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/* Politics.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "Politics.h"
#include "text/Format.h"
#include "GameData.h"
#include "Government.h"
#include "Planet.h"
#include "PlayerInfo.h"
#include "Random.h"
#include "Ship.h"
#include "ShipEvent.h"
#include <algorithm>
#include <cmath>
using namespace std;
namespace {
// Check if the ship evades being cargo scanned.
bool EvadesCargoScan(const Ship &ship)
{
// Illegal goods can be hidden inside legal goods to avoid detection.
const int contraband = ship.Cargo().IllegalCargoAmount();
const int netIllegalCargo = contraband - ship.Attributes().Get("scan concealment");
if(netIllegalCargo <= 0)
return true;
const int legalGoods = ship.Cargo().Used() - contraband;
const double illegalRatio = legalGoods ? max(1., 2. * netIllegalCargo / legalGoods) : 1.;
const double scanChance = illegalRatio / (1. + ship.Attributes().Get("scan interference"));
return Random::Real() > scanChance;
}
// Check if the ship evades being outfit scanned.
bool EvadesOutfitScan(const Ship &ship)
{
return ship.Attributes().Get("inscrutable") > 0. ||
Random::Real() > 1. / (1. + ship.Attributes().Get("scan interference"));
}
}
// Reset to the initial political state defined in the game data.
void Politics::Reset()
{
reputationWith.clear();
dominatedPlanets.clear();
ResetDaily();
for(const auto &it : GameData::Governments())
reputationWith[&it.second] = it.second.InitialPlayerReputation();
// Disable fines for today (because the game was just loaded, so any fines
// were already checked for when you first landed).
for(const auto &it : GameData::Governments())
fined.insert(&it.second);
}
bool Politics::IsEnemy(const Government *first, const Government *second) const
{
if(!first || !second)
return false;
if(first == second)
return false;
// Just for simplicity, if one of the governments is the player, make sure
// it is the first one.
if(second->IsPlayer())
swap(first, second);
if(first->IsPlayer())
{
if(bribed.contains(second))
return false;
if(provoked.contains(second))
return true;
auto it = reputationWith.find(second);
return (it != reputationWith.end() && it->second < 0.);
}
// Neither government is the player, so the question of enemies depends only
// on the attitude matrix.
return (first->AttitudeToward(second) < 0. || second->AttitudeToward(first) < 0.);
}
// Commit the given "offense" against the given government (which may not
// actually consider it to be an offense). This may result in temporary
// hostilities (if the even type is PROVOKE), or a permanent change to your
// reputation.
void Politics::Offend(const Government *gov, int eventType, int count)
{
if(!gov)
return;
if(gov->IsPlayer())
return;
for(const auto &it : GameData::Governments())
{
const Government *other = &it.second;
double weight = other->AttitudeToward(gov);
// You can provoke a government even by attacking an empty ship, such as
// a drone (count = 0, because count = crew).
if(eventType & ShipEvent::PROVOKE)
{
if(weight > 0.)
{
// If you bribe a government but then attack it, the effect of
// your bribe is canceled out.
bribed.erase(other);
provoked.insert(other);
}
}
if(count && abs(weight) >= .05)
{
// Weights less than 5% should never cause permanent reputation
// changes. This is to allow two governments to be hostile or
// friendly without the player's behavior toward one of them
// influencing their reputation with the other.
double penalty = (count * weight) * other->PenaltyFor(eventType, gov);
if(eventType & ShipEvent::ATROCITY && weight > 0)
Politics::SetReputation(other, min(0., reputationWith[other]));
Politics::AddReputation(other, -penalty);
}
}
}
// Bribe the given government to be friendly to you for one day.
void Politics::Bribe(const Government *gov)
{
bribed.insert(gov);
provoked.erase(gov);
fined.insert(gov);
}
// Check if the given ship can land on the given planet.
bool Politics::CanLand(const Ship &ship, const Planet *planet) const
{
if(!planet || !planet->GetSystem())
return false;
const Government *gov = ship.GetGovernment();
if(!gov->IsPlayer())
return !ship.IsRestrictedFrom(*planet) &&
(!planet->IsInhabited() || !IsEnemy(gov, planet->GetGovernment()));
return CanLand(planet);
}
bool Politics::CanLand(const Planet *planet) const
{
if(!planet || !planet->GetSystem())
return false;
if(!planet->IsInhabited())
return true;
if(dominatedPlanets.contains(planet))
return true;
if(bribedPlanets.contains(planet))
return true;
if(provoked.contains(planet->GetGovernment()))
return false;
return Reputation(planet->GetGovernment()) >= planet->RequiredReputation();
}
bool Politics::CanUseServices(const Planet *planet) const
{
if(!planet || !planet->GetSystem())
return false;
if(dominatedPlanets.contains(planet))
return true;
auto it = bribedPlanets.find(planet);
if(it != bribedPlanets.end())
return it->second;
return Reputation(planet->GetGovernment()) >= planet->RequiredReputation();
}
// Bribe a planet to let the player's ships land there.
void Politics::BribePlanet(const Planet *planet, bool fullAccess)
{
bribedPlanets[planet] = fullAccess;
}
void Politics::DominatePlanet(const Planet *planet, bool dominate)
{
if(dominate)
dominatedPlanets.insert(planet);
else
dominatedPlanets.erase(planet);
}
bool Politics::HasDominated(const Planet *planet) const
{
return dominatedPlanets.contains(planet);
}
// Check to see if the player has done anything they should be fined for.
string Politics::Fine(PlayerInfo &player, const Government *gov, int scan, const Ship *target, double security)
{
// Do nothing if you have already been fined today, or if you evade
// detection.
if(fined.contains(gov) || Random::Real() > security || !gov->GetFineFraction())
return "";
string reason;
int64_t maxFine = 0;
for(const shared_ptr<Ship> &ship : player.Ships())
{
if(target && target != &*ship)
continue;
if(ship->GetSystem() != player.GetSystem())
continue;
const Planet *planet = player.GetPlanet();
if(planet && ship->GetPlanet() != planet)
continue;
// Skip parked ships. The spaceport authorities are only scanning the ships you just landed with.
if(ship->IsParked())
continue;
int failedMissions = 0;
// Illegal passengers can only be detected by planetary security.
if(!scan)
{
int64_t fine = ship->Cargo().IllegalPassengersFine(gov);
if((fine > maxFine && maxFine >= 0) || fine < 0)
{
maxFine = fine;
reason = " for carrying illegal passengers.";
for(const Mission &mission : player.Missions())
{
if(mission.IsFailed())
continue;
string fineMessage = mission.FineMessage();
if(!fineMessage.empty())
{
reason = ".\n\t";
reason.append(fineMessage);
}
// Fail any missions with illegal passengers and "stealth" set.
if(mission.Fine() > 0 && mission.Passengers() && mission.FailIfDiscovered())
{
player.FailMission(mission);
++failedMissions;
}
}
}
}
if((!scan || (scan & ShipEvent::SCAN_CARGO)) && !EvadesCargoScan(*ship))
{
int64_t fine = ship->Cargo().IllegalCargoFine(gov);
if((fine > maxFine && maxFine >= 0) || fine < 0)
{
maxFine = fine;
reason = " for carrying illegal cargo.";
for(const Mission &mission : player.Missions())
{
if(mission.IsFailed())
continue;
// Append the fineMessage from each applicable mission, if available.
string fineMessage = mission.FineMessage();
if(!fineMessage.empty())
{
reason = ".\n\t";
reason.append(fineMessage);
}
// Fail any missions with illegal cargo and "stealth" set.
if(mission.Fine() > 0 && mission.CargoSize() && mission.FailIfDiscovered())
{
player.FailMission(mission);
++failedMissions;
}
}
}
}
if((!scan || (scan & ShipEvent::SCAN_OUTFITS)) && !EvadesOutfitScan(*ship))
{
for(const auto &it : ship->Outfits())
if(it.second)
{
int fine = gov->Fines(it.first);
if(gov->Condemns(it.first))
fine = -1;
if((fine > maxFine && maxFine >= 0) || fine < 0)
{
maxFine = fine;
reason = " for having illegal outfits installed on your ship.";
}
}
int shipFine = gov->Fines(ship.get());
if(gov->Condemns(ship.get()))
shipFine = -1;
if((shipFine > maxFine && maxFine >= 0) || shipFine < 0)
{
maxFine = shipFine;
reason = " for flying an illegal ship.";
}
}
if(failedMissions && maxFine > 0)
{
reason += "\n\tYou failed " + Format::Number(failedMissions)
+ ((failedMissions > 1) ? " missions" : " mission")
+ " after your illegal cargo was discovered.";
}
}
if(maxFine < 0)
{
gov->Offend(ShipEvent::ATROCITY);
if(!scan)
reason = "atrocity";
else
reason = "After scanning your ship, the " + gov->DisplayName()
+ " captain hails you with a grim expression on his face. He says, "
"\"I'm afraid we're going to have to put you to death " + reason + " Goodbye.\"";
}
else if(maxFine > 0)
{
// Scale the fine based on how lenient this government is.
maxFine = lround(maxFine * gov->GetFineFraction());
reason = "The " + gov->DisplayName() + " authorities fine you "
+ Format::CreditString(maxFine) + reason;
player.Accounts().AddFine(maxFine);
fined.insert(gov);
}
return reason;
}
// Get or set your reputation with the given government.
double Politics::Reputation(const Government *gov) const
{
auto it = reputationWith.find(gov);
return (it == reputationWith.end() ? 0. : it->second);
}
void Politics::AddReputation(const Government *gov, double value)
{
SetReputation(gov, reputationWith[gov] + value);
}
void Politics::SetReputation(const Government *gov, double value)
{
value = min(value, gov->ReputationMax());
value = max(value, gov->ReputationMin());
reputationWith[gov] = value;
}
// Reset any temporary provocation (typically because a day has passed).
void Politics::ResetDaily()
{
provoked.clear();
bribed.clear();
bribedPlanets.clear();
fined.clear();
}
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