Ejemplo n.º 1
0
        public override void DrawTab(Rect rect)
        {
            Rect SettlementBox  = new Rect(5, 45, 535, settlementHeight);
            Rect SettlementName = new Rect(SettlementBox.x + 5, SettlementBox.y + 5, 250, 25);
            Rect MilitaryLevel  = new Rect(SettlementName.x, SettlementName.y + 30, 250, 25);
            Rect AssignedSquad  = new Rect(MilitaryLevel.x, MilitaryLevel.y + 30, 250, 25);
            Rect isBusy         = new Rect(AssignedSquad.x, AssignedSquad.y + 30, 250, 25);

            Rect buttonSetSquad  = new Rect(SettlementBox.x + SettlementBox.width - 265, SettlementBox.y + 5, 100, 25);
            Rect buttonViewSquad = new Rect(buttonSetSquad.x, buttonSetSquad.y + 3 + buttonSetSquad.height,
                                            buttonSetSquad.width, buttonSetSquad.height);
            Rect buttonDeploySquad = new Rect(buttonViewSquad.x, buttonViewSquad.y + 3 + buttonViewSquad.height,
                                              buttonSetSquad.width, buttonSetSquad.height);
            Rect buttonResetPawns = new Rect(buttonDeploySquad.x, buttonDeploySquad.y + 3 + buttonDeploySquad.height,
                                             buttonSetSquad.width, buttonSetSquad.height);
            Rect buttonOrderFireSupport = new Rect(buttonSetSquad.x + 125 + 5, SettlementBox.y + 5, 125, 25);


            //set text anchor and font
            GameFont   fontBefore   = Text.Font;
            TextAnchor anchorBefore = Text.Anchor;


            int count = 0;

            foreach (SettlementFC settlement in Find.World.GetComponent <FactionFC>().settlements)
            {
                Text.Font = GameFont.Small;

                Widgets.DrawMenuSection(new Rect(SettlementBox.x,
                                                 SettlementBox.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                                 SettlementBox.width, SettlementBox.height));

                //click on settlement name
                if (Widgets.ButtonTextSubtle(
                        new Rect(SettlementName.x,
                                 SettlementName.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                 SettlementName.width, SettlementName.height), settlement.name))
                {
                    Find.WindowStack.Add(new SettlementWindowFc(settlement));
                }

                Widgets.Label(
                    new Rect(MilitaryLevel.x,
                             MilitaryLevel.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                             MilitaryLevel.width, MilitaryLevel.height * 2),
                    "Mil Level: " + settlement.settlementMilitaryLevel + " - Max Squad Cost: " +
                    FactionColonies.calculateMilitaryLevelPoints(settlement.settlementMilitaryLevel));
                if (settlement.militarySquad != null)
                {
                    if (settlement.militarySquad.outfit != null)
                    {
                        Widgets.Label(
                            new Rect(AssignedSquad.x,
                                     AssignedSquad.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                     AssignedSquad.width, AssignedSquad.height),
                            "Assigned Squad: " +
                            settlement.militarySquad.outfit.name); //settlement.militarySquad.name);
                    }
                    else
                    {
                        Widgets.Label(
                            new Rect(AssignedSquad.x,
                                     AssignedSquad.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                     AssignedSquad.width, AssignedSquad.height),
                            "No assigned Squad"); //settlement.militarySquad.name);
                    }
                }
                else
                {
                    Widgets.Label(
                        new Rect(AssignedSquad.x,
                                 AssignedSquad.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                 AssignedSquad.width, AssignedSquad.height), "No assigned Squad");
                }


                Widgets.Label(
                    new Rect(isBusy.x, isBusy.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                             isBusy.width, isBusy.height), "Available: " + (!settlement.isMilitaryBusySilent()));

                Text.Font = GameFont.Tiny;

                //Set Squad Button
                if (Widgets.ButtonText(
                        new Rect(buttonSetSquad.x,
                                 buttonSetSquad.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                 buttonSetSquad.width, buttonSetSquad.height), "Set Squad"))
                {
                    //check null
                    if (util.squads == null)
                    {
                        util.resetSquads();
                    }

                    List <FloatMenuOption> squads = new List <FloatMenuOption>();

                    squads.AddRange(util.squads
                                    .Select(squad => new FloatMenuOption(squad.name + " - Total Equipment Cost: " +
                                                                         squad.equipmentTotalCost, delegate
                    {
                        //Unit is selected
                        util.attemptToAssignSquad(settlement, squad);
                    })));

                    if (!squads.Any())
                    {
                        squads.Add(new FloatMenuOption("No Available Squads", null));
                    }

                    FloatMenu selection = new FloatMenuSearchable(squads);
                    Find.WindowStack.Add(selection);
                }

                //View Squad
                if (Widgets.ButtonText(
                        new Rect(buttonViewSquad.x,
                                 buttonViewSquad.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                 buttonViewSquad.width, buttonViewSquad.height), "View Squad"))
                {
                    Messages.Message("This is currently not implemented.", MessageTypeDefOf.RejectInput);
                }


                //Deploy Squad
                if (Widgets.ButtonText(
                        new Rect(buttonDeploySquad.x,
                                 buttonDeploySquad.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                 buttonDeploySquad.width, buttonDeploySquad.height), "Deploy Squad"))
                {
                    if (!(settlement.isMilitaryBusy()) && settlement.isMilitarySquadValid())
                    {
                        Find.WindowStack.Add(new FloatMenu(DeploymentOptions(settlement)));
                    }
                    else if (settlement.isMilitaryBusy() && settlement.isMilitarySquadValid() &&
                             faction.hasPolicy(FCPolicyDefOf.militaristic))
                    {
                        if ((faction.traitMilitaristicTickLastUsedExtraSquad + GenDate.TicksPerDay * 5) <=
                            Find.TickManager.TicksGame)
                        {
                            int cost = (int)Math.Round(settlement.militarySquad.outfit.updateEquipmentTotalCost() *
                                                       .2);
                            List <FloatMenuOption> options = new List <FloatMenuOption>();

                            options.Add(new FloatMenuOption("Deploy Secondary Squad - $" + cost + " silver",
                                                            delegate
                            {
                                if (PaymentUtil.getSilver() >= cost)
                                {
                                    List <FloatMenuOption> deploymentOptions = new List <FloatMenuOption>();

                                    deploymentOptions.Add(new FloatMenuOption("Walk into map", delegate
                                    {
                                        FactionColonies.CallinAlliedForces(settlement, false, cost);
                                        Find.WindowStack.currentlyDrawnWindow.Close();
                                    }));
                                    //check if medieval only
                                    bool medievalOnly = LoadedModManager.GetMod <FactionColoniesMod>()
                                                        .GetSettings <FactionColonies>().medievalTechOnly;
                                    if (!medievalOnly && (DefDatabase <ResearchProjectDef>
                                                          .GetNamed("TransportPod", false)?.IsFinished ?? false))
                                    {
                                        deploymentOptions.Add(new FloatMenuOption("Drop-Pod", delegate
                                        {
                                            FactionColonies.CallinAlliedForces(settlement, true, cost);
                                            Find.WindowStack.currentlyDrawnWindow.Close();
                                        }));
                                    }

                                    Find.WindowStack.Add(new FloatMenu(deploymentOptions));
                                }
                                else
                                {
                                    Messages.Message("NotEnoughSilverToDeploySquad".Translate(),
                                                     MessageTypeDefOf.RejectInput);
                                }
                            }));

                            Find.WindowStack.Add(new FloatMenu(options));
                        }
                        else
                        {
                            Messages.Message(
                                "XDaysToRedeploy".Translate(Math.Round(
                                                                ((faction.traitMilitaristicTickLastUsedExtraSquad + GenDate.TicksPerDay * 5) -
                                                                 Find.TickManager.TicksGame).TicksToDays(), 1)), MessageTypeDefOf.RejectInput);
                        }
                    }
                }

                //Reset Squad
                if (Widgets.ButtonText(
                        new Rect(buttonResetPawns.x,
                                 buttonResetPawns.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                 buttonResetPawns.width, buttonResetPawns.height), "Reset Pawns"))
                {
                    FloatMenuOption confirm = new FloatMenuOption("Are you sure? Click to confirm", delegate
                    {
                        if (settlement.militarySquad != null)
                        {
                            Messages.Message("Pawns have been regenerated for the squad",
                                             MessageTypeDefOf.NeutralEvent);
                            settlement.militarySquad.initiateSquad();
                        }
                        else
                        {
                            Messages.Message("There is no pawns to reset. Assign a squad first.",
                                             MessageTypeDefOf.RejectInput);
                        }
                    });

                    List <FloatMenuOption> list = new List <FloatMenuOption>();
                    list.Add(confirm);
                    Find.WindowStack.Add(new FloatMenu(list));
                }

                //Order Fire Support
                if (Widgets.ButtonText(
                        new Rect(buttonOrderFireSupport.x,
                                 buttonOrderFireSupport.y + (SettlementBox.height + settlementYSpacing) * count + scroll,
                                 buttonOrderFireSupport.width, buttonOrderFireSupport.height), "Order Fire Support"))
                {
                    List <FloatMenuOption> list = new List <FloatMenuOption>();


                    foreach (MilitaryFireSupport support in util.fireSupportDefs)
                    {
                        float           cost   = support.returnTotalCost();
                        FloatMenuOption option = new FloatMenuOption(support.name + " - $" + cost, delegate
                        {
                            if (support.returnTotalCost() <=
                                FactionColonies.calculateMilitaryLevelPoints(settlement.settlementMilitaryLevel))
                            {
                                if (settlement.buildings.Contains(BuildingFCDefOf.artilleryOutpost))
                                {
                                    if (settlement.artilleryTimer <= Find.TickManager.TicksGame)
                                    {
                                        if (PaymentUtil.getSilver() >= cost)
                                        {
                                            FactionColonies.FireSupport(settlement, support);
                                            Find.WindowStack.TryRemove(typeof(MilitaryCustomizationWindowFc));
                                        }
                                        else
                                        {
                                            Messages.Message(
                                                "You lack the required amount of silver to use that firesupport option!",
                                                MessageTypeDefOf.RejectInput);
                                        }
                                    }
                                    else
                                    {
                                        Messages.Message(
                                            "That firesupport option is on cooldown for another " +
                                            (settlement.artilleryTimer - Find.TickManager.TicksGame)
                                            .ToStringTicksToDays(), MessageTypeDefOf.RejectInput);
                                    }
                                }
                                else
                                {
                                    Messages.Message(
                                        "The settlement requires an artillery outpost to be built to use that firesupport option",
                                        MessageTypeDefOf.RejectInput);
                                }
                            }
                            else
                            {
                                Messages.Message(
                                    "The settlement requires a higher military level to use that fire support!",
                                    MessageTypeDefOf.RejectInput);
                            }
                        });
                        list.Add(option);
                    }

                    if (!list.Any())
                    {
                        list.Add(new FloatMenuOption("No fire supports currently made. Make one", delegate { }));
                    }

                    FloatMenu menu = new FloatMenuSearchable(list);
                    Find.WindowStack.Add(menu);
                }

                count++;
            }

            //Reset Text anchor and font
            Text.Font   = fontBefore;
            Text.Anchor = anchorBefore;

            if (Event.current.type == EventType.ScrollWheel)
            {
                scrollWindow(Event.current.delta.y, settlementMaxScroll);
            }
        }