Beispiel #1
0
    private void updateSelfProvinceButtons(Nation player, assemblyCsharp.Province province)
    {
        if (PlayerCalculator.checkUpgradeDevelopment(province, player))
        {
            upgradeDevelopment.interactable = true;
        }
        else
        {
            upgradeDevelopment.interactable = false;
        }
        if (PlayerCalculator.canUpgradeRailRoad(province, player))
        {
            upgradeRailway.interactable = true;
        }
        else
        {
            upgradeRailway.interactable = false;
        }

        if (PlayerCalculator.canUpgradeFort(province, player))
        {
            upgradeFort.interactable = true;
        }
        else
        {
            upgradeFort.interactable = false;
        }
    }
Beispiel #2
0
    public void UpdateDevelopmentPriorities(Nation player)
    {
        AdminAI admin        = player.getAI().GetAdmin();
        int     turn         = State.turn;
        int     numFactories = PlayerCalculator.getNumberOfFactories(player);
        //  int d = 5 - this.metaProgressPriorities[MyEnum.progressPriorities.investment];
        int possFact = admin.getPotentialFactoryUpgradeOptions(player).Count;

        if (possFact > 0)
        {
            adjustDevelopmentPriorityInLightOfPotential(player);
        }
        else
        {
            this.developmentPriorities[MyEnum.developmentPriorities.buildFactory]--;
        }

        if (numFactories / turn > 5 && possFact > 0)
        {
            this.developmentPriorities[MyEnum.developmentPriorities.buildFactory]++;
            this.metaPriorities[MyEnum.metaPriorities.development]++;
        }

        int provDevOpts = admin.getProviceDevelopmentOptions(player).Count;

        if (provDevOpts > 0)
        {
            adjustDevelopmentPriorityInLightOfPotential(player);
            this.developmentPriorities[MyEnum.developmentPriorities.developProvince]++;
            this.metaPriorities[MyEnum.metaPriorities.development]++;


            if (this.topPriority == MyEnum.staticPriorities.industry)
            {
                this.developmentPriorities[MyEnum.developmentPriorities.developProvince]++;
            }
            else if (this.secondPriory == MyEnum.staticPriorities.industry)
            {
                this.developmentPriorities[MyEnum.developmentPriorities.developProvince]++;
            }
        }
        else
        {
            this.developmentPriorities[MyEnum.developmentPriorities.developProvince]--;
        }


        if (PlayerCalculator.canUpgradeFort(player))
        {
            {
                this.developmentPriorities[MyEnum.developmentPriorities.fortification]++;
                this.metaPriorities[MyEnum.metaPriorities.development]++;
            }
        }
        else
        {
            this.developmentPriorities[MyEnum.developmentPriorities.fortification]--;
        }
        if (player.GetTechnologies().Contains("steam_locomotive"))
        {
            adjustDevelopmentPriorityInLightOfPotential(player);
            int numberRailroads = PlayerCalculator.getNumberProvRailRoads(player);
            if (numberRailroads < (player.getProvinces().Count + player.getColonies().Count))
            {
                this.metaPriorities[MyEnum.metaPriorities.development]++;
            }
            {
                this.developmentPriorities[MyEnum.developmentPriorities.railroad]++;
                if (this.topPriority == MyEnum.staticPriorities.industry)
                {
                    this.developmentPriorities[MyEnum.developmentPriorities.railroad]++;
                }
                else if (this.secondPriory == MyEnum.staticPriorities.industry)
                {
                    this.developmentPriorities[MyEnum.developmentPriorities.railroad]++;
                }
            }
        }

        if (PlayerCalculator.canUpgradeShipyard(player))
        {
            this.developmentPriorities[MyEnum.developmentPriorities.shipyard]++;
            if (this.topPriority == MyEnum.staticPriorities.colonies)
            {
                this.developmentPriorities[MyEnum.developmentPriorities.shipyard]++;
            }
        }

        if ((PlayerCalculator.calculateTotalResourceProduction(player) - (player.getProvinces().Count + player.getColonies().Count)) > player.industry.getNumberOfTrains())
        {
            this.developmentPriorities[MyEnum.developmentPriorities.trains]++;
            if (this.topPriority == MyEnum.staticPriorities.industry)
            {
                this.developmentPriorities[MyEnum.developmentPriorities.trains]++;
            }
            else if (this.secondPriory == MyEnum.staticPriorities.industry)
            {
                this.developmentPriorities[MyEnum.developmentPriorities.trains]++;
            }
        }


        if (player.numberOfResourcesAndGoods() + PlayerCalculator.calculateTotalResourceProduction(player) > player.GetCurrentWarehouseCapacity())
        {
            this.developmentPriorities[MyEnum.developmentPriorities.warehouse] += 3;
        }
        else
        {
            this.developmentPriorities[MyEnum.developmentPriorities.warehouse]--;
        }
    }