Difference between revisions of "Summary"

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see also [[~6-0-Summary(Screenshots)]]
 
see also [[~6-0-Summary(Screenshots)]]
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== SUMMARY Colors ==
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== GREEN ==
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A green situation report entry reflects a normal or informal status message
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*Science Ship gained research: not to own HomeSystem.
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==YELLOW==
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A yellow situation report entry reflects a status message, where the player should consider to react.
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==RED ==
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A red siutation report entry reflects a urgend status message. The play must react.
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== BLUE ==
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A special event, like a battle, or an event.
  
 
== Actions ==
 
== Actions ==
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* Cat=Diplomacy, Military: X has declared war against Y  
 
* Cat=Diplomacy, Military: X has declared war against Y  
 
* Cat=SpecialEvent: There is an unassigned trade route at x sector (21, 19).
 
* Cat=SpecialEvent: There is an unassigned trade route at x sector (21, 19).
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* Cat=SpecialEvent: BlackHoleEncounter
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* Cat=ColonyStatus: CreditsStolenAttacker:
  
 
=== ViewColony ===
 
=== ViewColony ===
  
* Cat=ColonyStatus: Planetary build queue is empty in the system.
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* Cat=ColonyStatus: BuildQueueEmpty: Planetary build queue is empty in the system.
 
* Cat=Construction: AQUACULTURE_CORE constructed in sector Zakdorn.
 
* Cat=Construction: AQUACULTURE_CORE constructed in sector Zakdorn.
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* Cat=SpecialEvent: AsteroidImpact:
  
 
=== ShowScienceScreen ===
 
=== ShowScienceScreen ===
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=== SelectTaskForce ===
 
=== SelectTaskForce ===
 
* Cat=Research: Science Ship gained research points studying a star
 
* Cat=Research: Science Ship gained research points studying a star
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== SitReps ==
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=== BuildQueueEmpty ===
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*  [Serializable]
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*  public class BuildQueueEmptySitRepEntry : SitRepEntry
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*  {
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*      private readonly int _colonyId;
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*      private readonly bool _shipyardQueue;
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*        public Colony Colony { get { return GameContext.Current.Universe.Get<Colony>(_colonyId); } }
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*      public override SitRepCategory Categories { get { return SitRepCategory.ColonyStatus | SitRepCategory.Construction; } }
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*      public override SitRepAction Action { get { return SitRepAction.ViewColony; } }
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*      public override object ActionTarget { get { return Colony; } }
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*      public override string SummaryText ....
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*      public override bool IsPriority { get { return true; } }
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*      public BuildQueueEmptySitRepEntry(Civilization owner, Colony colony, bool shipyardQueue) : base(owner, SitRepPriority.Yellow) ...

Latest revision as of 13:51, 22 December 2019


Intro

see Manual#Summary display - Galaxy Panel and Option#ClientSettings.xaml



as you see this screen is also called SitRep (code-intern)


see also ~6-0-Summary(Screenshots)

SUMMARY Colors

GREEN

A green situation report entry reflects a normal or informal status message

  • Science Ship gained research: not to own HomeSystem.

YELLOW

A yellow situation report entry reflects a status message, where the player should consider to react.

RED

A red siutation report entry reflects a urgend status message. The play must react.

BLUE

A special event, like a battle, or an event.

Actions

Double-CLicking a SitRepLine leads to actions:

None

  • Cat=Diplomacy: The Federation proposed a defensive alliance to the Cardassians.


CenterOnSector

shows GalaxyMap and CenterOnSector

  • Cat=Diplomacy, FirstContact: We encountered the Borg in sector Elnath.
  • Cat=Diplomacy, Military: X has declared war against Y
  • Cat=SpecialEvent: There is an unassigned trade route at x sector (21, 19).
  • Cat=SpecialEvent: BlackHoleEncounter
  • Cat=ColonyStatus: CreditsStolenAttacker:

ViewColony

  • Cat=ColonyStatus: BuildQueueEmpty: Planetary build queue is empty in the system.
  • Cat=Construction: AQUACULTURE_CORE constructed in sector Zakdorn.
  • Cat=SpecialEvent: AsteroidImpact:

ShowScienceScreen

  • Cat=Research: Research has been completed on Bio-Synthetics (Level 2).

ShowDiploScreen

  • Cat=Diplomacy, FirstContact: We encountered the Borg in sector Elnath.

SelectTaskForce

  • Cat=Research: Science Ship gained research points studying a star

SitReps

BuildQueueEmpty

  • [Serializable]
  • public class BuildQueueEmptySitRepEntry : SitRepEntry
  • {
  • private readonly int _colonyId;
  • private readonly bool _shipyardQueue;
  • public Colony Colony { get { return GameContext.Current.Universe.Get<Colony>(_colonyId); } }
  • public override SitRepCategory Categories { get { return SitRepCategory.ColonyStatus | SitRepCategory.Construction; } }
  • public override SitRepAction Action { get { return SitRepAction.ViewColony; } }
  • public override object ActionTarget { get { return Colony; } }
  • public override string SummaryText ....
  • public override bool IsPriority { get { return true; } }
  • public BuildQueueEmptySitRepEntry(Civilization owner, Colony colony, bool shipyardQueue) : base(owner, SitRepPriority.Yellow) ...