Exemple #1
0
        // District movement
        private void InitMoveToNextDistrict()
        {
            CurElectionDistrictIndex++;

            // Clear graph and highlight from last district
            if (CurrentDistrictResult != null)
            {
                CurrentDistrictResult.District.Region.SetAnimatedHighlight(false);
            }
            Game.UI.Parliament.CurrentElectionGraph.ClearGraph();
            Game.UI.Parliament.ModifierSliderContainer.ClearContainer();

            if (CurElectionDistrictIndex < DistrictOrder.Count)
            {
                // Update current result
                CurrentDistrictResult = DistrictOrder[CurElectionDistrictIndex].GetLatestElectionResult();
                CurrentDistrictResult.District.Region.SetAnimatedHighlight(true);
                TempSeats[CurrentDistrictResult.Winner] += CurrentDistrictResult.Seats;

                // Prepare graph for next district
                if (CurrentDistrictResult.District.ElectionResults.Count > 1)
                {
                    Game.UI.Parliament.CurrentElectionMarginText.gameObject.SetActive(true);
                    Game.UI.Parliament.LastElectionWinnerKnob.gameObject.SetActive(true);
                    float margin = CurrentDistrictResult.District.GetLatestElectionResult(offset: 1).GetMargin(Game.LocalPlayerParty);
                    Game.UI.Parliament.CurrentElectionMarginText.text = (margin > 0 ? "+" : "") + margin.ToString("0.0") + " %";
                    Game.UI.Parliament.LastElectionWinnerKnob.color   = CurrentDistrictResult.Winner.Color;
                }
                else
                {
                    Game.UI.Parliament.CurrentElectionMarginText.gameObject.SetActive(false);
                    Game.UI.Parliament.LastElectionWinnerKnob.gameObject.SetActive(false);
                }


                List <GraphDataPoint> dataPoints = new List <GraphDataPoint>();
                foreach (KeyValuePair <Party, float> kvp in CurrentDistrictResult.VoteShare)
                {
                    dataPoints.Add(new GraphDataPoint(kvp.Key.Acronym, kvp.Value, kvp.Key.Color));
                }
                int yMax = (((int)CurrentDistrictResult.VoteShare.Values.Max(x => x)) / 9 + 1) * 10;

                // Update current election graph
                Game.UI.Parliament.CurrentElectionContainer.SetActive(true);
                Game.UI.Parliament.CurrentElectionTitle.text     = CurrentDistrictResult.District.Name;
                Game.UI.Parliament.CurrentElectionSeatsText.text = CurrentDistrictResult.Seats.ToString();
                Game.UI.Parliament.CurrentElectionSeatsIcon.gameObject.SetActive(true);
                Game.UI.Parliament.CurrentElectionGraph.InitAnimatedBarGraph(dataPoints, yMax, 10, 0.1f, Color.white, Color.grey, Game.UI.Font, GraphAnimationTime, startAnimation: false);

                Game.CameraHandler.MoveToFocusDistricts(new List <District>()
                {
                    CurrentDistrictResult.District
                }, DistrictPanTime, OnCameraMoveToNextDistrictDone);
                State = AnimationState.MoveToNextDistrict;
            }
            else
            {
                State = AnimationState.InitEndAnimation;
            }
        }
Exemple #2
0
        private void DisplayGraph(bool fullRefesh = true)
        {
            DistrictElectionResult result = ElectionResults[CurrentIndex];

            YearText.text = result.Year.ToString();
            if (result != null)
            {
                List <GraphDataPoint> dataPoints = new List <GraphDataPoint>();
                foreach (KeyValuePair <Party, float> kvp in result.VoteShare)
                {
                    List <Sprite> modifierIcons     = new List <Sprite>();
                    List <string> iconTooltipTitles = new List <string>();
                    List <string> iconTooltipTexts  = new List <string>();
                    foreach (Modifier m in result.Modifiers.Where(x => x.Party == kvp.Key))
                    {
                        modifierIcons.Add(IconManager.Singleton.GetModifierIcon(m.Type));
                        iconTooltipTitles.Add(m.Type.ToString());
                        iconTooltipTexts.Add(m.Description + "\n\nSource: " + m.Source);
                    }
                    string label = GlobalSettings.DebugMode ? kvp.Key.Acronym + " / " + result.PartyPoints[kvp.Key] : kvp.Key.Acronym; // Show party points when in debug mode
                    dataPoints.Add(new GraphDataPoint(label, kvp.Value, kvp.Key.Color, modifierIcons, iconTooltipTitles, iconTooltipTexts));
                }
                int yMax = (((int)result.VoteShare.Values.Max(x => x)) / 9 + 1) * 10;
                if (fullRefesh)
                {
                    ElectionGraph.InitAnimatedBarGraph(dataPoints, yMax, 10, 0.1f, Color.white, Color.grey, PrefabManager.Singleton.GraphFont, 0.25f, startAnimation: true);
                }
                else
                {
                    ElectionGraph.UpdateAnimatedBarGraph(dataPoints, yMax, 0.25f);
                }
            }
        }
Exemple #3
0
        /// <summary>
        /// This is a client-side function, a seed ensures that the outcome is the same for all clients.
        /// Concludes the preparation phase when all players are ready and handles everything that happens:
        /// - AI actions
        /// - Locking player actions
        /// - Election result
        /// - Updating party values (seats, total seats, etc.)
        /// - Handling district effects
        /// - Starting next election cycle
        /// </summary>
        /// <param name="seed">Seed is used to synchronize in multiplayer</param>
        public void ConcludePreparationPhase(int seed)
        {
            UnityEngine.Random.InitState(seed);

            // Change state
            if (State != GameState.PreparationPhase)
            {
                return;
            }
            State = GameState.Election;

            // AI policies
            foreach (Party p in Parties.Where(p => !p.IsHuman))
            {
                p.AI.DistributePolicyPoints();
            }

            // Lock policies
            foreach (Party party in Parties)
            {
                foreach (Policy policy in party.Policies)
                {
                    policy.LockValue();
                }
            }

            // Reset seats
            foreach (Party p in Parties)
            {
                p.Seats = 0;
            }

            // Create and apply election result
            List <DistrictElectionResult> districtResults = new List <DistrictElectionResult>();

            foreach (District district in VisibleDistricts.Values)
            {
                DistrictElectionResult districtResult = district.RunElection(Parties);
                districtResults.Add(districtResult);
            }
            GeneralElectionResult electionResult = new GeneralElectionResult(ElectionCycle, Year, districtResults);

            electionResult.Apply(this);

            // District effects
            foreach (District d in VisibleDistricts.Values)
            {
                d.OnElectionEnd();
            }

            // Handle next election start
            StartNextElectionCycle();

            ElectionAnimationHandler.StartAnimation(electionResult);
        }
Exemple #4
0
        /// <summary>
        /// This function calculates the election results of an election between the given parties.
        /// A specified amount of single voters will vote, whereas their vote will be decided by weighted random based on party points.
        /// Each party has x base points. On top of that points are added for policies that match the district traits, modifiers and mentality.
        /// There will always be a single winner party.
        /// This function only returns a result, but does not yet add it to the district/game. To add it call AddElectionResult().
        /// </summary>
        public DistrictElectionResult RunElection(List <Party> parties)
        {
            // Get party popularities
            Dictionary <Party, float> voterShares = new Dictionary <Party, float>();
            Dictionary <Party, int>   partyPoints = new Dictionary <Party, int>();
            Dictionary <Party, int>   partyVotes  = new Dictionary <Party, int>();

            foreach (Party p in parties)
            {
                partyPoints.Add(p, GetPartyPopularity(p));
                partyVotes.Add(p, 0);
            }

            // Add modifiers to result
            List <Modifier> electionModifiers = new List <Modifier>(); // Copy is created so that the modifiers in the election result don't get changed later

            foreach (Modifier m in Modifiers)
            {
                electionModifiers.Add(m);
            }

            // Exclude parties with exclusion modifiers
            foreach (Modifier m in Modifiers.Where(x => x.Type == ModifierType.Exclusion))
            {
                partyPoints[m.Party] = 0;
            }

            // Cast "calculation" votes
            for (int i = 0; i < Voters; i++)
            {
                Party votedParty = GetSingleVoterResult(partyPoints);
                partyVotes[votedParty]++;
            }
            foreach (Party p in parties)
            {
                //Debug.Log(p.Name + " got " + partyVotes[p] + " votes.");
                voterShares.Add(p, 100f * partyVotes[p] / Voters);
            }

            // Guarantee that there is only one winner
            List <Party> winnerParties = voterShares.Where(x => x.Value == voterShares.Values.Max(v => v)).Select(x => x.Key).ToList();

            if (winnerParties.Count > 1)
            {
                Party singleWinnerParty = winnerParties[Random.Range(0, winnerParties.Count)];
                voterShares[singleWinnerParty] += 0.1f;
            }
            Party winner = voterShares.First(x => x.Value == voterShares.Max(y => y.Value)).Key;

            // Calculate number of "game" votes based on voter turnout
            foreach (Party p in parties)
            {
                partyVotes[p] = (int)((Population * VoterTurnout) * voterShares[p] / 100f);
            }

            // Create result
            DistrictElectionResult result = new DistrictElectionResult
                                            (
                Game.ElectionCycle,
                Game.Year,
                Seats,
                this,
                partyPoints,
                partyVotes,
                voterShares,
                winner,
                electionModifiers
                                            );

            return(result);
        }