screen.setLabel( "ProductionInputText", "Background", szBuffer, CvUtil.FONT_RIGHT_JUSTIFY, iCityCenterRow1X - 6, iCityCenterRow2Y, -0.3, FontTypes.GAME_FONT, WidgetTypes.WIDGET_PRODUCTION_MOD_HELP, -1, -1 )
screen.show( "ProductionInputText" )
if ((pHeadSelectedCity.happyLevel() >= 0) or (pHeadSelectedCity.unhappyLevel(0) > 0)):
if (pHeadSelectedCity.isDisorder()):
szBuffer = u"%d%c" %(pHeadSelectedCity.angryPopulation(0), CyGame().getSymbolID(FontSymbols.ANGRY_POP_CHAR))
elif (pHeadSelectedCity.angryPopulation(0) > 0):
szBuffer = localText.getText("INTERFACE_CITY_UNHAPPY", (pHeadSelectedCity.happyLevel(), pHeadSelectedCity.unhappyLevel(0), pHeadSelectedCity.angryPopulation(0)))
elif (pHeadSelectedCity.unhappyLevel(0) > 0):
szBuffer = localText.getText("INTERFACE_CITY_HAPPY", (pHeadSelectedCity.happyLevel(), pHeadSelectedCity.unhappyLevel(0)))
# BUG - Anger Display - start
izAngerTimer = pHeadSelectedCity.getHurryAngerTimer()
if izAngerTimer < pHeadSelectedCity.getConscriptAngerTimer():
izAngerTimer = pHeadSelectedCity.getConscriptAngerTimer()
if izAngerTimer != 0:
zsAnger = u"[%i]" %(izAngerTimer)
else:
zsAnger = ""
szBuffer = u"%s %s" %(szBuffer, zsAnger)
# BUG - Anger Display - end
else:
szBuffer = localText.getText("INTERFACE_CITY_HAPPY_NO_UNHAPPY", (pHeadSelectedCity.happyLevel(), ))
screen.setLabel( "HappinessText", "Background", szBuffer, CvUtil.FONT_LEFT_JUSTIFY, xResolution - iCityCenterRow1X + 6, iCityCenterRow2Y, -0.3, FontTypes.GAME_FONT, WidgetTypes.WIDGET_HELP_HAPPINESS, -1, -1 )
screen.show( "HappinessText" )