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Switch for fratricide and treason (coalition changes)
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@ -284,9 +284,11 @@ function SCORING:New( GameName )
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-- Default fratricide penalty level (maximum penalty that can be assigned to a player before he gets kicked).
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self:SetFratricide( self.ScaleDestroyPenalty * 3 )
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self.penaltyonfratricide = true
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-- Default penalty when a player changes coalition.
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self:SetCoalitionChangePenalty( self.ScaleDestroyPenalty )
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self.penaltyoncoalitionchange = true
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self:SetDisplayMessagePrefix()
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@ -582,6 +584,23 @@ function SCORING:SetFratricide( Fratricide )
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return self
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end
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--- Decide if Fratricide is leading to penalties (true) or not (fals)
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-- @param #SCORING self
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-- @param #boolean OnOff Switch for Fratricide
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-- @return #SCORING
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function SCORING:SwitchFratricide( OnOff )
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self.penaltyonfratricide = OnOff
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return self
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end
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--- Decide if Coalition Changes is leading to penalties (true) or not (fals)
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-- @param #SCORING self
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-- @param #boolean OnOff Switch for Coalition Changes.
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-- @return #SCORING
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function SCORING:SwitchTreason( OnOff )
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self.penaltyoncoalitionchange = OnOff
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return self
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end
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--- When a player changes the coalition, he can receive a penalty score.
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-- Use the method @{#SCORING.SetCoalitionChangePenalty}() to define the penalty when a player changes coalition.
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@ -647,8 +666,9 @@ function SCORING:_AddPlayerFromUnit( UnitData )
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if not self.Players[PlayerName].UnitCoalition then
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self.Players[PlayerName].UnitCoalition = UnitCoalition
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else
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if self.Players[PlayerName].UnitCoalition ~= UnitCoalition then
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self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + 50
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-- TODO: switch for coalition changes, make penalty alterable
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if self.Players[PlayerName].UnitCoalition ~= UnitCoalition and self.penaltyoncoalitionchange then
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self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + self.CoalitionChangePenalty or 50
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self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] ..
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"(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). 50 Penalty points added.",
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@ -666,8 +686,9 @@ function SCORING:_AddPlayerFromUnit( UnitData )
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self.Players[PlayerName].UNIT = UnitData
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self.Players[PlayerName].ThreatLevel = UnitThreatLevel
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self.Players[PlayerName].ThreatType = UnitThreatType
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if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then
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-- TODO: make fratricide switchable
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if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 and self.penaltyonfratricide then
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if self.Players[PlayerName].PenaltyWarning < 1 then
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty,
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MESSAGE.Type.Information
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@ -676,7 +697,7 @@ function SCORING:_AddPlayerFromUnit( UnitData )
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end
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end
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if self.Players[PlayerName].Penalty > self.Fratricide then
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if self.Players[PlayerName].Penalty > self.Fratricide and self.penaltyonfratricide then
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!",
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MESSAGE.Type.Information
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):ToAll()
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