority : AIRules.PRIORITY_ACTING_ON_SITUATION,
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- priority : AIRules.PRIORITY_ACTING_ON_SITUATION - 3,
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- code : (runner : RulebookRunner<Person>) => {
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- let person = runner.noun;
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- for (let i = 0; i < TurnSequence.currentTurnActionsTargets.length; i++) {
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- if (TurnSequence.currentTurnActionsTargets[i] == person) {
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- let action = TurnSequence.currentTurnActions[i];
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- if (action.actingAgressively) {
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- person.AI.addHostility(action.actor, action.aggressivenessRating);
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- if (action.actor == WorldState.player) {
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- person.reputation -= action.aggressivenessRating;
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- }
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+ // TODO: Make a rulebook called "ReactionTo", this is a rule that should be there with a condition of Action = ActingAggressively.
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+ export function getPoked (person : Person, action : Action) {
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+ if (person.AI.hostileTargets.includes(action.actor)) {
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+ return; // Already hostile
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+ }
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+ person.AI.addHostility(action.actor, action.aggressivenessRating);
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+ if (action.actor == WorldState.player) {
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+ person.reputation -= action.aggressivenessRating;
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+ }
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- let ai = person.AI;
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- let gain = ai.grudgeRate * action.aggressivenessRating;
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- let actionLevel = actionMin;
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- let result = resultNotHostile;
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- if (ai.getHostilityTo(action.actor) > 100) {
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- result = resultHostile;
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- } else if (ai.retaliates && ai.getHostilityTo(action.actor) >= (ai.hostileThreshold / 2)) {
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- result = resultRetaliate;
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- }
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- if (gain >= (ai.hostileThreshold / 2)) {
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- actionLevel = actionMax;
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- } else if (gain >= (ai.hostileThreshold / 4)) {
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- actionLevel = actionMed;
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- }
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+ let ai = person.AI;
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+ let response : Say;
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+ let gain = ai.grudgeRate * action.aggressivenessRating;
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+ let actionLevel = actionMin;
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+ let result = resultNotHostile;
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+ if (ai.getHostilityTo(action.actor) > 100) {
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+ result = resultHostile;
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+ } else if (ai.retaliates && ai.getHostilityTo(action.actor) >= (ai.hostileThreshold / 2)) {
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+ result = resultRetaliate;
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+ }
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+ if (gain >= (ai.hostileThreshold / 2)) {
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+ actionLevel = actionMax;
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+ } else if (gain >= (ai.hostileThreshold / 4)) {
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+ actionLevel = actionMed;
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+ }
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+ response = printGrudgeResult(action.actor, person, actionLevel, result);
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- printGrudgeResult(action.actor, person, actionLevel, result);
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- if (result == resultRetaliate) {
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- return new ActionAttack(person, action.actor);
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- }
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- return new ActionWait(person); // we talked so we shouldn't move further
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- }
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- }
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- }
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+ let nAct : Action;
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+ if (result == resultRetaliate) {
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+ nAct = new ActionAttack(person, action.actor);
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+ nAct.finalSay = response.add(Say.PARAGRAPH_BREAK);
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+ nAct.finalSayOnEnd = false;
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+ } else {
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+ nAct = new ActionWait(person);
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+ nAct.finalSay = response.add(Say.PARAGRAPH_BREAK);
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}
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- });
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+ person.AI.storedReaction = nAct;
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+ }
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}
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