public static string DefaultRiskString(GamePlayer Player, GameAction Action)
 {
     if (Action.RiskPercent == 0)
     {
         return(null);
     }
     return(GameFormat.FormatPercent(Action.RiskPercent));
 }
        void RebuildStatus()
        {
            // Top status area
            LabelName.Content           = HumanPlayer.Name;
            LabelPlayerPosition.Content = $"(#{HumanPlayer.Values.Rank})"; // Todo: compute
            LabelAge.Content            = string.Format("Age: {0}", (int)Math.Floor(HumanPlayer.Age));
            LabelTime.Content           = string.Format("Q{0} {1}", GameEngine.Quarter, GameEngine.CurrentYear);
            LabelMoney.Content          = GameFormat.FormatMoney(HumanPlayer.ThisRound.Money);
            double moneyPercent = 0;

            if (HumanPlayer.Values.Money != 0)
            {
                moneyPercent = (double)HumanPlayer.ThisRound.Money / HumanPlayer.Values.Money - 1;
            }
            LabelMoneyChange.Content    = string.Format("({0})", GameFormat.FormatPercent(moneyPercent));
            LabelMoneyChange.Foreground = moneyPercent < 0 ? Brushes.DarkRed : Brushes.DarkGreen;

            LabelFans.Content = GameFormat.FormatFans(HumanPlayer.ThisRound.FanCount);
            double fanPercent = 0;

            if (HumanPlayer.Values.FanCount != 0)
            {
                fanPercent = (double)HumanPlayer.ThisRound.FanCount / HumanPlayer.Values.FanCount - 1;
            }
            LabelFansChange.Content    = string.Format("({0})", GameFormat.FormatPercent(fanPercent));
            LabelFansChange.Foreground = fanPercent < 0 ? Brushes.DarkRed : Brushes.DarkGreen;

            // Side panel status
            LabelTimeRemaining.Content = string.Format("Time Remaining ({0})", GameFormat.FormatTime(HumanPlayer.ThisRound.TimeRemaining));
            double TimeRemainingPercent = HumanPlayer.ThisRound.TimeRemaining / 90.0;

            BarTimeRemaining.SetPercent(TimeRemainingPercent, TimeRemainingPercent, false);

            double sentimentPercent = HumanPlayer.AffinityAsPercent(HumanPlayer.ThisRound.PublicSentiment);

            LabelPublicSentiment.Content = string.Format("Public Sentiment ({0})", GameFormat.FormatPercent(sentimentPercent));
            BarPublicSentiment.SetPercent(sentimentPercent, sentimentPercent, true);

            double affinityProfessional = HumanPlayer.AffinityAsPercent(HumanPlayer.ThisRound.AffinityProfessional);

            LabelProfessionalAffinity.Content = string.Format("Professional Affinity ({0})", GameFormat.FormatPercent(affinityProfessional));
            BarProfessionalAffinity.SetPercent(affinityProfessional, affinityProfessional, false);

            double affinityMedia = HumanPlayer.AffinityAsPercent(HumanPlayer.ThisRound.AffinityMedia);

            LabelMediaAffinity.Content = string.Format("Media Affinity ({0})", GameFormat.FormatPercent(affinityMedia));
            BarMediaAffinity.SetPercent(affinityMedia, affinityMedia, false);

            double affinitySocial = HumanPlayer.AffinityAsPercent(HumanPlayer.ThisRound.AffinitySocial);

            LabelSocialAffinity.Content = string.Format("Social Affinity ({0})", GameFormat.FormatPercent(affinitySocial));
            BarSocialAffinity.SetPercent(affinitySocial, affinitySocial, false);

            double affinityCriminal = HumanPlayer.AffinityAsPercent(HumanPlayer.ThisRound.AffinityCriminal);

            LabelCriminalAffinity.Content = string.Format("Criminal Affinity ({0})", GameFormat.FormatPercent(affinityCriminal));
            BarCriminalAffinity.SetPercent(affinityCriminal, affinityCriminal, false);
        }