/* * * Si Hay Internet * Si existen datos * Si existen actualizaciones * descargar y grabar trivial * Fin si * Si no existen * descargar y grabar trivial * Si no Hay internet * si no existen datos * Ir a Error (Se necesita internet para descargar la base de datos la 1ªvez) * Fin_Si * Fin-Sino * * Ir a la pantalla de inicio */ public MainPage() { this.InitializeComponent(); SQLiteManejadora miMane = new SQLiteManejadora(); MainUtilities misUtilidades = new MainUtilities(cuandoAcabe); misUtilidades.checkActualizacion(); }
public override void PostGameStart() { var knownFactions = Find.Scenario.AllParts.OfType <ScenPart_KnownFactions>().First(); var friendly = knownFactions.factionsFriendly; var hostile = knownFactions.factionsHostile; var total = friendly + hostile; var existingHostile = MainUtilities.AllFactionsVisible.Count(f => f.HostileTo(Faction.OfPlayer) && !f.IsPlayer); var existingFriendly = MainUtilities.AllFactionsVisible.Count(f => !f.HostileTo(Faction.OfPlayer) && !f.IsPlayer); friendly -= existingFriendly; hostile -= existingHostile; // Now add factions according to minimum while (friendly > 0) { MainUtilities.CreateFaction(FactionRelationKind.Neutral, f => f.startingGoodwill.TrueMax >= 0, true); //Log.Message("Added friendly initial faction."); friendly--; } while (hostile > 0) { var cheap = !MainUtilities.AllFactions.Any(f => f.def.IsCheapAndHumanlike()); // Make sure there is at least 1 cheap faction MainUtilities.CreateFaction(FactionRelationKind.Hostile, f => f.startingGoodwill.TrueMin < -40 && (!cheap || f.IsCheapAndHumanlike()), true); //Log.Message("Added hostile initial faction."); hostile--; } bool instaDrop = Find.GameInitData.QuickStarted || Dropped; if (instaDrop) { Find.LetterStack.ReceiveLetter("discoverAtDropLabel".Translate(), "discoverAtDropText".Translate(total), LetterDefOf.PositiveEvent); } else { Find.LetterStack.ReceiveLetter("discoverAtStartLabel".Translate(), "discoverAtStartText".Translate(total), LetterDefOf.PositiveEvent); } }