public override void Initialize() { DiplomacyUI.SyncPanelColor(this._app, this.ID, this._panelColor); this._app.UI.ClearItems("lstType"); foreach (KeyValuePair <ConsequenceType, string> consequenceTypeLoc in TreatyEditDialog.ConsequenceTypeLocMap) { this._app.UI.AddItem("lstType", string.Empty, (int)consequenceTypeLoc.Key, App.Localize(consequenceTypeLoc.Value)); } this._app.UI.SetSelection("lstType", (int)this._editedConsequence.Type); this._app.UI.SetPropertyString("txtValue", "text", this._editedConsequence.ConsequenceValue.ToString()); this._valueSpinner = new ValueBoundSpinner(this.UI, "spnValue", 0.0, 1.0, 1.0, 1.0); this._valueSpinner.ValueChanged += new ValueChangedEventHandler(this._valueSpinner_ValueChanged); if (ConsequenceEditDialog.ConsequenceTypeSpinnerDescriptors.ContainsKey(this._editedConsequence.Type)) { this._valueSpinner.SetValueDescriptor(ConsequenceEditDialog.ConsequenceTypeSpinnerDescriptors[this._editedConsequence.Type]); this._editedConsequence.ConsequenceValue = (float)this._valueSpinner.Value; this._app.UI.SetPropertyString("txtValue", "text", this._editedConsequence.ConsequenceValue.ToString()); this._valueSpinner.SetVisible(true); this._app.UI.SetVisible("txtValue", true); } else { this._valueSpinner.SetVisible(false); this._app.UI.SetVisible("txtValue", false); } }
public static void SyncIndyDiplomacyCard(App game, string panelName, int playerId) { PlayerInfo playerInfo = game.GameDatabase.GetPlayerInfo(playerId); game.UI.SetPropertyString(game.UI.Path(panelName, DiplomacyUI.UICardPlayerName), "text", playerInfo.Name); DiplomacyUI.SyncPanelColor(game, game.UI.Path(panelName, DiplomacyUI.UIPanelBackground), playerInfo.PrimaryColor); DiplomacyUI.CardStateFunctionMap[DiplomacyCardState.DiplomacyActions](game, game.UI.Path(panelName, "stateDiplomacyActions"), playerInfo, false); DiplomacyUI.CardStateFunctionMap[DiplomacyCardState.PlayerHistory](game, game.UI.Path(panelName, "statePlayerHistory"), playerInfo, false); DiplomacyUI.CardStateFunctionMap[DiplomacyCardState.PlayerStats](game, game.UI.Path(panelName, "statePlayerStats"), playerInfo, false); }
public override void Initialize() { DiplomacyUI.SyncPanelColor(this._app, this.ID, this._panelColor); this._app.UI.ClearItems("lstType"); foreach (KeyValuePair <IncentiveType, string> incentiveTypeLoc in TreatyEditDialog.IncentiveTypeLocMap) { this._app.UI.AddItem("lstType", string.Empty, (int)incentiveTypeLoc.Key, App.Localize(incentiveTypeLoc.Value)); } this._app.UI.SetSelection("lstType", (int)this._editedIncentive.Type); this._app.UI.SetPropertyString("txtValue", "text", this._editedIncentive.IncentiveValue.ToString()); this._valueSpinner = new ValueBoundSpinner(this.UI, "spnValue", IncentiveEditDialog.IncentiveTypeSpinnerDescriptors[this._editedIncentive.Type]); this._valueSpinner.ValueChanged += new ValueChangedEventHandler(this._valueSpinner_ValueChanged); }
public static void SyncPlayerDiplomacyCard( App game, string panelName, int playerId, DiplomacyCardState cardState, bool updateButtonIds) { PlayerInfo playerInfo = game.GameDatabase.GetPlayerInfo(playerId); if (updateButtonIds) { game.UI.SetPropertyString(game.UI.Path(panelName, DiplomacyUI.UICardPreviousState), "id", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UICardPreviousState)); game.UI.SetPropertyString(game.UI.Path(panelName, DiplomacyUI.UICardNextState), "id", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UICardNextState)); game.UI.SetButtonText(game.UI.Path(panelName, "stateDiplomacyActions", DiplomacyUI.UIDeclareButton), string.Format(App.Localize("@UI_DIPLOMACY_DECLARE"), (object)game.AssetDatabase.DeclareWarPointCost)); game.UI.SetPropertyString(game.UI.Path(panelName, "stateDiplomacyActions", DiplomacyUI.UISurpriseAttackButton), "id", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UISurpriseAttackButton)); game.UI.SetPropertyString(game.UI.Path(panelName, "stateDiplomacyActions", DiplomacyUI.UIDeclareButton), "id", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UIDeclareButton)); game.UI.SetPropertyString(game.UI.Path(panelName, "stateDiplomacyActions", DiplomacyUI.UIRequestButton), "id", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UIRequestButton)); game.UI.SetPropertyString(game.UI.Path(panelName, "stateDiplomacyActions", DiplomacyUI.UIDemandButton), "id", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UIDemandButton)); game.UI.SetPropertyString(game.UI.Path(panelName, "stateDiplomacyActions", DiplomacyUI.UITreatyButton), "id", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UITreatyButton)); game.UI.SetPropertyString(game.UI.Path(panelName, "stateDiplomacyActions", DiplomacyUI.UILobbyButton), "id", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UILobbyButton)); game.UI.SetPropertyString(game.UI.Path(panelName, "stateDiplomacyActions", DiplomacyUI.UIGiveButton), "id", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UIGiveButton)); game.UI.SetPropertyString(game.UI.Path(panelName, "stateEspionage", DiplomacyUI.UIIntelButton), "id", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UIIntelButton)); game.UI.SetPropertyString(game.UI.Path(panelName, "stateEspionage", DiplomacyUI.UICounterIntelButton), "id", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UICounterIntelButton)); game.UI.SetPropertyString(game.UI.Path(panelName, "stateEspionage", DiplomacyUI.UIOperationsButton), "id", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UIOperationsButton)); } game.UI.SetEnabled(game.UI.Path(panelName, string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UICardPreviousState)), (!playerInfo.isDefeated ? 1 : 0) != 0); game.UI.SetEnabled(game.UI.Path(panelName, string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UICardNextState)), (!playerInfo.isDefeated ? 1 : 0) != 0); game.UI.SetEnabled(game.UI.Path(panelName, "stateDiplomacyActions", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UISurpriseAttackButton)), (!playerInfo.isDefeated ? 1 : 0) != 0); game.UI.SetEnabled(game.UI.Path(panelName, "stateDiplomacyActions", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UIDeclareButton)), (!playerInfo.isDefeated ? 1 : 0) != 0); game.UI.SetEnabled(game.UI.Path(panelName, "stateDiplomacyActions", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UIRequestButton)), (!playerInfo.isDefeated ? 1 : 0) != 0); game.UI.SetEnabled(game.UI.Path(panelName, "stateDiplomacyActions", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UIDemandButton)), (!playerInfo.isDefeated ? 1 : 0) != 0); game.UI.SetEnabled(game.UI.Path(panelName, "stateDiplomacyActions", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UITreatyButton)), (!playerInfo.isDefeated ? 1 : 0) != 0); game.UI.SetEnabled(game.UI.Path(panelName, "stateDiplomacyActions", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UIGiveButton)), (playerInfo.isDefeated ? 0 : (game.GameDatabase.GetPlayerInfo(game.LocalPlayer.ID).Savings > 0.0 ? 1 : 0)) != 0); game.UI.SetEnabled(game.UI.Path(panelName, "stateDiplomacyActions", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UILobbyButton)), (playerInfo.isDefeated ? 0 : (game.Game.CanPerformLocalDiplomacyAction(playerInfo, DiplomacyAction.LOBBY, new RequestType?(), new DemandType?()) ? 1 : 0)) != 0); bool flag = game.AssetDatabase.GetFaction(playerInfo.FactionID).Name == "loa" && game.GameDatabase.PlayerHasTech(game.LocalPlayer.ID, "CCC_Artificial_Intelligence") || game.AssetDatabase.GetFaction(playerInfo.FactionID).Name != "loa"; game.UI.SetEnabled(game.UI.Path(panelName, "stateEspionage", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UIIntelButton)), (playerInfo.isDefeated ? 0 : (flag ? 1 : 0)) != 0); game.UI.SetEnabled(game.UI.Path(panelName, "stateEspionage", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UICounterIntelButton)), (playerInfo.isDefeated ? 0 : (flag ? 1 : 0)) != 0); game.UI.SetEnabled(game.UI.Path(panelName, "stateEspionage", string.Format("{0}|{1}", (object)panelName, (object)DiplomacyUI.UIOperationsButton)), (playerInfo.isDefeated ? 0 : (flag ? 1 : 0)) != 0); foreach (DiplomacyCardState diplomacyCardState in Enum.GetValues(typeof(DiplomacyCardState))) { game.UI.SetVisible(game.UI.Path(panelName, string.Format("state{0}", (object)diplomacyCardState.ToString())), (playerInfo.isDefeated ? (diplomacyCardState == DiplomacyCardState.PlayerStats ? 1 : 0) : (diplomacyCardState == cardState ? 1 : 0)) != 0); } game.UI.SetPropertyString(game.UI.Path(panelName, DiplomacyUI.UICardPlayerName), "text", playerInfo.Name); DiplomacyUI.SyncEspionageState(game, panelName, playerInfo, updateButtonIds); DiplomacyUI.SyncPanelColor(game, game.UI.Path(panelName, DiplomacyUI.UIPanelBackground), playerInfo.PrimaryColor); DiplomacyUI.CardStateFunctionMap[cardState](game, game.UI.Path(panelName, string.Format("state{0}", (object)cardState.ToString())), playerInfo, (updateButtonIds ? 1 : 0) != 0); }
public override void Initialize() { this.InitializePanel(); this._receivingPlayer = this._app.GameDatabase.GetPlayerInfo(this._editedTreaty.ReceivingPlayerId); DiplomacyUI.SyncPanelColor(this._app, "pnlBackground", this._receivingPlayer.PrimaryColor); this.hasTreaty = true; this.SyncTreatyEditor(); this._durationSpinner = new ValueBoundSpinner(this.UI, "spnDuration", 1.0, 500.0, 1.0, 1.0); this._limitationValueSpinner = new ValueBoundSpinner(this.UI, "spnLimitationValue", 1.0, (double)int.MaxValue, 1.0, 1.0); this._durationSpinner.ValueChanged += new ValueChangedEventHandler(this._durationSpinner_ValueChanged); this._limitationValueSpinner.ValueChanged += new ValueChangedEventHandler(this._limitationValueSpinner_ValueChanged); if (this._receivingPlayer.isStandardPlayer) { return; } this._editedTreaty.Type = TreatyType.Incorporate; this.SyncTreatyEditor(); }
public static void SyncDiplomacyPopup(App game, string panelName, int playerId) { PlayerInfo playerInfo = game.GameDatabase.GetPlayerInfo(playerId); DiplomaticMood diplomaticMood = game.GameDatabase.GetDiplomacyInfo(playerInfo.ID, game.Game.LocalPlayer.ID).GetDiplomaticMood(); game.UI.SetVisible(DiplomacyUI.UIRelation, true); switch (diplomaticMood) { case DiplomaticMood.Hatred: game.UI.SetPropertyString(DiplomacyUI.UIRelation, "sprite", "Hate"); break; case DiplomaticMood.Love: game.UI.SetPropertyString(DiplomacyUI.UIRelation, "sprite", "Love"); break; default: game.UI.SetVisible(DiplomacyUI.UIRelation, false); break; } DiplomacyUI.SyncPanelColor(game, game.UI.Path(panelName, DiplomacyUI.UIPanelBackground), playerInfo.PrimaryColor); game.UI.SetPropertyString(game.UI.Path(panelName, DiplomacyUI.UIAvatar), "sprite", Path.GetFileNameWithoutExtension(playerInfo.AvatarAssetPath)); game.UI.SetPropertyString(game.UI.Path(panelName, DiplomacyUI.UIBadge), "sprite", Path.GetFileNameWithoutExtension(playerInfo.BadgeAssetPath)); game.UI.SetPropertyString(game.UI.Path(panelName, DiplomacyUI.UICardPlayerName), "text", playerInfo.Name); if (!(panelName == DiplomacyUI.UILobbyPanel)) { return; } foreach (PlayerInfo standardPlayerInfo in game.GameDatabase.GetStandardPlayerInfos()) { if (standardPlayerInfo.ID != playerId) { float num1 = (float)game.GameDatabase.GetDiplomacyInfo(playerInfo.ID, standardPlayerInfo.ID).Relations / 2000f; float num2 = ((float)((!(game.GameDatabase.GetPlayerFaction(standardPlayerInfo.ID).Name == "morrigi") || standardPlayerInfo.ID != game.Game.LocalPlayer.ID ? 0.0 : (double)game.AssetDatabase.GetTechBonus <float>("PSI_Lesser_Glamour", "diplomaticoffering") * 0.5) + (game.GameDatabase.PlayerHasTech(game.Game.LocalPlayer.ID, "PSI_Lesser_Glamour") ? (double)game.AssetDatabase.GetTechBonus <float>("PSI_Lesser_Glamour", "diplomaticoffering") : 0.0)) + num1) * 100f; game.UI.AddItem(DiplomacyUI.UILobbyPlayerList, "", standardPlayerInfo.ID, standardPlayerInfo.Name + " (" + (object)(int)num2 + "% Chance)"); } } game.UI.SetSelection(DiplomacyUI.UILobbyPlayerList, game.LocalPlayer.ID); }