Example #1
0
 private void Tabs_TabIndexChanged(object sender, EventArgs e)
 {
     if (Tabs.SelectedTab == PlayerPage)
     {
         try
         {
             PopulationLabel.Text = "Population: " + Clicked.Population.Count();
         }
         catch
         {
             PopulationLabel.Text = "Population: " + "ERROR";
         }
         InventroyLabel.Text = "Wood: " + PlayerInventory["wood"] + "\nBricks: " + PlayerInventory["bricks"] + "\nWheat: " + PlayerInventory["wheat"] + "\nMeat: " + PlayerInventory["meat"] + "\nMetals: " + PlayerInventory["metals"] + "\nTools: " + PlayerInventory["tools"] + "\nWeapons: " + PlayerInventory["weapons"] + "\nWool: " + PlayerInventory["wool"] + "\nCloth: " + PlayerInventory["cloth"] + "\nFurs: " + PlayerInventory["furs"] + "\nAle: " + PlayerInventory["ale"] + "\nWine: " + PlayerInventory["wine"] + "\nSpices: " + PlayerInventory["spices"] + "\nSalt: " + PlayerInventory["salt"] + "\nHemps: " + PlayerInventory["hemps"];
         #region woodUpdateBuySell
         WoodBuySellBox.Text   = "";
         WoodStorageLabel.Text = "City storage: " + Clicked.Storage["wood"];
         WoodTrackBar.Maximum  = Clicked.Storage["wood"];
         WoodShortageBar.Value = Clicked.Shortage["wood"];
         try
         {
             Clicked.CalculateNeed();
             WoodStorageBar.Maximum = Clicked.PopulationUsage["wood"] * 3;
             WoodStorageBar.Value   = Clicked.Storage["wood"];
         }
         catch
         {
             WoodStorageBar.Value = WoodStorageBar.Maximum;
         }
         #endregion
     }
 }
Example #2
0
        /*
         * Prices:
         *
         * if shortage
         + 10% for every shortage point
         +
         + if production last turn was on -
         +10%
         + else
         + -10%
         +
         + city needs = 100%
         + price - 50%
         + city needs = 0%
         + price + 50%
         +
         */
        private void WoodTrackBar_Scroll(object sender, EventArgs e)
        {
            Clicked.CalculateNeed();
            WoodNumberLabel.Text = WoodTrackBar.Value.ToString();
            int price = 0;

            for (int n = 1; n < WoodTrackBar.Value; n++)
            {
                int addtoprice = 0;
                Clicked.CalculateNeed("wood", (Clicked.Storage["wood"] - n));
                addtoprice = (int)Math.Round(Prices["wood"] * Clicked.PriceModifier["wood"]);
                price     += addtoprice;
            }
            WoodPriceLabel.Text = "Price: " + price;

            /*
             * int WoodNeededToEndShortage = (int)Math.Round(Clicked.Population.Count * 0.01);
             * for (int n = 0; n < WoodTrackBar.Value; n++)
             * {
             *  int addtoprice = 0;
             *  if (Clicked.Shortage["wood"] > 0 && NewStorage < WoodNeededToEndShortage)
             *  {
             *      addtoprice = (int)(Prices["wood"] + Math.Round(Prices["wood"] * (0.1 * Clicked.Shortage["wood"])));
             *  }
             *  else
             *  {
             *      addtoprice = Prices["wood"];
             *  }
             *  if (Clicked.Production["wood"] < 0)
             *  {
             *      addtoprice += (int)Math.Round(Prices["wood"] * 0.1);
             *  }
             *  else if (Clicked.Production["wood"] == 0)
             *  {
             *      addtoprice += (int)Math.Round(Prices["wood"] * 0.05);
             *  }
             *  else
             *  {
             *      addtoprice -= (int)Math.Round(Prices["wood"] * 0.1);
             *  }
             *  double percentage = 0;
             *  if (WoodStorageBar.Maximum >= NewStorage)
             *  {
             *      percentage = NewStorage / WoodStorageBar.Maximum;
             *  }
             *  else
             *  {
             *      percentage = -(WoodStorageBar.Maximum / NewStorage);
             *  }
             *  percentage /= 2;
             *  addtoprice += (int)Math.Round(Prices["wood"] * percentage);
             *  price += addtoprice;
             *  NewStorage--;
             * }
             */
        }