Example #1
0
        public static void DebugPrintNewsEventArt(GameSession game)
        {
            List <TurnEventMessage> turnEventMessageList1 = new List <TurnEventMessage>();
            List <TurnEventMessage> turnEventMessageList2 = new List <TurnEventMessage>();

            foreach (TurnEventMessage turnEventMessage in Enum.GetValues(typeof(TurnEventMessage)))
            {
                TurnEvent e = new TurnEvent();
                e.TargetPlayerID = game.LocalPlayer.ID;
                e.PlayerID       = game.LocalPlayer.ID;
                e.EventMessage   = turnEventMessage;
                SuulkaInfo suulkaInfo = game.GameDatabase.GetSuulkas().FirstOrDefault <SuulkaInfo>();
                if (suulkaInfo != null)
                {
                    e.ShipID   = suulkaInfo.ShipID;
                    e.DesignID = game.GameDatabase.GetShipInfo(suulkaInfo.ShipID, false).DesignID;
                }
                string turnEventSprite = TurnEvent.GetTurnEventSprite(game, e);
                if (turnEventSprite == "ui\\events\\events_static_noise.tga")
                {
                    turnEventMessageList2.Add(turnEventMessage);
                }
                else if (turnEventSprite == "" || !File.Exists(game.App.GameRoot + "\\" + turnEventSprite + "~"))
                {
                    turnEventMessageList1.Add(turnEventMessage);
                }
            }
            App.Log.Trace("==MISSING NEWS EVENT HOOKUPS==", "log");
            foreach (int num in turnEventMessageList2)
            {
                App.Log.Trace(((TurnEventMessage)num).ToString(), "log");
            }
            App.Log.Trace("==MISSING NEWS EVENT ART==", "log");
            foreach (int num in turnEventMessageList1)
            {
                App.Log.Trace(((TurnEventMessage)num).ToString(), "log");
            }
        }
Example #2
0
 public virtual void OnProcessTurnEvent(GameSession game, TurnEvent e)
 {
 }
Example #3
0
 public TurnEventMacros(AssetDatabase assetdb, GameDatabase db, TurnEvent evidence)
 {
     this.assetdb  = assetdb;
     this.db       = db;
     this.evidence = evidence;
 }
Example #4
0
        public static string GetTurnEventSprite(GameSession game, TurnEvent e)
        {
            string factionName1 = game.GameDatabase.GetFactionName(game.GameDatabase.GetPlayerFactionID(e.PlayerID));
            string factionName2 = game.GameDatabase.GetFactionName(game.GameDatabase.GetPlayerFactionID(e.TargetPlayerID));

            switch (e.EventMessage)
            {
            case TurnEventMessage.EM_SYSTEM_SURVEYED:
                return("ui\\events\\system_explored.tga");

            case TurnEventMessage.EM_SHIPS_BUILT_SINGLE:
                return(string.Format("ui\\events\\single_{0}_shipbuilt.tga", (object)factionName1));

            case TurnEventMessage.EM_SHIPS_BUILT_MULTIPLE:
                return(string.Format("ui\\events\\multi_{0}_shipsbuilt.tga", (object)factionName1));

            case TurnEventMessage.EM_PROTOTYPE_COMPLETE:
                return("ui\\events\\prototype_completed.tga");

            case TurnEventMessage.EM_NO_RESEARCH:
                return("ui\\events\\no_research.tga");

            case TurnEventMessage.EM_RESEARCH_COMPLETE:
                return("ui\\events\\research_completed.tga");

            case TurnEventMessage.EM_FEASIBILITY_STUDY_COMPLETE_VERY_BAD:
                return("ui\\events\\feasibility_very_bad.tga");

            case TurnEventMessage.EM_FEASIBILITY_STUDY_COMPLETE_BAD:
                return("ui\\events\\feasibility_bad.tga");

            case TurnEventMessage.EM_FEASIBILITY_STUDY_COMPLETE_GOOD:
                return("ui\\events\\feasibility_good.tga");

            case TurnEventMessage.EM_FEASIBILITY_STUDY_COMPLETE_VERY_GOOD:
                return("ui\\events\\feasibility_very_good.tga");

            case TurnEventMessage.EM_GATE_SHIP_DEPLOYED:
                return("ui\\events\\gate_ship_deployed.tga");

            case TurnEventMessage.EM_GATE_STATION_DEPLOYED:
                return("ui\\events\\gate_station_deployed.tga");

            case TurnEventMessage.EM_COLONY_ESTABLISHED:
                return(string.Format("ui\\events\\colony_estab_{0}.tga", (object)factionName1));

            case TurnEventMessage.EM_COLONY_SUPPORT:
                if (!(factionName1 == "loa"))
                {
                    return(string.Format("ui\\events\\colony_supplied_{0}.tga", (object)factionName1));
                }
                return("ui\\events\\colony_sup_loa.tga");

            case TurnEventMessage.EM_COLONY_SUPPORT_COMPLETE:
                if (!(factionName1 == "loa"))
                {
                    return(string.Format("ui\\events\\colony_supplied_{0}_ended.tga", (object)factionName1));
                }
                return("ui\\events\\colony_sup_loa.tga");

            case TurnEventMessage.EM_COLONY_SELF_SUFFICIENT:
                return(string.Format("ui\\events\\colony_selfsuf_{0}.tga", (object)factionName1));

            case TurnEventMessage.EM_COLONY_ABANDONED:
                return(string.Format("ui\\events\\colony_abandoned_{0}.tga", (object)factionName1));

            case TurnEventMessage.EM_STATION_BUILT:
                return("ui\\events\\station_built.tga");

            case TurnEventMessage.EM_STATION_UPGRADED:
                return("ui\\events\\station_upgraded.tga");

            case TurnEventMessage.EM_SUPERWORLD_COMPLETE:
                return("ui\\events\\gemworld_created.tga");

            case TurnEventMessage.EM_COMBAT_DRAW:
                return("ui\\events\\event_combat_draw.tga");

            case TurnEventMessage.EM_COMBAT_WIN:
                return("ui\\events\\event_combat_win.tga");

            case TurnEventMessage.EM_COMBAT_LOSS:
                return("ui\\events\\event_combat_lose.tga");

            case TurnEventMessage.EM_BETRAYAL:
            case TurnEventMessage.EM_BETRAYED:
                return("ui\\events\\Betrayal.tga");

            case TurnEventMessage.EM_RELOCATION_COMPLETE:
                return("ui\\events\\ev_relocation_complete.tga");

            case TurnEventMessage.EM_OVERHARVEST_WARNING:
                return("ui\\events\\overharvest_warning.tga");

            case TurnEventMessage.EM_REBELLION_STARTING:
                return("ui\\events\\civil_disorder.tga");

            case TurnEventMessage.EM_REBELLION_STARTED:
                return("ui\\events\\revolution_begun.tga");

            case TurnEventMessage.EM_REBELLION_ONGOING:
                return("ui\\events\\revolution_begun.tga");

            case TurnEventMessage.EM_REBELLION_ENDED_WIN:
                return("ui\\events\\revolution_defeated.tga");

            case TurnEventMessage.EM_REBELLION_ENDED_LOSS:
                return("ui\\events\\revolution_won.tga");

            case TurnEventMessage.EM_GOVERNMENT_TYPE_CHANGED:
                return("ui\\events\\govt_type_changed.tga");

            case TurnEventMessage.EM_INTEL_MISSION_FAILED:
                return("ui\\events\\spy_caught.tga");

            case TurnEventMessage.EM_RESEARCH_NEVER_COMPLETE:
                return("ui\\events\\research_incompleteable.tga");

            case TurnEventMessage.EM_GATE_CAPACITY_REACHED:
                return("ui\\events\\gate_capacity_reached.tga");

            case TurnEventMessage.EM_NODE_LINE_COLLAPSE:
                return("ui\\events\\em_node_line_collapse.tga");

            case TurnEventMessage.EM_NODE_LINE_COLLAPSE_FLEET_LOSS:
                return("ui\\events\\em_node_line_collapse_fleet_loss.tga");

            case TurnEventMessage.EM_SUULKA_ARRIVES:
                return(string.Format("ui\\events\\{0}_arrives.tga", game.GameDatabase.GetShipInfo(e.ShipID, true) != null ? (object)game.GameDatabase.GetShipInfo(e.ShipID, true).DesignInfo.Name.ToLower().Replace(" ", "") : (object)"?"));

            case TurnEventMessage.EM_SUULKA_LEAVES:
                return(string.Format("ui\\events\\{0}_leaves.tga", game.GameDatabase.GetShipInfo(e.ShipID, true) != null ? (object)game.GameDatabase.GetShipInfo(e.ShipID, true).DesignInfo.Name.ToLower().Replace(" ", "") : (object)"?"));

            case TurnEventMessage.EM_ADMIRAL_PROMOTED:
                return(string.Format("ui\\events\\promote_admiral_{0}.tga", (object)factionName1));

            case TurnEventMessage.EM_TREATY_REQUESTED:
                return("ui\\events\\ev_treaty_requested.tga");

            case TurnEventMessage.EM_TREATY_ACCEPTED:
                return("ui\\events\\treaty_formed.tga");

            case TurnEventMessage.EM_TREATY_DECLINED:
                return("ui\\events\\ev_treaty_declined.tga");

            case TurnEventMessage.EM_TREATY_EXPIRED:
                return("ui\\events\\ev_treaty_expired.tga");

            case TurnEventMessage.EM_TREATY_BROKEN_OFFENDER:
                return("ui\\events\\treaty_broken_by_you.tga");

            case TurnEventMessage.EM_TREATY_BROKEN_VICTIM:
                return("ui\\events\\treaty_broken_by_others.tga");

            case TurnEventMessage.EM_REQUEST_REQUESTED:
                return("ui\\events\\ev_request_requested.tga");

            case TurnEventMessage.EM_REQUEST_DECLINED:
                return("ui\\events\\ev_request_declined.tga");

            case TurnEventMessage.EM_REQUEST_ACCEPTED:
                return("ui\\events\\ev_request_declined.tga");

            case TurnEventMessage.EM_DEMAND_REQUESTED:
                return("ui\\events\\ev_demand_requested.tga");

            case TurnEventMessage.EM_DEMAND_DECLINED:
                return("ui\\events\\ev_demand_declined.tga");

            case TurnEventMessage.EM_DEMAND_ACCEPTED:
                return("ui\\events\\ev_demand_accepted.tga");

            case TurnEventMessage.EM_PLAGUE_STARTED:
            case TurnEventMessage.EM_RESEARCH_PLAGUE_DISASTER:
                return("ui\\events\\plague_starts.tga");

            case TurnEventMessage.EM_PLAGUE_ENDED:
                return("ui\\events\\plague_ended.tga");

            case TurnEventMessage.EM_PLAGUE_DAMAGE_POP:
                return("ui\\events\\em_plague_damage_pop.tga");

            case TurnEventMessage.EM_PLAGUE_DAMAGE_STRUCT:
                return("ui\\events\\em_plague_damage_struct.tga");

            case TurnEventMessage.EM_PLAGUE_DAMAGE_POP_STRUCT:
                return("ui\\events\\em_plague_damage_pop_struct.tga");

            case TurnEventMessage.EM_ADMIRAL_DEAD:
                return("ui\\events\\ev_admiral_dead.tga");

            case TurnEventMessage.EM_ADMIRAL_RETIRED:
                return("ui\\events\\ev_admiral_retired.tga");

            case TurnEventMessage.EM_SALVAGE_PROJECT_COMPLETE:
                return("ui\\events\\ev_salvage_project_complete.tga");

            case TurnEventMessage.EM_NEW_SALVAGE_PROJECT:
                return("ui\\events\\ev_new_salvage_project.tga");

            case TurnEventMessage.EM_NEW_SPECIAL_PROJECT:
                return("ui\\events\\ev_new_special_project.tga");

            case TurnEventMessage.EM_MONITOR_PROJECT_COMPLETE:
                return("ui\\events\\ev_monitor_project_complete.tga");

            case TurnEventMessage.EM_GARDENER_PROJECT_COMPLETE:
            case TurnEventMessage.EM_GARDENER_SYSTEM_FOUND:
            case TurnEventMessage.EM_GARDENER_CAPTURED:
            case TurnEventMessage.EM_INCOMING_GARDENER:
                return("ui\\events\\ev_gardener_system_found.tga");

            case TurnEventMessage.EM_INTEL_MISSION_CRITICAL_FAILED:
                return("ui\\events\\spy_failed.tga");

            case TurnEventMessage.EM_INTEL_MISSION_CRITICAL_FAILED_LEAK:
                return("ui\\events\\spy_caught.tga");

            case TurnEventMessage.EM_INTEL_MISSION_NO_RANDOM_SYSTEM:
                return("ui\\events\\ev_mission_no_random_system.tga");

            case TurnEventMessage.EM_INTEL_MISSION_RANDOM_SYSTEM:
                return("ui\\events\\ev_mission_random_system.tga");

            case TurnEventMessage.EM_INTEL_MISSION_NO_HIGHEST_TRADE_SYSTEM:
                return("ui\\events\\ev_mission_no_highest_trade_system.tga");

            case TurnEventMessage.EM_INTEL_MISSION_HIGHEST_TRADE_SYSTEM:
                return("ui\\events\\ev_mission_highest_trade_system.tga");

            case TurnEventMessage.EM_INTEL_MISSION_NO_NEWEST_COLONY_SYSTEM:
                return("ui\\events\\ev_mission_no_newest_colony_system.tga");

            case TurnEventMessage.EM_INTEL_MISSION_NEWEST_COLONY_SYSTEM:
                return("ui\\events\\ev_mission_newest_colony_system.tga");

            case TurnEventMessage.EM_INTEL_MISSION_CURRENT_TECH:
                return("ui\\events\\ev_mission_current_tech.tga");

            case TurnEventMessage.EM_INTEL_MISSION_NO_COMPLETE_TECHS:
                return("ui\\events\\ev_mission_no_complete_techs.tga");

            case TurnEventMessage.EM_INTEL_MISSION_RECENT_TECH:
                return("ui\\events\\ev_mission_recent_tech.tga");

            case TurnEventMessage.EM_INTEL_MISSION_CRITICAL_SUCCESS:
                return("ui\\events\\spy_successful.tga");

            case TurnEventMessage.EM_WAR_DECLARED_DEFENDER:
                return("ui\\events\\war_declared_on_you.tga");

            case TurnEventMessage.EM_WAR_DECLARED_AGGRESSOR:
                return("ui\\events\\war_declared_by_you.tga");

            case TurnEventMessage.EM_ADMIRAL_CAPTURED:
                return(string.Format("ui\\events\\{0}_admiral_captured.tga", (object)factionName1));

            case TurnEventMessage.EM_ADMIRAL_ESCAPES:
                return(string.Format("ui\\events\\{0}_admiral_escapes.tga", (object)factionName1));

            case TurnEventMessage.EM_ADMIRAL_DEFECTS:
                return(string.Format("ui\\events\\{0}_admiral_joins_rebels.tga", (object)factionName1));

            case TurnEventMessage.EM_ASTEROID_STORM:
                return("ui\\events\\asteroid_storm.tga");

            case TurnEventMessage.EM_ATTRIBUTES_DISCOVERED:
                return("ui\\events\\attribute_discovered_from_design.tga");

            case TurnEventMessage.EM_INCOMING_ALIEN_FLEET:
                return("ui\\events\\incoming_alien_fleet.tga");

            case TurnEventMessage.EM_INDY_ASSIMILATED:
                return("ui\\events\\indy_assimilated.tga");

            case TurnEventMessage.EM_INDY_PROTECTORATE:
                return("ui\\events\\indy_joins_your_protectorate.tga");

            case TurnEventMessage.EM_LOCUST_INFESTATION_DEFEATED:
                return("ui\\events\\locust_infestation_defeated.tga");

            case TurnEventMessage.EM_LOCUST_SHIP_DESTROYED:
                return("ui\\events\\locusts_ship_destroyed.tga");

            case TurnEventMessage.EM_LOCUST_INCOMING:
                return("ui\\events\\locusts_incoming.tga");

            case TurnEventMessage.EM_LOCUST_SPOTTED:
                return("ui\\events\\locusts_spotted.tga");

            case TurnEventMessage.EM_MONITOR_FOUND:
                return("ui\\events\\monitor_complex_found.tga");

            case TurnEventMessage.EM_MONITOR_PROJECT_AVAILABLE:
                return("ui\\events\\monitor_complex_project_available.tga");

            case TurnEventMessage.EM_MONITOR_CAPTURED:
                return("ui\\events\\monitor_taken_over.tga");

            case TurnEventMessage.EM_PIRATE_RAID:
            case TurnEventMessage.EM_PIRATE_BASE_DESTROYED:
                return("ui\\events\\pirate_raid.tga");

            case TurnEventMessage.EM_PROTEANS_REMOVED:
                return("ui\\events\\proteans_cleared.tga");

            case TurnEventMessage.EM_RESEARCH_FAILED:
                return("ui\\events\\research_failed.tga");

            case TurnEventMessage.EM_RETROFIT_COMPLETE_SINGLE:
                return("ui\\events\\retrofit_ship_complete.tga");

            case TurnEventMessage.EM_RETROFIT_COMPLETE_MULTI:
                return("ui\\events\\retrofit_multiships_complete.tga");

            case TurnEventMessage.EM_RETROFIT_COMPLETE_STATION:
                return("ui\\events\\retrofit_station_complete.tga");

            case TurnEventMessage.EM_SHIPS_SCATTERED_NODE_CANNON:
                return("ui\\events\\ships_scattered_by_nodecannon.tga");

            case TurnEventMessage.EM_SHIPS_RECYCLED:
                return("ui\\events\\recycle_ships.tga");

            case TurnEventMessage.EM_SLAVER_ATTACK:
                return("ui\\events\\slavers_attack.tga");

            case TurnEventMessage.EM_SLAVES_DEAD:
                return("ui\\events\\slaves_dead.tga");

            case TurnEventMessage.EM_SPECTRE_ATTACK:
                return("ui\\events\\specters.tga");

            case TurnEventMessage.EM_SWARM_DESTROYED:
                return("ui\\events\\swarm_cleared.tga");

            case TurnEventMessage.EM_SWARM_ENCOUNTERED:
                return("ui\\events\\swarm_encountered.tga");

            case TurnEventMessage.EM_SWARM_INFESTATION:
                return("ui\\events\\swarm_infests_system.tga");

            case TurnEventMessage.EM_SWARM_QUEEN_DESTROYED:
                return("ui\\events\\swarm_queen_destroyed.tga");

            case TurnEventMessage.EM_SWARM_QUEEN_INCOMING:
                return("ui\\events\\swarm_queen_incoming.tga");

            case TurnEventMessage.EM_SWARM_QUEEN_SPOTTED:
                return("ui\\events\\swarm_queen_spotted.tga");

            case TurnEventMessage.EM_SYS_KILLER_DESTROYED:
                return("ui\\events\\systemkiller_destroyed.tga");

            case TurnEventMessage.EM_SYS_KILLER_INCOMING:
                return("ui\\events\\systemkiller_incoming.tga");

            case TurnEventMessage.EM_SYS_KILLER_LEAVING:
                return("ui\\events\\systemkiller_leaves.tga");

            case TurnEventMessage.EM_SYS_KILLER_SPOTTED:
                return("ui\\events\\systemkiller_spotted.tga");

            case TurnEventMessage.EM_TOMB_DEFENDERS_DESTROYED:
                return("ui\\events\\tomb_defenders_destroyed.tga");

            case TurnEventMessage.EM_TOMB_DESTROYED:
                return("ui\\events\\tombs_destroyed.tga");

            case TurnEventMessage.EM_TOMB_DISCOVERED:
                return("ui\\events\\tombs_discovered.tga");

            case TurnEventMessage.EM_VN_COLLECTOR_ATTACK:
                return("ui\\events\\ev_vn_collector_attack.tga");

            case TurnEventMessage.EM_VN_SEEKER_ATTACK:
                return("ui\\events\\ev_vn_seeker_attack.tga");

            case TurnEventMessage.EM_VN_BERSERKER_ATTACK:
                return("ui\\events\\vn_berserker_attack.tga");

            case TurnEventMessage.EM_VN_SYS_KILLER_ATTACK:
                return("ui\\events\\vn_systemkiller_attack.tga");

            case TurnEventMessage.EM_VN_HW_DEFEATED:
                return("ui\\events\\ev_defeated_enemy_homeworld.tga");

            case TurnEventMessage.EM_SUULKA_DIES:
                return(string.Format("ui\\events\\{0}_dies.tga", game.GameDatabase.GetDesignInfo(e.DesignID) != null ? (object)game.GameDatabase.GetDesignInfo(e.DesignID).Name.ToLower().Replace(" ", "") : (object)"?"));

            case TurnEventMessage.EM_MISSION_COMPLETE:
                return("ui\\events\\fleet_arrives.tga");

            case TurnEventMessage.EM_AI_REBELLION_END:
                return("ui\\events\\ev_ai_rebellion_end.tga");

            case TurnEventMessage.EM_AI_REBELLION_START:
            case TurnEventMessage.EM_RESEARCH_AI_DISASTER:
                return("ui\\events\\ev_ai_rebellion_start.tga");

            case TurnEventMessage.EM_SLAVES_DELIVERED:
                return("ui\\events\\slaves_delivered.tga");

            case TurnEventMessage.EM_ALLIANCE_CREATED:
                return("ui\\events\\alliance_created.tga");

            case TurnEventMessage.EM_ALLIANCE_DISSOLVED:
                return("ui\\events\\alliance_disbanded.tga");

            case TurnEventMessage.EM_ASSIMILATION_PLAGUE_PLANET_GAINED:
                return("ui\\events\\plague_assimilated.tga");

            case TurnEventMessage.EM_ASSIMILATION_PLAGUE_PLANET_LOST:
                return("ui\\events\\plague_assimilated.tga");

            case TurnEventMessage.EM_BANKRUPTCY_IMMINENT:
                return("ui\\events\\bankruptcy_imminent.tga");

            case TurnEventMessage.EM_BANKRUPTCY_AVOIDED:
                return("ui\\events\\bankruptcy_avoided.tga");

            case TurnEventMessage.EM_BANKRUPTCY_COLONY_LOST:
                return(string.Format("ui\\events\\colony_abandoned_{0}.tga", (object)factionName1));

            case TurnEventMessage.EM_BIOWEAPON_STRIKE:
                return("ui\\events\\bioweapon_strike.tga");

            case TurnEventMessage.EM_INVOICES_COMPLETE:
                return("ui\\events\\buildorder_complete.tga");

            case TurnEventMessage.EM_COLONY_ACQUIRED:
                return("ui\\events\\colony_aquired.tga");

            case TurnEventMessage.EM_EMPIRE_DESTROYED:
                return("ui\\events\\empire_eliminated.tga");

            case TurnEventMessage.EM_EMPIRE_ENCOUNTERED:
                return("ui\\events\\peaceful_encounter_deepspace.tga");

            case TurnEventMessage.EM_FARCAST_FAILED:
                return("ui\\events\\farcast_fail.tga");

            case TurnEventMessage.EM_FARCAST_SUCCESS:
                return("ui\\events\\farcast_success.tga");

            case TurnEventMessage.EM_FLEET_DESTROYED:
                return("ui\\events\\event_singlefleet_destroyed.tga");

            case TurnEventMessage.EM_FREIGHTER_BUILT:
            case TurnEventMessage.EM_TRADE_STIMULUS:
                return(string.Format("ui\\events\\{0}_freighter_built.tga", (object)factionName1));

            case TurnEventMessage.EM_FREIGHTERS_BUILT:
                return(string.Format("ui\\events\\{0}_multi_freighters_built.tga", (object)factionName1));

            case TurnEventMessage.EM_GATE_DESTROYED:
                return("ui\\events\\gate_capacity_reached.tga");

            case TurnEventMessage.EM_GATE_JUMP_ABORTED:
                return("ui\\events\\gate_jump_aborted.tga");

            case TurnEventMessage.EM_COLONY_STIMULUS:
                return("ui\\events\\ev_colony_stimulus.tga");

            case TurnEventMessage.EM_MINING_STIMULUS:
                return("ui\\events\\ev_mining_stimulus.tga");

            case TurnEventMessage.EM_LEFT_ALLIANCE:
                return("ui\\events\\left_alliance.tga");

            case TurnEventMessage.EM_PLANET_DESTROYED:
                return("ui\\events\\planet_destroyed.tga");

            case TurnEventMessage.EM_PLANET_LIFE_DRAINED:
                return("ui\\events\\planet_life_drained.tga");

            case TurnEventMessage.EM_PLANET_PSI_DRAINED:
                return("ui\\events\\planet_psi_drained.tga");

            case TurnEventMessage.EM_PLANET_NO_RESOURCES:
                return("ui\\events\\ev_planet_no_resources.tga");

            case TurnEventMessage.EM_PLAYER_SURRENDERED_TO_YOU:
                return("ui\\events\\player_surrendered.tga");

            case TurnEventMessage.EM_YOU_SURRENDER:
                return("ui\\events\\you_surrendered_to_player.tga");

            case TurnEventMessage.EM_PROVINCE_SURRENDERED_TO_YOU:
                return("ui\\events\\ev_province_surrendered_to_you.tga");

            case TurnEventMessage.EM_SYSTEM_SURRENDERED_TO_YOU:
                return("ui\\events\\systems_surrendered.tga");

            case TurnEventMessage.EM_SAVINGS_SURRENDERED_TO_YOU:
                return("ui\\events\\savings_surrendered.tga");

            case TurnEventMessage.EM_STATION_DESTROYED:
                return("ui\\events\\savings_surrendered.tga");

            case TurnEventMessage.EM_STATION_UPGRADABLE:
                return("ui\\events\\station_upgrade_ready.tga");

            case TurnEventMessage.EM_SDB_BUILT:
                return("ui\\events\\sdb_station_built.tga");

            case TurnEventMessage.EM_SDBS_BUILT:
                return("ui\\events\\sdb_station_built.tga");

            case TurnEventMessage.EM_COMBAT_DETECTED:
                return("ui\\events\\combat_detected.tga");

            case TurnEventMessage.EM_FLEET_DISBANDED:
                return("ui\\events\\ev_fleet_disbanded.tga");

            case TurnEventMessage.EM_FLEET_REDIRECTED:
                return("ui\\events\\syskill_fleet_rerouted.tga");

            case TurnEventMessage.EM_HOMEWORLD_REESTABLISHED:
                return("ui\\events\\ev_homeworld_reestablished.tga");

            case TurnEventMessage.EM_COLONY_DESTROYED:
                if (!(factionName1 == "loa"))
                {
                    return("ui\\events\\ev_colony_destroyed.tga");
                }
                return(string.Format("ui\\events\\colony_destroyed_{0}.tga", (object)factionName1));

            case TurnEventMessage.EM_SURVEY_INDEPENDENT_RACE_FOUND:
                return(string.Format("ui\\events\\encounter_{0}.tga", (object)factionName2));

            case TurnEventMessage.EM_ADMIRAL_INTEL_LEAK_GIVE:
                return("ui\\events\\admiral_info_leaked.tga");

            case TurnEventMessage.EM_ADMIRAL_INTEL_LEAK_TAKE:
                return("ui\\events\\admiral_info_taken.tga");

            case TurnEventMessage.EM_COUNTER_INTEL_SUCCESS:
                return("ui\\events\\ev_counter_intel_success.tga");

            case TurnEventMessage.EM_COUNTER_INTEL_CRITICAL_SUCCESS:
                return("ui\\events\\ev_counter_intel_critical_success.tga");

            case TurnEventMessage.EM_COUNTER_INTEL_FAILURE:
                return("ui\\events\\ev_counter_intel_failure.tga");

            case TurnEventMessage.EM_COUNTER_INTEL_CRITICAL_FAILURE:
                return("ui\\events\\ev_counter_intel_critical_failure.tga");

            case TurnEventMessage.EM_INCOMING_ASTEROID_SHOWER:
                return("ui\\events\\asteroid_storm.tga");

            case TurnEventMessage.EM_INCOMING_SPECTORS:
                return("ui\\events\\ev_incoming_spectors.tga");

            case TurnEventMessage.EM_INCOMING_GHOST_SHIP:
                return("ui\\events\\ev_incoming_ghostship.tga");

            case TurnEventMessage.EM_INCOMING_SLAVERS:
                return("ui\\events\\ev_incoming_slavers.tga");

            case TurnEventMessage.EM_INCOMING_LOCUST:
                return("ui\\events\\locusts_incoming.tga");

            case TurnEventMessage.EM_INCOMING_COMET:
                return("ui\\events\\ev_incoming_comet.tga");

            case TurnEventMessage.EM_INCOMING_SYSTEMKILLER:
                return("ui\\events\\systemkiller_incoming.tga");

            case TurnEventMessage.EM_BOOSTFAILED_1:
                return("ui\\events\\research_disaster_lvl1.tga");

            case TurnEventMessage.EM_BOOSTFAILED_2:
                return("ui\\events\\research_disaster_lvl2.tga");

            case TurnEventMessage.EM_BOOSTFAILED_3:
                return("ui\\events\\research_disaster_lvl3.tga");

            case TurnEventMessage.EM_RECEIVED_MONEY:
                return("ui\\events\\aid_money.tga");

            case TurnEventMessage.EM_RECEIVED_RESEARCH_MONEY:
                return("ui\\events\\aid_research.tga");

            case TurnEventMessage.EM_LOA_CUBES_ABANDONED:
            case TurnEventMessage.EM_LOA_CUBES_ABANDONED_DEEPSPACE:
                return("ui\\events\\loa_cubes_abandoned.tga");

            case TurnEventMessage.EM_NPG_DEPLOYED:
                return("ui\\events\\npg_deployed.tga");

            default:
                return("ui\\events\\events_static_noise.tga");
            }
        }