View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0019173 | AI War 2 | Suggestion | Jun 13, 2017 12:13 am | Jan 31, 2018 4:05 pm | |
Reporter | BadgerBadger | Assigned To | keith.lamothe | ||
Status | closed | Resolution | fixed | ||
Product Version | 0.401 Ship Batch 6 of 7, And Gimbal Perfoooormance! | ||||
Fixed in Version | 0.703 | ||||
Summary | 0019173: Golems are not mentioned in Objectives tab | ||||
Description | It seems like advising the player to capture a Golem in the Objectives screen would be a good idea. At the moment it is unmentioned. | ||||
Tags | No tags attached. | ||||
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This diff will add support for golems to the Objectives screen. +++ b/AIWarExternalCode/src/UIs/MasterMenu/Window_InGameObjectivesWindow.cs @@ -118,6 +118,7 @@ namespace Arcen.AIW2.External GainFleetStrength, ExploreGalaxy, ClaimFlagship, + RepairGolem, GetBonusShipType, DestroyAIPReducer, Length @@ -311,6 +312,20 @@ namespace Arcen.AIW2.External } break; #endregion + #region RepairGolem + case ObjectiveType.RepairGolem: + { + GetKnownPlanetsWithAtLeastOneUnitOf( WorldSideType.NaturalObject, "Golem" ); + this.RelatedPlanets.Sort( delegate ( Planet Left, Planet Right ) + { + return Left.OriginalHopsToHumanHomeworld.CompareTo( Right.OriginalHopsToHumanHomeworld ); + } ); + if ( this.RelatedPlanets.Count > 0 ) + this.State = ObjectiveState.NeedToAchieve; + } + break; + #endregion + #region GetBonusShipType case ObjectiveType.GetBonusShipType: { @@ -402,6 +417,14 @@ namespace Arcen.AIW2.External } break; #endregion + #region RepairGolem + case ObjectiveType.RepairGolem: + { + buffer.Add( "Strengthen your Fleet by repairing Golem(s) on " ); + AppendPlanetNames( buffer, 3 ); + } + break; + #endregion #region GetBonusShipType case ObjectiveType.GetBonusShipType: { @@ -587,6 +610,7 @@ namespace Arcen.AIW2.External } break; case ObjectiveType.ClaimFlagship: + case ObjectiveType.RepairGolem: case ObjectiveType.DestroyAIPReducer: case ObjectiveType.ExploreGalaxy: case ObjectiveType.GetBonusShipType: @@ -622,10 +646,14 @@ namespace Arcen.AIW2.External string tag = string.Empty; switch ( Type ) { case ObjectiveType.ClaimFlagship: tag = "Flagship"; sideType = WorldSideType.NaturalObject; break; + case ObjectiveType.RepairGolem: + tag = "Golem"; + sideType = WorldSideType.NaturalObject; + break; case ObjectiveType.DestroyAIPReducer: tag = "DataCenter"; sideType = WorldSideType.AI; @@ -689,4 +717,4 @@ namespace Arcen.AIW2.External } |
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Window_InGameObjectivesWindow.cs (34,699 bytes)
using Arcen.Universal; using Arcen.AIW2.Core; using System; using System.Collections.Generic; using UnityEngine; namespace Arcen.AIW2.External { public class Window_InGameObjectivesWindow : ToggleableWindowController { public static Window_InGameObjectivesWindow Instance; public Window_InGameObjectivesWindow() { Instance = this; this.OnlyShowInGame = true; this.SupportsMasterMenuKeys = true; } private int UpdatesSinceLastRefresh; private List<Objective> LastComputedObjectives = new List<Objective>(); public class bsObjectives : ButtonSetAbstractBase { public override void OnUpdate() { WorldSide localSide = World_AIW2.Instance.GetLocalSide(); if ( localSide == null ) return; ArcenUI_ButtonSet elementAsType = (ArcenUI_ButtonSet)Element; //Window_InGameObjectivesWindow windowController = (Window_InGameObjectivesWindow)Element.Window.Controller; Instance.UpdatesSinceLastRefresh++; if ( Instance.UpdatesSinceLastRefresh >= 5 ) { Instance.UpdatesSinceLastRefresh = 0; List<Objective> objectives = new List<Objective>(); for ( ObjectiveType type = ObjectiveType.None + 1; type < ObjectiveType.Length; type++ ) { Objective objective = new Objective( type ); objective.ComputeCurrentState(); if ( objective.State == ObjectiveState.NotApplicable ) continue; objectives.Add( objective ); } bool detectedChange = objectives.Count != Instance.LastComputedObjectives.Count; if ( !detectedChange ) { for ( int i = 0; i < objectives.Count; i++ ) { Objective newItem = objectives[i]; Objective oldItem = Instance.LastComputedObjectives[i]; if ( newItem.GetMatches( oldItem ) ) continue; detectedChange = true; break; } } if ( detectedChange ) { Instance.LastComputedObjectives = objectives; elementAsType.ClearButtons(); for ( int y = 0; y < Instance.LastComputedObjectives.Count; y++ ) { Objective item = Instance.LastComputedObjectives[y]; bObjective newButtonController = new bObjective( item ); Vector2 offset; offset.x = 0; offset.y = y * elementAsType.ButtonHeight; Vector2 size; size.x = elementAsType.ButtonWidth; size.y = elementAsType.ButtonHeight; elementAsType.AddButton( newButtonController, size, offset ); } elementAsType.ActuallyPutItemsBackInPoolThatAreStillCleared(); } } } } private class bObjective : ButtonAbstractBase { public Objective Item; public bObjective( Objective Item ) { this.Item = Item; } public override void GetTextToShow( ArcenDoubleCharacterBuffer buffer ) { base.GetTextToShow( buffer ); this.Item.GetTextToShow( buffer ); } public override void HandleClick() { this.Item.HandleClick(); } public override void HandleMouseover() { } public override void OnUpdate() { } } } public enum ObjectiveType { None, Victory, GainFleetStrength, ExploreGalaxy, ClaimFlagship, RepairGolem, GetBonusShipType, DestroyAIPReducer, Length } public enum ObjectiveSubType { None, GainFleetStrength_ThroughProduction, GainFleetStrength_ThroughSpendingScience, GainFleetStrength_ThroughScience, GainFleetStrength_ThroughFuel, Length } public enum ObjectiveState { NotApplicable, Met, NeedToFind, NeedToAchieve, Length, } public class Objective { public readonly ObjectiveType Type; public ObjectiveSubType SubType; public ObjectiveState State; public readonly List<Planet> RelatedPlanets = new List<Planet>(); public readonly List<GameEntityTypeData> RelatedEntityTypes = new List<GameEntityTypeData>(); public Objective( ObjectiveType Type ) { this.Type = Type; } public void ComputeCurrentState() { switch ( this.Type ) { #region Victory case ObjectiveType.Victory: { GameEntity masterController = World_AIW2.Instance.GetFirstEntityMatching( SpecialEntityType.AIKingUnit, EntityRollupType.KingUnits ); if ( masterController == null ) { this.State = ObjectiveState.Met; break; } if ( masterController.Combat.Planet.HumansHaveBasicIntel ) { this.State = ObjectiveState.NeedToAchieve; this.RelatedPlanets.Add( masterController.Combat.Planet ); break; } this.State = ObjectiveState.NeedToFind; } break; #endregion #region GainFleetStrength case ObjectiveType.GainFleetStrength: { WorldSide localSide = World_AIW2.Instance.GetLocalSide(); GameEntity ark = localSide.Entities.GetFirstMatching( SpecialEntityType.HumanKingUnit ); if ( ark == null ) { this.State = ObjectiveState.NotApplicable; break; } List<BuildMenu> menus = ark.TypeData.BuildMenus; List<GameEntityTypeData> produceableTypes = new List<GameEntityTypeData>(); List<GameEntityTypeData> researchableTypes = new List<GameEntityTypeData>(); bool foundAnyCurrentlyProduceable = false; bool foundAnyTechsCurrentlyResearchable = false; for ( int i = 0; i < menus.Count; i++ ) { BuildMenu menu = menus[i]; for ( int j = 0; j < menu.List.Count; j++ ) { GameEntityTypeData item = menu.List[j]; if ( item.BalanceStats.SquadFuelConsumption <= 0 ) continue; ArcenRejectionReason reason = localSide.GetCanBuildAnother( item ); switch ( reason ) { case ArcenRejectionReason.SideDoesNotHaveEnoughCap: continue; case ArcenRejectionReason.SideDoesNotHavePrerequisiteTech: if ( item.TechPrereq.NotOnMainTechMenu ) continue; ArcenRejectionReason techRejectionReason = localSide.GetCanResearch( item.TechPrereq, false, false ); switch ( techRejectionReason ) { case ArcenRejectionReason.SideDoesNotHavePrerequisiteTech: continue; case ArcenRejectionReason.Unknown: foundAnyTechsCurrentlyResearchable = true; break; } researchableTypes.Add( item ); continue; case ArcenRejectionReason.Unknown: foundAnyCurrentlyProduceable = true; break; } produceableTypes.Add( item ); } } this.State = ObjectiveState.NeedToAchieve; if ( foundAnyCurrentlyProduceable ) { this.SubType = ObjectiveSubType.GainFleetStrength_ThroughProduction; for ( int i = 0; i < produceableTypes.Count; i++ ) { GameEntityTypeData entityType = produceableTypes[i]; if ( localSide.GetCanBuildAnother( entityType ) != ArcenRejectionReason.Unknown ) continue; this.RelatedEntityTypes.Add( entityType ); } this.RelatedEntityTypes.Sort( delegate ( GameEntityTypeData Left, GameEntityTypeData Right ) { FInt leftValue = Left.BalanceStats.StrengthPerSquad * localSide.GetRemainingCap( Left ); FInt rightValue = Right.BalanceStats.StrengthPerSquad * localSide.GetRemainingCap( Right ); return rightValue.CompareTo( leftValue ); } ); } else if ( produceableTypes.Count > 0 ) { this.SubType = ObjectiveSubType.GainFleetStrength_ThroughFuel; GetPotentialCapturePlanets( localSide ); this.RelatedPlanets.Sort( delegate ( Planet Left, Planet Right ) { return Right.ResourceOutputs[ResourceType.Fuel].CompareTo( Left.ResourceOutputs[ResourceType.Fuel] ); } ); } else if ( foundAnyTechsCurrentlyResearchable ) { this.SubType = ObjectiveSubType.GainFleetStrength_ThroughSpendingScience; for ( int i = 0; i < researchableTypes.Count; i++ ) { GameEntityTypeData entityType = researchableTypes[i]; if ( localSide.GetCanResearch( entityType.TechPrereq, false, false ) != ArcenRejectionReason.Unknown ) continue; this.RelatedEntityTypes.Add( entityType ); } this.RelatedEntityTypes.Sort( delegate ( GameEntityTypeData Left, GameEntityTypeData Right ) { return Right.BalanceStats.StrengthPerCap.CompareTo( Left.BalanceStats.StrengthPerCap ); } ); } else if ( researchableTypes.Count > 0 ) { this.SubType = ObjectiveSubType.GainFleetStrength_ThroughScience; GetPotentialCapturePlanets( localSide ); this.RelatedPlanets.Sort( delegate ( Planet Left, Planet Right ) { FInt LeftValue = Left.ResourceOutputs[ResourceType.Science] - Left.ScienceGatheredBySideIndex[localSide.SideIndex]; FInt RightValue = Right.ResourceOutputs[ResourceType.Science] - Right.ScienceGatheredBySideIndex[localSide.SideIndex]; return RightValue.CompareTo( LeftValue ); } ); } else this.State = ObjectiveState.NotApplicable; } break; #endregion #region ExploreGalaxy case ObjectiveType.ExploreGalaxy: { GetKnownPlanetsWithAtLeastOneUnitOf( WorldSideType.AI, EntityRollupType.ScramblesSensors ); this.RelatedPlanets.Sort( delegate ( Planet Left, Planet Right ) { return Left.OriginalHopsToHumanHomeworld.CompareTo( Right.OriginalHopsToHumanHomeworld ); } ); if ( this.RelatedPlanets.Count > 0 ) this.State = ObjectiveState.NeedToAchieve; } break; #endregion #region ClaimFlagship case ObjectiveType.ClaimFlagship: { GetKnownPlanetsWithAtLeastOneUnitOf( WorldSideType.NaturalObject, "Flagship" ); this.RelatedPlanets.Sort( delegate ( Planet Left, Planet Right ) { return Left.OriginalHopsToHumanHomeworld.CompareTo( Right.OriginalHopsToHumanHomeworld ); } ); if ( this.RelatedPlanets.Count > 0 ) this.State = ObjectiveState.NeedToAchieve; } break; #endregion #region RepairGolem case ObjectiveType.RepairGolem: { GetKnownPlanetsWithAtLeastOneUnitOf( WorldSideType.NaturalObject, "Golem" ); this.RelatedPlanets.Sort( delegate ( Planet Left, Planet Right ) { return Left.OriginalHopsToHumanHomeworld.CompareTo( Right.OriginalHopsToHumanHomeworld ); } ); if ( this.RelatedPlanets.Count > 0 ) this.State = ObjectiveState.NeedToAchieve; } break; #endregion #region GetBonusShipType case ObjectiveType.GetBonusShipType: { GetKnownPlanetsWithAtLeastOneUnitOf( WorldSideType.AI, "AdvancedResearchStation" ); this.RelatedPlanets.Sort( delegate ( Planet Left, Planet Right ) { return Left.OriginalHopsToHumanHomeworld.CompareTo( Right.OriginalHopsToHumanHomeworld ); } ); if ( this.RelatedPlanets.Count > 0 ) this.State = ObjectiveState.NeedToAchieve; } break; #endregion #region DestroyAIPReducer case ObjectiveType.DestroyAIPReducer: { GetKnownPlanetsWithAtLeastOneUnitOf( WorldSideType.AI, "DataCenter" ); this.RelatedPlanets.Sort( delegate ( Planet Left, Planet Right ) { return Left.OriginalHopsToHumanHomeworld.CompareTo( Right.OriginalHopsToHumanHomeworld ); } ); if ( this.RelatedPlanets.Count > 0 ) this.State = ObjectiveState.NeedToAchieve; } break; #endregion } } public void GetTextToShow( ArcenDoubleCharacterBuffer buffer ) { switch ( this.Type ) { #region Victory case ObjectiveType.Victory: switch ( this.State ) { case ObjectiveState.Met: buffer.Add( "You've Won!" ); break; case ObjectiveState.NeedToFind: buffer.Add( "Find the AI Master Controller, and destroy it" ); break; case ObjectiveState.NeedToAchieve: buffer.Add( "Destroy the AI Master Controller on " ); if ( this.RelatedPlanets.Count > 0 ) buffer.Add( this.RelatedPlanets[0].Name ); break; } break; #endregion #region GainFleetStrength case ObjectiveType.GainFleetStrength: buffer.Add( "Strengthen your Fleet by " ); switch ( this.SubType ) { case ObjectiveSubType.GainFleetStrength_ThroughProduction: buffer.Add( "producing " ); AppendEntityNames( buffer, 3 ); break; case ObjectiveSubType.GainFleetStrength_ThroughFuel: buffer.Add( "securing more fuel from " ); AppendPlanetNames( buffer, 3 ); break; case ObjectiveSubType.GainFleetStrength_ThroughSpendingScience: buffer.Add( "researching " ); AppendEntityNames( buffer, 3 ); break; case ObjectiveSubType.GainFleetStrength_ThroughScience: buffer.Add( "securing more science from " ); AppendPlanetNames( buffer, 3 ); break; } break; #endregion #region ExploreGalaxy case ObjectiveType.ExploreGalaxy: { buffer.Add( "Explore Galaxy by destroying sensor scrambler(s) on " ); AppendPlanetNames( buffer, 3 ); } break; #endregion #region ClaimFlagship case ObjectiveType.ClaimFlagship: { buffer.Add( "Strengthen your Fleet by claiming Flagship(s) on " ); AppendPlanetNames( buffer, 3 ); } break; #endregion #region RepairGolem case ObjectiveType.RepairGolem: { buffer.Add( "Strengthen your Fleet by repairing Golem(s) on " ); AppendPlanetNames( buffer, 3 ); } break; #endregion #region GetBonusShipType case ObjectiveType.GetBonusShipType: { buffer.Add( "Strengthen your Fleet by claiming Advanced Research Station(s) on " ); AppendPlanetNames( buffer, 3 ); } break; #endregion #region DestroyAIPReducer case ObjectiveType.DestroyAIPReducer: { buffer.Add( "Disrupt enemy operations by destroying Data Center(s) on " ); AppendPlanetNames( buffer, 3 ); } break; #endregion } } private void AppendPlanetNames( ArcenDoubleCharacterBuffer buffer, int max ) { for ( int i = 0; i < this.RelatedPlanets.Count && i < max; i++ ) { if ( i > 0 ) buffer.Add( ", " ); buffer.Add( this.RelatedPlanets[i].Name ); } if ( this.RelatedPlanets.Count > max ) buffer.Add( ", ..." ); } private void AppendEntityNames( ArcenDoubleCharacterBuffer buffer, int max ) { for ( int i = 0; i < this.RelatedEntityTypes.Count && i < max; i++ ) { if ( i > 0 ) buffer.Add( ", " ); buffer.Add( this.RelatedEntityTypes[i].Name ); } if ( this.RelatedEntityTypes.Count > max ) buffer.Add( ", ..." ); } private void GetPotentialCapturePlanets( WorldSide localSide ) { Galaxy galaxy = Engine_AIW2.Instance.NonSim_GetGalaxyBeingCurrentlyViewed(); for ( int i = 0; i < galaxy.Planets.Count; i++ ) { Planet planet = galaxy.Planets[i]; if ( !planet.HumansHaveBasicIntel ) continue; if ( localSide.GetIsFriendlyTowards( planet.GetControllingSide() ) ) continue; bool foundEligibleSelfOrNeighbor = false; if ( planet.Combat.GetSideForWorldSide( localSide ).Entities.GetNumberIn( EntityRollupType.KingUnits ) > 0 ) foundEligibleSelfOrNeighbor = true; else { planet.DoForLinkedNeighbors( delegate ( Planet neighbor ) { if ( localSide.GetIsFriendlyTowards( neighbor.GetControllingSide() ) ) { foundEligibleSelfOrNeighbor = true; return DelReturn.Break; } else if ( neighbor.Combat.GetSideForWorldSide( localSide ).Entities.GetNumberIn( EntityRollupType.KingUnits ) > 0 ) { foundEligibleSelfOrNeighbor = true; return DelReturn.Break; } return DelReturn.Continue; } ); } if ( !foundEligibleSelfOrNeighbor ) continue; this.RelatedPlanets.Add( planet ); } } public bool GetMatches( Objective Other ) { if ( this.Type != Other.Type ) return false; if ( this.SubType != Other.SubType ) return false; if ( this.State != Other.State ) return false; if ( this.RelatedPlanets.Count != Other.RelatedPlanets.Count ) return false; for ( int i = 0; i < this.RelatedPlanets.Count; i++ ) if ( this.RelatedPlanets[i] != Other.RelatedPlanets[i] ) return false; if ( this.RelatedEntityTypes.Count != Other.RelatedEntityTypes.Count ) return false; for ( int i = 0; i < this.RelatedEntityTypes.Count; i++ ) if ( this.RelatedEntityTypes[i] != Other.RelatedEntityTypes[i] ) return false; return true; } private void GetKnownPlanetsWithAtLeastOneUnitOf( WorldSideType sideType, EntityRollupType rollup ) { Galaxy galaxy = Engine_AIW2.Instance.NonSim_GetGalaxyBeingCurrentlyViewed(); for ( int i = 0; i < galaxy.Planets.Count; i++ ) { Planet planet = galaxy.Planets[i]; if ( !planet.HumansHaveBasicIntel ) continue; if ( planet.Combat.GetNumberIn( sideType, rollup ) <= 0 ) continue; this.RelatedPlanets.Add( planet ); } } private void GetKnownPlanetsWithAtLeastOneUnitOf( WorldSideType sideType, string Tag ) { Galaxy galaxy = Engine_AIW2.Instance.NonSim_GetGalaxyBeingCurrentlyViewed(); for ( int i = 0; i < galaxy.Planets.Count; i++ ) { Planet planet = galaxy.Planets[i]; if ( !planet.HumansHaveBasicIntel ) continue; if ( planet.Combat.GetFirstMatching( sideType, Tag ) == null ) continue; this.RelatedPlanets.Add( planet ); } } public void HandleClick() { switch(this.Type) { case ObjectiveType.Victory: if(this.State == ObjectiveState.NeedToAchieve) { if ( this.RelatedPlanets.Count <= 0 ) return; Planet planet = this.RelatedPlanets[0]; GameEntity entity = planet.Combat.GetFirstMatching( WorldSideType.AI, SpecialEntityType.AIKingUnit ); CenteringHelper( planet, entity ); } break; case ObjectiveType.GainFleetStrength: { switch ( this.SubType ) { case ObjectiveSubType.GainFleetStrength_ThroughProduction: Planet planet = Engine_AIW2.Instance.NonSim_GetPlanetBeingCurrentlyViewed(); WorldSide worldSide = World_AIW2.Instance.GetLocalSide(); CombatSide side = planet.Combat.GetSideForWorldSide( worldSide ); GameEntity producer = null; side.Entities.DoForEntities( SpecialEntityType.HumanKingUnit, delegate ( GameEntity entity ) { producer = entity; return DelReturn.Break; } ); if ( producer == null ) { side.Entities.DoForEntities( EntityRollupType.HasAnyMetalFlows, delegate ( GameEntity entity ) { if ( entity.TypeData.MetalFlows[MetalFlowPurpose.BuildingShipsInternally] == null ) return DelReturn.Continue; producer = entity; return DelReturn.Break; } ); } if ( producer == null ) break; Engine_AIW2.Instance.ClearSelection(); producer.Select(); Window_InGameBuildMenu.Instance.Open(); Window_InGameCommandsMenu.Instance.CloseWindowsOtherThanThisOne( Window_InGameBuildMenu.Instance ); break; case ObjectiveSubType.GainFleetStrength_ThroughSpendingScience: Window_InGameTechMenu.Instance.Open(); Window_InGameBottomMenu.Instance.CloseWindowsOtherThanThisOne( Window_InGameTechMenu.Instance ); break; case ObjectiveSubType.GainFleetStrength_ThroughFuel: case ObjectiveSubType.GainFleetStrength_ThroughScience: CenteringHelperForPlanetList( this.RelatedPlanets, this.Type, this.SubType ); break; } } break; case ObjectiveType.ClaimFlagship: case ObjectiveType.RepairGolem: case ObjectiveType.DestroyAIPReducer: case ObjectiveType.ExploreGalaxy: case ObjectiveType.GetBonusShipType: CenteringHelperForPlanetList( this.RelatedPlanets, this.Type, this.SubType ); break; } } private static void CenteringHelperForPlanetList(List<Planet> planets, ObjectiveType Type, ObjectiveSubType SubType) { if ( planets.Count <= 0 ) return; { Planet planetToCenterOn = null; Planet currentPlanet = Engine_AIW2.Instance.NonSim_GetPlanetBeingCurrentlyViewed(); bool foundCurrent = false; for ( int i = 0; i < planets.Count; i++ ) { Planet planet = planets[i]; if ( foundCurrent ) { planetToCenterOn = planet; break; } if ( currentPlanet == planet ) foundCurrent = true; } if ( planetToCenterOn == null ) planetToCenterOn = planets[0]; if ( planetToCenterOn == currentPlanet ) { WorldSideType sideType = WorldSideType.Length; string tag = string.Empty; switch ( Type ) { case ObjectiveType.ClaimFlagship: tag = "Flagship"; sideType = WorldSideType.NaturalObject; break; case ObjectiveType.RepairGolem: tag = "Golem"; sideType = WorldSideType.NaturalObject; break; case ObjectiveType.DestroyAIPReducer: tag = "DataCenter"; sideType = WorldSideType.AI; break; case ObjectiveType.ExploreGalaxy: tag = "SensorScrambler"; sideType = WorldSideType.AI; break; case ObjectiveType.GetBonusShipType: tag = "AdvancedResearchStation"; sideType = WorldSideType.AI; break; case ObjectiveType.GainFleetStrength: switch ( SubType ) { case ObjectiveSubType.GainFleetStrength_ThroughFuel: tag = "FuelGenerator"; sideType = WorldSideType.NaturalObject; break; case ObjectiveSubType.GainFleetStrength_ThroughScience: tag = "FuelGenerator"; sideType = WorldSideType.NaturalObject; break; } break; } if ( tag.Length > 0 ) { GameEntity entity = currentPlanet.Combat.GetFirstMatching( sideType, tag ); CenteringHelper( currentPlanet, entity ); } } else { CenteringHelper( planetToCenterOn, null ); } } } private static void CenteringHelper( Planet planet, GameEntity entity ) { if ( planet.GetDoHumansHaveVision() && ( Engine_AIW2.Instance.NonSim_GetPlanetBeingCurrentlyViewed() == planet ) && entity != null ) { if ( Engine_AIW2.Instance.NonSim_GetPlanetBeingCurrentlyViewed() != planet ) Engine_AIW2.Instance.PresentationLayer.ReactToLeavingPlanetView( Engine_AIW2.Instance.NonSim_GetPlanetBeingCurrentlyViewed() ); bool needToSwitchViewMode = Engine_AIW2.Instance.CurrentGameViewMode != GameViewMode.MainGameView; World_AIW2.Instance.SwitchViewToPlanet( planet ); if ( needToSwitchViewMode ) Engine_AIW2.Instance.SetCurrentGameViewMode( GameViewMode.MainGameView ); Engine_AIW2.Instance.PresentationLayer.CenterPlanetViewOnEntity( entity, false ); if ( needToSwitchViewMode ) Engine_AIW2.Instance.PresentationLayer.ReactToEnteringPlanetView( planet ); } else { if ( Engine_AIW2.Instance.CurrentGameViewMode != GameViewMode.GalaxyMapView ) Engine_AIW2.Instance.PresentationLayer.ReactToLeavingPlanetView( Engine_AIW2.Instance.NonSim_GetPlanetBeingCurrentlyViewed() ); World_AIW2.Instance.SwitchViewToPlanet( planet ); Engine_AIW2.Instance.SetCurrentGameViewMode( GameViewMode.GalaxyMapView ); Engine_AIW2.Instance.PresentationLayer.CenterGalaxyViewOnPlanet( planet, false ); } } } } |
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I just attached the Objectives file with my changes for your convenience. |
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Fixed |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 13, 2017 12:13 am | BadgerBadger | New Issue | |
Jun 13, 2017 10:07 am | BadgerBadger | Note Added: 0046283 | |
Jun 19, 2017 8:37 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
Jun 19, 2017 8:37 pm | Chris_McElligottPark | Status | new => assigned |
Jun 28, 2017 5:26 pm | BadgerBadger | File Added: Window_InGameObjectivesWindow.cs | |
Jun 28, 2017 5:27 pm | BadgerBadger | Note Added: 0046366 | |
Jan 31, 2018 4:05 pm | BadgerBadger | Status | assigned => closed |
Jan 31, 2018 4:05 pm | BadgerBadger | Resolution | open => fixed |
Jan 31, 2018 4:05 pm | BadgerBadger | Fixed in Version | => 0.703 |
Jan 31, 2018 4:05 pm | BadgerBadger | Note Added: 0046797 |