forked from mirrors/principia
71 lines
1.8 KiB
C++
71 lines
1.8 KiB
C++
#include "faction.hh"
|
|
|
|
/** Definitions
|
|
* relationships = How the faction should behave to the specified faction
|
|
* Friendly = Help them by default
|
|
* Enemy = Attack them by default
|
|
* Neutral = Attack only when shot
|
|
* decr moods = How much the mood will decrease with each logic step
|
|
* sensitivity = what mood additions should be multiplied with
|
|
**/
|
|
|
|
/** Moods
|
|
* 0 = Anger
|
|
* 1 = Bravery
|
|
* 2 = Fear
|
|
**/
|
|
|
|
faction_info factions[NUM_FACTIONS] = {
|
|
{
|
|
FACTION_ENEMY,
|
|
"Enemy",
|
|
(tvec4){0.9f, 0.6f, 0.6f, 1.0f},
|
|
/* relationships */
|
|
{ FRIENDLY, ENEMY, NEUTRAL, ENEMY },
|
|
/* base moods */
|
|
{ .2f, .2f, .0f },
|
|
/* decr moods */
|
|
{ -.01f, -.01f, -.01f },
|
|
/* sensitivity */
|
|
{ .5f, .5f, .5f },
|
|
},
|
|
{
|
|
FACTION_FRIENDLY,
|
|
"Friendly",
|
|
(tvec4){0.6f, 0.9f, 0.6f, 1.0f},
|
|
/* relationships */
|
|
{ ENEMY, FRIENDLY, NEUTRAL, ENEMY },
|
|
/* base moods */
|
|
{ .2f, .2f, .0f },
|
|
/* decr moods */
|
|
{ -.01f, -.01f, -.01f },
|
|
/* sensitivity */
|
|
{ .5f, .5f, .5f },
|
|
},
|
|
{
|
|
FACTION_NEUTRAL,
|
|
"Neutral",
|
|
(tvec4){0.8f, 0.8f, 0.8f, 1.0f},
|
|
/* relationships */
|
|
{ NEUTRAL, NEUTRAL, FRIENDLY, NEUTRAL },
|
|
/* base moods */
|
|
{ .2f, .2f, .0f },
|
|
/* decr moods */
|
|
{ -.01f, -.01f, -.01f },
|
|
/* sensitivity */
|
|
{ 1.5f, .1f, .1f },
|
|
},
|
|
{
|
|
FACTION_CHAOTIC,
|
|
"Chaotic",
|
|
(tvec4){0.6f, 0.6f, 0.9f, 1.0f},
|
|
/* relationships */
|
|
{ ENEMY, ENEMY, ENEMY, ENEMY },
|
|
/* base moods */
|
|
{ .4f, .2f, .0f },
|
|
/* decr moods */
|
|
{ -.01f, -.01f, -.01f },
|
|
/* sensitivity */
|
|
{ 1.5f, .1f, .1f },
|
|
},
|
|
};
|