Exemple #1
0
        public PlayerTableRow(Map map, Player ply)
        {
            _player = ply;
            _map    = map;

            // player is currently visible?
            Cells.Add(VillageTableRow.GetVisibleImageCell(_map, _player));

            Cells.Add(ColumnDisplay.CreatePlayerCell(ply));
            string tribe = ply.HasTribe ? ply.Tribe.Tag : string.Empty;

            if (ply.TribeChange && ply.PreviousPlayerDetails.Tribe != null)
            {
                Cells.Add(ColumnDisplay.CreateDifferenceCell(ply.PreviousPlayerDetails.Tribe.Tag));
            }
            else
            {
                Cells.Add(new Cell());
            }
            Cells.Add(new Cell(tribe)
            {
                ToolTipText = ply.HasTribe ? ply.Tribe.Tooltip : ""
            });
            Cells.Add(new Cell(ply.Points));
            if (ply.PreviousPlayerDetails != null)
            {
                Cells.Add(ColumnDisplay.CreateDifferenceCell(ply.Points - ply.PreviousPlayerDetails.Points));
            }
            else
            {
                Cells.Add(new Cell());
            }
            Cells.Add(new Cell(ply.Villages.Count));
            if (ply.PreviousPlayerDetails != null)
            {
                Cells.Add(new Cell(ply.ConquerString));
            }
            else
            {
                Cells.Add(new Cell());
            }
        }
Exemple #2
0
        public TribeTableRow(Map map, Tribe tribe)
        {
            Tribe = tribe;
            _map  = map;

            // player is currently visible?
            Cells.Add(VillageTableRow.GetVisibleImageCell(_map, tribe));

            Cells.Add(new Cell(tribe.Rank));
            Cells.Add(new Cell(tribe.Tag)
            {
                ToolTipText = tribe.Tooltip
            });

            Cells.Add(new Cell(tribe.Players.Count));
            Cells.Add(new Cell(tribe.PlayerDifferenceString));
            Cells.Add(new Cell(tribe.AllPoints));
            if (tribe.PreviousTribeDetails != null)
            {
                Cells.Add(new Cell(tribe.AllPoints - tribe.PreviousTribeDetails.AllPoints));
            }
            else
            {
                Cells.Add(new Cell());
            }
            Cells.Add(new Cell(tribe.Villages));
            if (tribe.PreviousTribeDetails != null)
            {
                Cells.Add(new Cell(tribe.Villages - tribe.PreviousTribeDetails.Villages));
            }
            else
            {
                Cells.Add(new Cell());
            }

            Cells.Add(new Cell(tribe.Name));
        }