Struct veloren_rtsim::data::sentiment::Sentiment
source · pub struct Sentiment {
positivity: i8,
}
Fields§
§positivity: i8
How positive the sentiment is.
Using i8 to reduce on-disk memory footprint. Semantically, this value is -1 <= x <= 1.
Implementations§
source§impl Sentiment
impl Sentiment
sourcepub const ALLY: f32 = 0.300000012f32
pub const ALLY: f32 = 0.300000012f32
Substantial positive sentiments: NPC may go out of their way to help actors associated with the target, greet them, etc.
const DEFAULT: Self = _
sourcepub const ENEMY: f32 = -0.600000024f32
pub const ENEMY: f32 = -0.600000024f32
Very negative sentiments: NPC may confront the actor, get aggressive with them, or even use force against them.
sourcepub const FRIEND: f32 = 0.600000024f32
pub const FRIEND: f32 = 0.600000024f32
Very positive sentiments: NPC may join the actor as a companion, encourage them to join their faction, etc.
sourcepub const HERO: f32 = 0.800000011f32
pub const HERO: f32 = 0.800000011f32
Extremely positive sentiments: NPC may switch sides to join the actor’s faction, protect them at all costs, turn against friends for them, etc. Verging on cult-like behaviour.
sourcepub const NEGATIVE: f32 = -0.100000001f32
pub const NEGATIVE: f32 = -0.100000001f32
Minor negative sentiments: NPC might be less willing to provide information, give worse trade deals, etc.
sourcepub const POSITIVE: f32 = 0.100000001f32
pub const POSITIVE: f32 = 0.100000001f32
Minor positive sentiments: NPC might be more willing to provide information, give better trade deals, etc.
sourcepub const RIVAL: f32 = -0.300000012f32
pub const RIVAL: f32 = -0.300000012f32
Substantial negative sentiments: NPC may reject attempts to trade or avoid actors associated with the target, insult them, but will not use physical force.
sourcepub const VILLAIN: f32 = -0.800000011f32
pub const VILLAIN: f32 = -0.800000011f32
Extremely negative sentiments: NPC may aggressively persue or hunt down the actor, organise others around them to do the same, and will generally try to harm the actor in any way they can.
fn value(&self) -> f32
sourcepub fn change_by(&mut self, change: f32, cap: f32)
pub fn change_by(&mut self, change: f32, cap: f32)
Change the sentiment toward the given target by the given amount, capping out at the given value.
sourcepub fn limit_below(&mut self, cap: f32)
pub fn limit_below(&mut self, cap: f32)
Limit the sentiment to the given value, either positive or negative. The
resulting sentiment is guaranteed to be less than the cap (at least,
as judged by Sentiment::is
).
fn decay(&mut self, rng: &mut impl Rng, dt: f32)
sourcefn is_redundant(&self) -> bool
fn is_redundant(&self) -> bool
Return true
if the sentiment can be forgotten without changing
anything (i.e: is entirely neutral, the default stance).
Trait Implementations§
source§impl<'de> Deserialize<'de> for Sentiment
impl<'de> Deserialize<'de> for Sentiment
source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
impl Copy for Sentiment
Auto Trait Implementations§
impl Freeze for Sentiment
impl RefUnwindSafe for Sentiment
impl Send for Sentiment
impl Sync for Sentiment
impl Unpin for Sentiment
impl UnwindSafe for Sentiment
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