platyping
Sleeping Dragon
Tech Advisor
Fix a bug where UB and UU data are stored over games, resulting in wrong data displayed.
Fix a bug where UB and UU data are stored over games, resulting in wrong data displayed.
When in the world did I have such a file PlatyUIUtils.py
## Partisans ##
import Partisans
## Partisans ##
gc = CyGlobalContext()
localText = CyTranslator()
def onCityRazed(self, argsList):
'City Razed'
city, iPlayer = argsList
iOwner = city.findHighestCulture()
## Partisans ##
# # Partisans!
# if city.getPopulation > 1 and iOwner != -1 and iPlayer != -1:
# owner = gc.getPlayer(iOwner)
# if not owner.isBarbarian() and owner.getNumCities() > 0:
# if gc.getTeam(owner.getTeam()).isAtWar(gc.getPlayer(iPlayer).getTeam()):
# if gc.getNumEventTriggerInfos() > 0: # prevents mods that don't have events from getting an error
# iEvent = CvUtil.findInfoTypeNum(gc.getEventTriggerInfo, gc.getNumEventTriggerInfos(),'EVENTTRIGGER_PARTISANS')
# if iEvent != -1 and gc.getGame().isEventActive(iEvent) and owner.getEventTriggerWeight(iEvent) < 0:
# triggerData = owner.initTriggeredData(iEvent, true, -1, city.getX(), city.getY(), iPlayer, city.getID(), -1, -1, -1, -1)
## Partisans ##
CvUtil.pyPrint("City Razed Event: %s" %(city.getName(),))
def onCityAcquired(self, argsList):
## Platy Builder ##
if CyGame().GetWorldBuilderMode() and not CvPlatyBuilderScreen.bPython: return
## Platy Builder ##
'City Acquired'
iPreviousOwner,iNewOwner,pCity,bConquest,bTrade = argsList
## Partisans ##
if bConquest:
Partisans.Partisans().checkPartisans(iPreviousOwner,iNewOwner,pCity)
## Partisans ##
CvUtil.pyPrint('City Acquired Event: %s' %(pCity.getName()))
def onCityAcquiredAndKept(self, argsList):
'City Acquired and Kept'
Ultrapack
1) Fix unresponsive end turn button.
2) Bottom 3 panels of main interface now all scale together with resolution.
=> More space to display unit strength etc on bigger resolution
=> Bigger minimap
3) Default number of plot list buttons increased from 9 to 10.
It always irritate me to count in 9 for default 1024x768
def onNukeExplosion(self, argsList):
'Nuke Explosion'
pPlot, pNukeUnit = argsList
iPlayer = pNukeUnit.getOwner()
pPlayer = gc.getPlayer(iPlayer)
iTeam = pPlayer.getTeam()
pTeam = gc.getTeam(iTeam)
iPlayer2 = pPlot.getOwner()
if iPlayer2 != -1:
pPlayer2 = gc.getPlayer(iPlayer2)
iTeam2 = pPlayer2.getTeam()
pTeam2 = gc.getTeam(iTeam2)
.
.
.
if (pNukeUnit is not None and pNukeUnit.getUnitType() == gc.getInfoTypeForString('UNIT_TURN')):
if (pPlot.isCity()==true):
iPlayer = pNukeUnit.getOwner()
pPlayer = gc.getPlayer(iPlayer)
pCity = pPlot.getPlotCity()
pPlayer.acquireCity(pCity,false,false)
iX = pPlot.getX()
iY = pPlot.getY()
for iiX in range(iX-1, iX+2, 1):
for iiY in range(iY-1, iY+2, 1):
numUnits = pPlot.getNumUnits()
for e in xrange(numUnits,0,-1):
pUnit = pPlot.getUnit(e)
pUnit.kill(false, -1)
[COLOR="SeaGreen"]#start ZLATKO
### CyUnit getUnit (INT iID)
#pNewUnit = pPlayer.initUnit(pPlayer.getCapitalCity().getConscriptUnit(), pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.NO_DIRECTION)
#pNewUnit.finishMoves()
#pUnit.kill(true, iPlayer2)
#if(pUnit.isDead == false)
#pUnit.setImmobileTimer(2)
#pUnit.convert(pPlot.getUnit(e))
#pUnit.setImmobileTimer(2)
#end ZLATKO[/COLOR]
pNukedPlot = CyMap().plot(iiX,iiY)
if (pNukedPlot.getFeatureType() == gc.getInfoTypeForString('FEATURE_FALLOUT')):
pNukedPlot.setFeatureType(-1, -1)