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PixelCrushers.LoveHate.Rumor Class Reference

A rumor is a faction member's subjective memory of a deed. More...

Inheritance diagram for PixelCrushers.LoveHate.Rumor:
Collaboration diagram for PixelCrushers.LoveHate.Rumor:

Public Member Functions

void Expire ()
 Expires the rumor so it will be removed from memory.
 
void Clear ()
 
void AssignDeed (Deed deed)
 
void AssignRumor (Rumor rumor)
 
int CompareTo (Rumor other)
 

Static Public Member Functions

static Rumor GetNew ()
 
static Rumor GetNew (Deed deed)
 
static Rumor GetNew (Rumor sourceRumor)
 
static void Release (Rumor rumor)
 

Public Attributes

Guid deedGuid
 The GUID of the deed this rumor is about.
 
DeedCategory category
 Optional category the original deed belongs to.
 
string tag
 The type of deed (e.g., "attack", "compliment").
 
int actorFactionID
 The actor faction that committed the deed.
 
int targetFactionID
 The target faction that the deed was done to.
 
float impact
 The impact of the deed, where -100 is the worst and +100 is the best.
 
float aggression
 How aggressive or submissive the deed is, where -100 is the most submissive and +100 is the most aggressive.
 
float actorPowerLevel
 The actor's power level.
 
float[] traits
 The traits associated with the deed.
 
int count = 1
 The number of times this deed was done to the target.
 
float confidence = 0
 The confidence the faction has in the source of the rumor.
 
float pleasure = 0
 The pleasure that this rumor caused the faction.
 
float arousal = 0
 The arousal that this rumor caused the faction.
 
float dominance = 0
 The dominance change that this rumor caused in the faction.
 
PermittedEvaluators permittedEvaluators = PermittedEvaluators.Everyone
 Who is allowed to evaluate the deed when witnessed or shared as gossip.
 
float minAffinityEffect = -100
 Evaluating this deed will never cause faction's affinity to go below this value.
 
float maxAffinityEffect = -100
 Evaluating this deed will never cause faction's affinity to go below above value.
 
bool memorable = false
 Is the memory important enough to remember?
 
float shortTermExpiration = 0
 The game time at which the rumor expires from short term memory.
 
float longTermExpiration = 0
 The game time at which the rumor expires from long term memory.
 
object customData = null
 

Static Public Attributes

static Pool< Rumorpool = new Pool<Rumor>()
 A static pool of objects, to prevent garbage collection stutter.
 

Properties

bool isExpiredFromShortTerm [get]
 
bool isExpiredFromLongTerm [get]
 

Detailed Description

A rumor is a faction member's subjective memory of a deed.

Member Function Documentation

◆ AssignDeed()

void PixelCrushers.LoveHate.Rumor.AssignDeed ( Deed  deed)
inline

◆ AssignRumor()

void PixelCrushers.LoveHate.Rumor.AssignRumor ( Rumor  rumor)
inline

◆ Clear()

void PixelCrushers.LoveHate.Rumor.Clear ( )
inline

◆ CompareTo()

int PixelCrushers.LoveHate.Rumor.CompareTo ( Rumor  other)
inline

◆ Expire()

void PixelCrushers.LoveHate.Rumor.Expire ( )
inline

Expires the rumor so it will be removed from memory.

◆ GetNew() [1/3]

static Rumor PixelCrushers.LoveHate.Rumor.GetNew ( )
inlinestatic

◆ GetNew() [2/3]

static Rumor PixelCrushers.LoveHate.Rumor.GetNew ( Deed  deed)
inlinestatic

◆ GetNew() [3/3]

static Rumor PixelCrushers.LoveHate.Rumor.GetNew ( Rumor  sourceRumor)
inlinestatic

◆ Release()

static void PixelCrushers.LoveHate.Rumor.Release ( Rumor  rumor)
inlinestatic

Member Data Documentation

◆ actorFactionID

int PixelCrushers.LoveHate.Rumor.actorFactionID

The actor faction that committed the deed.

◆ actorPowerLevel

float PixelCrushers.LoveHate.Rumor.actorPowerLevel

The actor's power level.

◆ aggression

float PixelCrushers.LoveHate.Rumor.aggression

How aggressive or submissive the deed is, where -100 is the most submissive and +100 is the most aggressive.

◆ arousal

float PixelCrushers.LoveHate.Rumor.arousal = 0

The arousal that this rumor caused the faction.

◆ category

DeedCategory PixelCrushers.LoveHate.Rumor.category

Optional category the original deed belongs to.

◆ confidence

float PixelCrushers.LoveHate.Rumor.confidence = 0

The confidence the faction has in the source of the rumor.

When the faction has higher affinity for the source, the rumor's confidence will be higher.

◆ count

int PixelCrushers.LoveHate.Rumor.count = 1

The number of times this deed was done to the target.

For example, if an actor repeatedly attacks a target, count increases rather than creating separate rumors for each sword swing.

◆ customData

object PixelCrushers.LoveHate.Rumor.customData = null

◆ deedGuid

Guid PixelCrushers.LoveHate.Rumor.deedGuid

The GUID of the deed this rumor is about.

We remember the GUID in case another character shares the same rumor; in this case, we already know about the deed so we don't need to evaluate it again.

◆ dominance

float PixelCrushers.LoveHate.Rumor.dominance = 0

The dominance change that this rumor caused in the faction.

◆ impact

float PixelCrushers.LoveHate.Rumor.impact

The impact of the deed, where -100 is the worst and +100 is the best.

For example, killing a target in an awful way approaches -100, while saving a target's family approaches +100.

◆ longTermExpiration

float PixelCrushers.LoveHate.Rumor.longTermExpiration = 0

The game time at which the rumor expires from long term memory.

◆ maxAffinityEffect

float PixelCrushers.LoveHate.Rumor.maxAffinityEffect = -100

Evaluating this deed will never cause faction's affinity to go below above value.

◆ memorable

bool PixelCrushers.LoveHate.Rumor.memorable = false

Is the memory important enough to remember?

◆ minAffinityEffect

float PixelCrushers.LoveHate.Rumor.minAffinityEffect = -100

Evaluating this deed will never cause faction's affinity to go below this value.

◆ permittedEvaluators

PermittedEvaluators PixelCrushers.LoveHate.Rumor.permittedEvaluators = PermittedEvaluators.Everyone

Who is allowed to evaluate the deed when witnessed or shared as gossip.

◆ pleasure

float PixelCrushers.LoveHate.Rumor.pleasure = 0

The pleasure that this rumor caused the faction.

◆ pool

Pool<Rumor> PixelCrushers.LoveHate.Rumor.pool = new Pool<Rumor>()
static

A static pool of objects, to prevent garbage collection stutter.

◆ shortTermExpiration

float PixelCrushers.LoveHate.Rumor.shortTermExpiration = 0

The game time at which the rumor expires from short term memory.

◆ tag

string PixelCrushers.LoveHate.Rumor.tag

The type of deed (e.g., "attack", "compliment").

◆ targetFactionID

int PixelCrushers.LoveHate.Rumor.targetFactionID

The target faction that the deed was done to.

◆ traits

float [] PixelCrushers.LoveHate.Rumor.traits

The traits associated with the deed.

Property Documentation

◆ isExpiredFromLongTerm

bool PixelCrushers.LoveHate.Rumor.isExpiredFromLongTerm
get

◆ isExpiredFromShortTerm

bool PixelCrushers.LoveHate.Rumor.isExpiredFromShortTerm
get

The documentation for this class was generated from the following file: