public void initalizeAIPriorities(Nation player) { TopLevel aiTopLevel = player.getAI().GetTopLevel(); foreach (MyEnum.macroPriorities macro in Enum.GetValues(typeof(MyEnum.macroPriorities))) { aiTopLevel.setMacroPriority(player, macro, 1); } for (int i = 0; i < player.getProvinces().Count; i++) { int pIndex = player.getProvinces()[i]; assemblyCsharp.Province prov = State.getProvinces()[pIndex]; if (prov.getResource() == MyEnum.Resources.coal) { aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.buildFactory, 0.15f); aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.research, 0.15f); } if (prov.getResource() == MyEnum.Resources.cotton) { aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.colonies, 0.1f); aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.developProvince, 0.1f); } if (prov.getResource() == MyEnum.Resources.dyes) { aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.developProvince, 0.1f); } if (prov.getResource() == MyEnum.Resources.gold) { aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.culture, 0.15f); aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.spheres, 0.15f); } if (prov.getResource() == MyEnum.Resources.iron) { aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.buildFactory, 0.15f); aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.conquest, 0.15f); } if (prov.getResource() == MyEnum.Resources.oil) { aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.developProvince, 0.1f); aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.conquest, 0.05f); } if (prov.getResource() == MyEnum.Resources.rubber) { aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.research, 0.1f); } if (prov.getResource() == MyEnum.Resources.spice) { aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.culture, 0.1f); } if (prov.getResource() == MyEnum.Resources.wood) { aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.colonies, 0.1f); aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.navy, 0.1f); aiTopLevel.alterMacroPriority(player, MyEnum.macroPriorities.buildFactory, 0.05f); } } }
private void pickProductionPicture(assemblyCsharp.Province province) { MyEnum.Resources res = province.getResource(); if (res == MyEnum.Resources.wheat || res == MyEnum.Resources.fruit || res == MyEnum.Resources.rubber || res == MyEnum.Resources.dyes) { DevelopmentImage.sprite = Resources.Load("Resource/Icons/plow", typeof(Sprite)) as Sprite; } if (res == MyEnum.Resources.oil) { DevelopmentImage.sprite = Resources.Load("Resource/Icons/oil_rig", typeof(Sprite)) as Sprite; } if (res == MyEnum.Resources.iron || res == MyEnum.Resources.coal || res == MyEnum.Resources.gold) { DevelopmentImage.sprite = Resources.Load("Resource/Icons/miningTools", typeof(Sprite)) as Sprite; } if (res == MyEnum.Resources.cotton) { DevelopmentImage.sprite = Resources.Load("Resource/Icons/cottonGinIcon", typeof(Sprite)) as Sprite; } if (res == MyEnum.Resources.meat) { DevelopmentImage.sprite = Resources.Load("Resource/Icons/barbedWire", typeof(Sprite)) as Sprite; } if (res == MyEnum.Resources.wood) { DevelopmentImage.sprite = Resources.Load("Resource/Icons/axe", typeof(Sprite)) as Sprite; } }
public void ThatFillInData(assemblyCsharp.Province province) { this.Name.text = province.getProvName(); string resource = province.getResource().ToString(); Sprite newResourceSprite = Resources.Load("Resource/" + resource, typeof(Sprite)) as Sprite; this.Resource.sprite = newResourceSprite; this.Resource.preserveAspect = true; Debug.Log("You f****r...." + province.getProduction().ToString()); this.Produces.text = "Produces " + province.getProduction().ToString("0.0") + " " + resource + " /turn"; this.RailroadLevel.text = province.getInfrastructure().ToString(); this.FortLevel.text = province.getFortLevel().ToString(); this.Culture.text = "Culture: " + province.culture; // this.resourceText.text = "Province produces " + resource; string nation = province.getOwner().ToString(); Debug.Log("Owner: " + nation); this.DevelopmentLevel.text = province.getDevelopmentLevel().ToString(); this.NationName.text = nation; //text.text = "Province produces " + Resource; this.Flag.sprite = Resources.Load("Flags/" + province.getOwner().ToString(), typeof(Sprite)) as Sprite; pickProductionPicture(province); // Text flagText = FlagTip.GetComponentInChildren<Text>(); // Debug.Log("Flag text: " + flagText.text); // flagText.text = Owner; //flagTip.GetComponent<Text>().text = nation; }
public void ThisFillInData(assemblyCsharp.Province province) { this.Name.text = province.getProvName(); string resource = province.getResource().ToString(); Sprite newResourceSprite = Resources.Load("Resource/" + resource, typeof(Sprite)) as Sprite; this.Resource.sprite = newResourceSprite; this.Resource.preserveAspect = true; this.Produces.text = "Produces " + province.getProduction().ToString("0.0") + " " + resource + " /turn"; this.RailroadLevel.text = province.getInfrastructure().ToString(); this.FortLevel.text = province.getFortLevel().ToString(); this.Culture.text = "Culture: " + province.culture; // this.resourceText.text = "Province produces " + resource; // Text text = ResourceTip.GetComponentInChildren<Text>(); // text.text = "Province produces " + Resource; pickProductionPicture(province); State.setCurrentlySelectedProvince(province.getIndex()); App app = UnityEngine.Object.FindObjectOfType <App>(); int playerIndex = app.GetHumanIndex(); Nation player = State.getNations()[playerIndex]; updateSelfProvinceButtons(player, province); }
private void distributeStartingResourcesAndGoods(Nation player) { for (int i = 0; i < player.getProvinces().Count; i++) { int index = player.getProvinceIndex(i); assemblyCsharp.Province prov = State.getProvinces()[index]; MyEnum.Resources res = prov.getResource(); float amount = prov.getProduction(); if (res == MyEnum.Resources.gold) { player.receiveGold(amount * 5); } else { player.collectResource(res, amount); } player.addRuralPOP(); player.addRuralPOP(); } player.receiveGold(5); if (player.getType() == MyEnum.NationType.major) { player.collectGoods(MyEnum.Goods.steel, 1); player.collectGoods(MyEnum.Goods.fabric, 1); player.collectGoods(MyEnum.Goods.lumber, 1); player.collectGoods(MyEnum.Goods.arms, 2); player.collectResource(MyEnum.Resources.wheat, 1); player.collectResource(MyEnum.Resources.meat, 0.5f); player.collectResource(MyEnum.Resources.fruit, 0.5f); player.receiveGold(5); } }
private static void collectResources(Nation player) { for (int i = 0; i < player.getProvinces().Count; i++) { int index = player.getProvinces()[i]; assemblyCsharp.Province prov = State.getProvinces()[index]; float resYield = prov.getProduction(); MyEnum.Resources res = prov.getResource(); Debug.Log("prov res: " + res); if (res != MyEnum.Resources.gold) { player.collectResource(res, resYield); } else { player.receiveGold(resYield * 5); } } for (int i = 0; i < player.getColonies().Count; i++) { int index = player.getColonies()[i]; assemblyCsharp.Province prov = State.getProvinces()[index]; float resYield = prov.getProduction(); MyEnum.Resources res = prov.getResource(); player.collectResource(res, resYield); } }
public void ThatFillInData(assemblyCsharp.Province province) { this.Name.text = province.getProvName(); string resource = province.getResource().ToString(); Sprite newResourceSprite = Resources.Load("Resource/" + resource, typeof(Sprite)) as Sprite; this.Resource.sprite = newResourceSprite; this.Produces.text = "Produces " + Produces.ToString() + " " + resource + " /turn"; this.RailroadLevel.text = province.getInfrastructure().ToString(); this.FortLevel.text = province.getFortLevel().ToString(); this.Culture.text = "Culture: " + province.culture; this.resourceText.text = "Province produces " + resource; string nation = province.getOwner().ToString(); this.NationName.text = nation; //text.text = "Province produces " + Resource; this.Flag.sprite = Resources.Load("Flags/" + province.getOwner().ToString(), typeof(Sprite)) as Sprite; // Text flagText = FlagTip.GetComponentInChildren<Text>(); // Debug.Log("Flag text: " + flagText.text); // flagText.text = Owner; }
private void prepareAuctionPanel(AuctionHandler auction) { increaseBid.enabled = true; decreaseBid.enabled = true; App app = UnityEngine.Object.FindObjectOfType <App>(); int playerIndex = app.GetHumanIndex(); Nation player = State.getNations()[playerIndex]; TextMeshProUGUI title = AuctionPanelTitleText.GetComponent <TextMeshProUGUI>(); Nation item = State.getNations()[0]; // Colony Auction backGroudImage.sprite = Resources.Load("Sprites/BackGrounds/imperialism_cartoon", typeof(Sprite)) as Sprite; title.text = "Colony Bids"; pointTypeText.text = "Colonial Points"; // PointTypeImage.sprite = Resources.Load("Sprites/GUI/eagle", typeof(Sprite)) as Sprite; item = State.getNations()[auction.getIndexOfCurrentItem()]; // GameObject mapPrefab = Instantiate(Resources.Load<GameObject>("RPG100set/512/Prop/06_letter" + item.getNationName())); currentNumberOfBiddingPoints.text = player.GetColonialPoints().ToString(); if (player.GetColonialPoints() < State.CurrentColonyAuctionBid || player.RecognizingTheseClaims.Contains(item.getIndex()) || player.landForces.Strength < 2) { increaseBid.interactable = false; } else { increaseBid.interactable = true; } TextMeshProUGUI itemName = ItemNameText.GetComponent <TextMeshProUGUI>(); itemName.text = item.getNationName(); GameObject itemFlag = Instantiate(Resources.Load <GameObject>("Flags/Prefabs/" + item.getNationName())); itemFlag1.ObjectPrefab = itemFlag.transform; // TextMeshProUGUI currentPlayerBid = currentBidAmount.GetComponent<TextMeshProUGUI>(); currentBidAmount.text = "00"; int firstProvIndex = -1; int secondProvIndex = -1; foreach (int provIndex in item.getProvinces()) { if (firstProvIndex == -1) { firstProvIndex = provIndex; } else { secondProvIndex = provIndex; } } assemblyCsharp.Province firstProvince = State.getProvince(firstProvIndex); itemProvinces.Rows[1].Cells[0].GetComponentInChildren <Text>().text = firstProvince.getProvName(); // itemProvinces.Rows[1].Cells[1].GetComponentInChildren<Image>().sprite = Transform P1Res = itemProvinces.Rows[1].Cells[1].transform.GetChild(0); Image P1ResImage = P1Res.GetComponent <Image>(); // Image provOneRes = itemProvinces.Rows[1].Cells[1].GetComponentInChildren<Image>() as Image; //resImg.sprite = Resources.Load("Resource/" + imp.getResourceType().ToString(), typeof(Sprite)) as Sprite; // Debug.Log("First Resource is: " + firstProvince.getResource()); P1ResImage.sprite = Resources.Load("Resource/" + firstProvince.getResource().ToString(), typeof(Sprite)) as Sprite; itemProvinces.Rows[1].Cells[2].GetComponentInChildren <Text>().text = firstProvince.getDevelopmentLevel().ToString(); Toggle provOneRail = itemProvinces.Rows[1].Cells[3].GetComponentInChildren <Toggle>(); if (firstProvince.getRail()) { provOneRail.isOn = true; } else { provOneRail.isOn = false; } assemblyCsharp.Province secondProvince = State.getProvince(secondProvIndex); itemProvinces.Rows[2].Cells[0].GetComponentInChildren <Text>().text = secondProvince.getProvName(); // itemProvinces.Rows[1].Cells[1].GetComponentInChildren<Image>().sprite = // Image provTwoRes = itemProvinces.Rows[2].Cells[1].GetComponentInChildren<Image>() as Image; // Debug.Log("Second Resource is: " + secondProvince.getResource()); Transform P2Res = itemProvinces.Rows[2].Cells[1].transform.GetChild(0); Image P2ResImage = P2Res.GetComponent <Image>(); P2ResImage.sprite = Resources.Load("Resource/" + secondProvince.getResource().ToString(), typeof(Sprite)) as Sprite; itemProvinces.Rows[2].Cells[2].GetComponentInChildren <Text>().text = secondProvince.getDevelopmentLevel().ToString(); Toggle provTwoRail = itemProvinces.Rows[2].Cells[3].GetComponentInChildren <Toggle>(); if (secondProvince.getRail()) { provTwoRail.isOn = true; } else { provTwoRail.isOn = false; } if (item.IsColonyOf() != -1) { Nation currentOwner = State.getNations()[item.IsColonyOf()]; currentOwnerName.text = currentOwner.getNationName(); relationWithCurrentOwner.text = player.Relations[currentOwner.getIndex()].ToString(); } else { currentOwnerName.text = "None"; } if (player.RecognizingTheseClaims.Contains(item.getIndex())) { isRecognizing.isOn = true; } else { isRecognizing.isOn = false; } }
public void initalizeResourcePriorities(Nation player) { TopLevel aiTopLevel = player.getAI().GetTopLevel(); aiTopLevel.setResPriority(player, MyEnum.Resources.wheat, 3); aiTopLevel.setResPriority(player, MyEnum.Resources.meat, 2.5f); aiTopLevel.setResPriority(player, MyEnum.Resources.fruit, 2.5f); aiTopLevel.setResPriority(player, MyEnum.Resources.coal, 1); aiTopLevel.setResPriority(player, MyEnum.Resources.cotton, 1.5f); aiTopLevel.setResPriority(player, MyEnum.Resources.dyes, 2.5f); aiTopLevel.setResPriority(player, MyEnum.Resources.gold, 3f); aiTopLevel.setResPriority(player, MyEnum.Resources.iron, 2.25f); aiTopLevel.setResPriority(player, MyEnum.Resources.oil, 0.25f); aiTopLevel.setResPriority(player, MyEnum.Resources.rubber, 0.25f); aiTopLevel.setResPriority(player, MyEnum.Resources.spice, 2.75f); aiTopLevel.setResPriority(player, MyEnum.Resources.wood, 1.5f); for (int i = 0; i < player.getProvinces().Count; i++) { int pIndex = player.getProvinces()[i]; assemblyCsharp.Province prov = State.getProvinces()[pIndex]; if (prov.getResource() == MyEnum.Resources.wheat) { aiTopLevel.alterResPriority(player, MyEnum.Resources.wheat, -0.2f); } if (prov.getResource() == MyEnum.Resources.meat) { aiTopLevel.alterResPriority(player, MyEnum.Resources.meat, -0.15f); } if (prov.getResource() == MyEnum.Resources.fruit) { aiTopLevel.alterResPriority(player, MyEnum.Resources.fruit, -0.15f); } if (prov.getResource() == MyEnum.Resources.coal) { aiTopLevel.alterResPriority(player, MyEnum.Resources.iron, 0.15f); aiTopLevel.alterResPriority(player, MyEnum.Resources.coal, -0.05f); } if (prov.getResource() == MyEnum.Resources.cotton) { aiTopLevel.alterResPriority(player, MyEnum.Resources.dyes, 0.16f); aiTopLevel.alterResPriority(player, MyEnum.Resources.cotton, -0.075f); aiTopLevel.alterResPriority(player, MyEnum.Resources.wood, 0.075f); } if (prov.getResource() == MyEnum.Resources.dyes) { aiTopLevel.alterResPriority(player, MyEnum.Resources.cotton, 0.2f); } if (prov.getResource() == MyEnum.Resources.gold) { aiTopLevel.alterResPriority(player, MyEnum.Resources.gold, -0.15f); } if (prov.getResource() == MyEnum.Resources.iron) { aiTopLevel.alterResPriority(player, MyEnum.Resources.coal, 0.1f); aiTopLevel.alterResPriority(player, MyEnum.Resources.iron, -0.075f); } if (prov.getResource() == MyEnum.Resources.oil) { aiTopLevel.alterResPriority(player, MyEnum.Resources.oil, -0.075f); } if (prov.getResource() == MyEnum.Resources.rubber) { aiTopLevel.alterResPriority(player, MyEnum.Resources.rubber, -0.075f); } if (prov.getResource() == MyEnum.Resources.spice) { aiTopLevel.alterResPriority(player, MyEnum.Resources.gold, -0.075f); } if (prov.getResource() == MyEnum.Resources.wood) { aiTopLevel.alterResPriority(player, MyEnum.Resources.wood, -0.1f); aiTopLevel.alterResPriority(player, MyEnum.Resources.cotton, 0.075f); } } }
//just for AI public void initalizeFactoryPriorities(Nation player) { TopLevel aiTopLevel = player.getAI().GetTopLevel(); foreach (MyEnum.Goods good in Enum.GetValues(typeof(MyEnum.Goods))) { aiTopLevel.setFactPriority(player, good, 1); } for (int i = 0; i < player.getProvinces().Count; i++) { int pIndex = player.getProvinces()[i]; assemblyCsharp.Province prov = State.getProvinces()[pIndex]; if (prov.getResource() == MyEnum.Resources.coal) { aiTopLevel.alterFactPriority(player, MyEnum.Goods.steel, 0.25f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.parts, 0.15f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.arms, 0.15f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.chemicals, 0.2f); } if (prov.getResource() == MyEnum.Resources.cotton) { aiTopLevel.alterFactPriority(player, MyEnum.Goods.fabric, 0.25f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.clothing, 0.2f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.furniture, 0.1f); } if (prov.getResource() == MyEnum.Resources.dyes) { aiTopLevel.alterFactPriority(player, MyEnum.Goods.fabric, 0.25f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.clothing, 0.2f); } if (prov.getResource() == MyEnum.Resources.iron) { aiTopLevel.alterFactPriority(player, MyEnum.Goods.steel, 0.25f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.parts, 0.2f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.arms, 0.2f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.gear, 0.075f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.auto, 0.075f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.tank, 0.12f); } if (prov.getResource() == MyEnum.Resources.oil) { aiTopLevel.alterFactPriority(player, MyEnum.Goods.auto, 0.15f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.fighter, 0.1f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.tank, 0.1f); } if (prov.getResource() == MyEnum.Resources.rubber) { aiTopLevel.alterFactPriority(player, MyEnum.Goods.gear, 0.25f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.telephone, 0.2f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.auto, 0.12f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.fighter, 0.075f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.tank, 0.075f); } if (prov.getResource() == MyEnum.Resources.wood) { aiTopLevel.alterFactPriority(player, MyEnum.Goods.lumber, 0.25f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.paper, 0.25f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.furniture, 0.15f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.telephone, 0.075f); aiTopLevel.alterFactPriority(player, MyEnum.Goods.fighter, 0.075f); } } }