void _buttonTakeAll_Press(object sender, PressEventArgs e) { for (int i = 0; i < _tradeItems.Count; i++) { int rightValue = rightTrader.getValue<int>(_tradeItems[i]); if (rightValue == 0) continue; _offsets[i] = -rightValue; } }
void _buttonCancel_Press(object sender, PressEventArgs e) { IntoTheNewWorld.Instance.Hide(this); }
void _buttonOK_Press(object sender, PressEventArgs e) { if (_partnerAcceptsTrade) { // Save the left trader. for (int i = 0; i < _tradeItems.Count; i++) { if (_offsets[i] == 0) continue; leftTrader.adjustValue(_tradeItems[i], -_offsets[i]); } // Save the right trader. for (int i = 0; i < _tradeItems.Count; i++) { if (_offsets[i] == 0) continue; rightTrader.adjustValue(_tradeItems[i], _offsets[i]); } } // TODO: Handle other faction types. if (isAIPartner() && (_partner == TradingPartner.Native)) { int native_like = IntoTheNewWorld.Instance.players[0].state.getValue<int>("native_like"); if (_factionChange > 0) IntoTheNewWorld.Instance.players[0].state.setValue("native_like", Math.Min(100, native_like + _factionChange)); else IntoTheNewWorld.Instance.players[0].state.setValue("native_like", Math.Max(-100, native_like + _factionChange)); } IntoTheNewWorld.Instance.forceUpdateGameState = true; IntoTheNewWorld.Instance.Hide(this); }
void _buttonOK_Press(object sender, PressEventArgs e) { this.baseGame.Hide(this); }