API/Galaxy-Strike-Online-main/GameServer/systems/ReputationSystem.js

67 lines
2.7 KiB
JavaScript

/**
* Galaxy Strike Online — NPC Reputation System (GDD §15.3)
* Scale: -2000 to +2000 per faction
* Factions: Federation, Pirate Syndicate, Merchant Guild, Rogue AI, Void Cult
*/
const FACTIONS = {
federation: { name: 'Federation', icon: '🌐', color: '#42a5f5', desc: 'The governing body of settled space.' },
pirate_syndicate:{ name: 'Pirate Syndicate', icon: '💀', color: '#ef5350', desc: 'Organised raiders — hostile by default.' },
merchant_guild: { name: 'Merchant Guild', icon: '💼', color: '#ffd700', desc: 'Trade consortium controlling major routes.' },
rogue_ai: { name: 'Rogue AI Collective',icon: '🤖', color: '#ab47bc', desc: 'Autonomous machines of unknown origin.' },
void_cult: { name: 'Void Cult', icon: '🌑', color: '#78909c', desc: 'Enigmatic zealots from deep space.' },
};
const THRESHOLDS = [
{ min: 1500, label: 'Exalted', color: '#ffd700' },
{ min: 1000, label: 'Honored', color: '#4caf50' },
{ min: 500, label: 'Friendly', color: '#66bb6a' },
{ min: 1, label: 'Neutral', color: '#aaa' },
{ min: -499, label: 'Unfriendly',color: '#ff9800' },
{ min: -999, label: 'Hostile', color: '#f44336' },
{ min: -2000,label: 'Hated', color: '#b71c1c' },
];
function getStanding(rep) {
for (const t of THRESHOLDS) if (rep >= t.min) return t;
return THRESHOLDS[THRESHOLDS.length - 1];
}
class ReputationSystem {
initReputation(playerData) {
if (playerData.reputation) return;
const rep = {};
for (const id of Object.keys(FACTIONS)) {
rep[id] = id === 'pirate_syndicate' ? -500 : 0; // Pirates start hostile
}
playerData.reputation = rep;
}
adjustReputation(playerData, factionId, delta) {
this.initReputation(playerData);
if (!FACTIONS[factionId]) return;
const current = playerData.reputation[factionId] || 0;
playerData.reputation[factionId] = Math.max(-2000, Math.min(2000, current + delta));
// Opposing factions lose rep when gaining with others
const opposites = { federation: 'pirate_syndicate', pirate_syndicate: 'federation' };
const opp = opposites[factionId];
if (opp && delta > 0) {
playerData.reputation[opp] = Math.max(-2000, (playerData.reputation[opp]||0) - Math.floor(delta * 0.5));
}
return playerData.reputation[factionId];
}
getReputationData(playerData) {
this.initReputation(playerData);
return Object.entries(FACTIONS).map(([id, f]) => {
const rep = playerData.reputation[id] || 0;
const standing = getStanding(rep);
return { id, ...f, reputation: rep, standing: standing.label, standingColor: standing.color };
});
}
getFactions() { return FACTIONS; }
}
module.exports = { ReputationSystem, FACTIONS };