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Fixing BUG options to good values for PAE and removing from menu
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dead-flunky committed Jun 24, 2021
1 parent f649932 commit 4603879
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Showing 14 changed files with 3,360 additions and 3,342 deletions.
22 changes: 11 additions & 11 deletions PieAncientEuropeVI/Assets/Config/BUG Main Interface.xml
Expand Up @@ -51,21 +51,21 @@
get="isShowGGProgressBar" dirtyBit="GameData"/>

<!-- Min/Max Commerce Buttons by codewarrior -->
<option id="MinMax_Commerce" key="MinMax Commerce"
type="boolean" default="False"
get="isShowMinMaxCommerceButtons" dirtyBit="PercentButtons, GameData">
<change module="CvCustomizableDomesticAdvisor" function="forcePositionCalc"/>
</option>
<!-- <option id="MinMax_Commerce" key="MinMax Commerce" -->
<!-- type="boolean" default="False" -->
<!-- get="isShowMinMaxCommerceButtons" dirtyBit="PercentButtons, GameData"> -->
<!-- <change module="CvCustomizableDomesticAdvisor" function="forcePositionCalc"/> -->
<!-- </option> -->

<!-- City Cycle Arrows by SimCutie -->
<option id="CityArrows" key="City Cycle Arrows"
type="boolean" default="True"
get="isShowCityCycleArrows" dirtyBit="MiscButtons"/>
<!-- <option id="CityArrows" key="City Cycle Arrows" -->
<!-- type="boolean" default="True" -->
<!-- get="isShowCityCycleArrows" dirtyBit="MiscButtons"/> -->

<!-- Progress Bar Tick Marks -->
<option id="ProgressBarsTickMarks" key="Tick Marks"
type="boolean" default="True"
get="isShowpBarTickMarks" dirtyBit="GameData"/>
<!-- <option id="ProgressBarsTickMarks" key="Tick Marks" -->
<!-- type="boolean" default="True" -->
<!-- get="isShowpBarTickMarks" dirtyBit="GameData"/> -->

<!-- Field of View -->
<option id="FieldOfView" key="Field of View"
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60 changes: 30 additions & 30 deletions PieAncientEuropeVI/Assets/Config/Not Just Another Game Clock.xml
Expand Up @@ -19,16 +19,16 @@
get="isEnabled" set="setEnabled" dirtyBit="GameData"
label="Enable NJAGC"
help="When checked, the game clock is displayed using TheLopez's NJAGC mod."/>
<option id="ShowEra" key="Show Era"
type="boolean" default="False"
get="isShowEra" set="setShowEra" dirtyBit="GameData"
label="Display Era"
help="When checked, the current era is displayed to the left of the research bar."/>
<option id="ShowEraColor" key="Show Reflect Era In Turn Color"
type="boolean" default="False"
get="isUseEraColor" set="setUseEraColor" dirtyBit="GameData"
label="Use Era-Related Colors"
help="When checked, the game date and era are displayed using a color for each era."/>
<!-- <option id="ShowEra" key="Show Era" -->
<!-- type="boolean" default="True" -->
<!-- get="isShowEra" set="setShowEra" dirtyBit="GameData" -->
<!-- label="Display Era" -->
<!-- help="When checked, the current era is displayed to the left of the research bar."/> -->
<!-- <option id="ShowEraColor" key="Show Reflect Era In Turn Color" -->
<!-- type="boolean" default="False" -->
<!-- get="isUseEraColor" set="setUseEraColor" dirtyBit="GameData" -->
<!-- label="Use Era-Related Colors" -->
<!-- help="When checked, the game date and era are displayed using a color for each era."/> -->
<list id="Color_ERA_ANCIENT" key="ERA_ANCIENT"
type="color" default="COLOR_ERA_ANCIENT_GREY"
get="getAncientEraColor" set="setAncientEraColor" dirtyBit="GameData"
Expand All @@ -54,26 +54,26 @@
get="getLateAntiquityEraColor" set="setLateAntiquityEraColor" dirtyBit="GameData"
label="Late Antiquity"
help="Color to use for the Late Antiquity."/>
<list id="Color_ERA_RENAISSANCE" key="ERA_RENAISSANCE"
type="color" default="COLOR_CYAN"
get="getRenaissanceEraColor" set="setRenaissanceEraColor" dirtyBit="GameData"
label="Renaissance Era"
help="Color to use for the Renaissance era."/>
<list id="Color_ERA_INDUSTRIAL" key="ERA_INDUSTRIAL"
type="color" default="COLOR_BLUE"
get="getIndustrialEraColor" set="setIndustrialEraColor" dirtyBit="GameData"
label="Industrial Era"
help="Color to use for the Industrial era."/>
<list id="Color_ERA_MODERN" key="ERA_MODERN"
type="color" default="COLOR_MAGENTA"
get="getModernEraColor" set="setModernEraColor" dirtyBit="GameData"
label="Modern Era"
help="Color to use for the Modern era."/>
<list id="Color_ERA_FUTURE" key="ERA_FUTURE"
type="color" default="COLOR_WHITE"
get="getFutureEraColor" set="getFutureEraColor" dirtyBit="GameData"
label="Future Era"
help="Color to use for the Future era."/>
<!-- <list id="Color_ERA_RENAISSANCE" key="ERA_RENAISSANCE" -->
<!-- type="color" default="COLOR_CYAN" -->
<!-- get="getRenaissanceEraColor" set="setRenaissanceEraColor" dirtyBit="GameData" -->
<!-- label="Renaissance Era" -->
<!-- help="Color to use for the Renaissance era."/> -->
<!-- <list id="Color_ERA_INDUSTRIAL" key="ERA_INDUSTRIAL" -->
<!-- type="color" default="COLOR_BLUE" -->
<!-- get="getIndustrialEraColor" set="setIndustrialEraColor" dirtyBit="GameData" -->
<!-- label="Industrial Era" -->
<!-- help="Color to use for the Industrial era."/> -->
<!-- <list id="Color_ERA_MODERN" key="ERA_MODERN" -->
<!-- type="color" default="COLOR_MAGENTA" -->
<!-- get="getModernEraColor" set="setModernEraColor" dirtyBit="GameData" -->
<!-- label="Modern Era" -->
<!-- help="Color to use for the Modern era."/> -->
<!-- <list id="Color_ERA_FUTURE" key="ERA_FUTURE" -->
<!-- type="color" default="COLOR_WHITE" -->
<!-- get="getFutureEraColor" set="getFutureEraColor" dirtyBit="GameData" -->
<!-- label="Future Era" -->
<!-- help="Color to use for the Future era."/> -->
<accessor get="getEraColor" set="setEraColor" args="era" id="Color_%s"/>

<option id="ShowTime" key="Show Game Clock"
Expand Down
4 changes: 2 additions & 2 deletions PieAncientEuropeVI/Assets/Config/init.xml
Expand Up @@ -149,7 +149,7 @@
<load mod="MoreCiv4lerts"/>
<load mod="Unit Naming"/>
<load mod="FavoriteCivicDetector"/>
<load mod="EventSigns"/>
<!-- <load mod="EventSigns"/> -->
<load mod="Strategy Overlay"/>
<load mod="StatusDump"/>

Expand All @@ -175,7 +175,7 @@

<screen id="BUGFull">
<tab module="BugGeneralOptionsTab"/>
<tab module="BugMapOptionsTab"/>
<!-- <tab module="BugMapOptionsTab"/> -->
<tab module="BugCityScreenOptionsTab"/>

<tab module="BugAdvisorOptionsTab"/>
Expand Down
Expand Up @@ -47,8 +47,8 @@ def create(self, screen):
self.addLabel(screen, center, "Technology_Advisor", "Technology [F6]:")
self.addCheckbox(screen, center, "Advisors__GPTechPrefs")
#self.addCheckbox(screen, center, "MiscHover__SpedUpTechs")
self.addCheckbox(screen, center, "Advisors__WideTechScreen")
self.addCheckbox(screen, center, "Advisors__ShowTechEra")
# self.addCheckbox(screen, center, "Advisors__WideTechScreen")
# self.addCheckbox(screen, center, "Advisors__ShowTechEra")

self.addLabel(screen, center, "Religious_Advisor", "Religion [F7]:")
self.addCheckbox(screen, center, "Advisors__BugReligiousTab")
Expand Down
Expand Up @@ -117,7 +117,7 @@ def createMiscellaneousPanel(self, screen, panel):
self.addCheckbox(screen, panel, "CityScreen__FoodAssist")
self.addCheckbox(screen, panel, "CityScreen__Anger_Counter")
self.addCheckbox(screen, panel, "CityScreen__CultureTurns")
self.addCheckbox(screen, panel, "MainInterface__ProgressBarsTickMarks")
# self.addCheckbox(screen, panel, "MainInterface__ProgressBarsTickMarks")
self.addCheckbox(screen, panel, "CityScreen__OnlyPresentReligions")
self.addCheckbox(screen, panel, "CityScreen__OnlyPresentCorporations")
self.addTextDropdown(screen, panel, panel, "CityScreen__Specialists", True)
Expand Down
186 changes: 95 additions & 91 deletions PieAncientEuropeVI/Assets/Python/BUG/Tabs/BugGeneralOptionsTab.py
Expand Up @@ -9,94 +9,98 @@
import BugOptionsTab

class BugGeneralOptionsTab(BugOptionsTab.BugOptionsTab):
"BUG General Options Screen Tab"

def __init__(self, screen):
BugOptionsTab.BugOptionsTab.__init__(self, "General", "General")

def create(self, screen):
tab = self.createTab(screen)
panel = self.createMainPanel(screen)
column = self.addOneColumnLayout(screen, panel)

left, center, right = self.addThreeColumnLayout(screen, column, "Top", True)

# self.createGreatPersonGeneralPanel(screen, left)
# self.addSpacer(screen, left, "General1")
self.createTechSplashPanel(screen, left)
self.addSpacer(screen, left, "General2")
#self.createLeaderheadPanel(screen, left)

#self.createAutoSavePanel(screen, center)
self.addSpacer(screen, center, "General3")
# f1rpo: Uncommented -- for Pre-Chop options
self.createActionsPanel(screen, center)

self.createInfoPanePanel(screen, center)
self.addSpacer(screen, right, "General4")
self.createMiscellaneousPanel(screen, right)
# if Buffy.isEnabled():
# self.addSpacer(screen, right, "General5")
# self.createBuffyPanel(screen, right)

# def createGreatPersonGeneralPanel(self, screen, panel):
# self.addLabel(screen, panel, "ProgressBars", "Progress Bars:")
# self.addCheckboxTextDropdown(screen, panel, panel, "MainInterface__GPBar", "MainInterface__GPBar_Types")
#self.addCheckbox(screen, panel, "MainInterface__GPBar")
#self.addTextDropdown(screen, panel, panel, "MainInterface__GPBar_Types", True)
# self.addCheckbox(screen, panel, "MainInterface__Combat_Counter")

def createLeaderheadPanel(self, screen, panel):
self.addLabel(screen, panel, "Leaderheads", "Leaderheads:")
self.addCheckbox(screen, panel, "MiscHover__LeaderheadHiddenAttitude")
self.addCheckbox(screen, panel, "MiscHover__LeaderheadWorstEnemy")
self.addCheckbox(screen, panel, "MiscHover__LeaderheadDefensivePacts")

def createAutoSavePanel(self, screen, panel):
self.addLabel(screen, panel, "AutoSave", "AutoSave:")
self.addCheckbox(screen, panel, "AutoSave__CreateStartSave")
self.addCheckbox(screen, panel, "AutoSave__CreateEndSave")
self.addCheckbox(screen, panel, "AutoSave__CreateExitSave")
self.addCheckbox(screen, panel, "AutoSave__UsePlayerName")

def createActionsPanel(self, screen, panel):
self.addLabel(screen, panel, "Actions", "Actions:")
# <f1rpo>
# These still aren't implemented
#self.addCheckbox(screen, panel, "Actions__AskDeclareWarUnits")
#self.addCheckbox(screen, panel, "Actions__SentryHealing")
#self.addCheckbox(screen, panel, "Actions__SentryHealingOnlyNeutral", True)
# These are now in a separate "WorkerActions" module
self.addCheckbox(screen, panel, "WorkerActions__PreChopForests")
self.addCheckbox(screen, panel, "WorkerActions__PreChopImprovements")
# </f1rpo>

def createTechSplashPanel(self, screen, panel):
self.addLabel(screen, panel, "TechWindow", "Tech Splash Screen:")
self.addTextDropdown(screen, panel, panel, "TechWindow__ViewType", True)
self.addCheckbox(screen, panel, "TechWindow__CivilopediaText")

# def createBuffyPanel(self, screen, panel):
# self.addLabel(screen, panel, "BUFFY", "BUFFY:")
# self.addCheckbox(screen, panel, "BUFFY__WarningsDawnOfMan")
# self.addCheckbox(screen, panel, "BUFFY__WarningsSettings")

def createInfoPanePanel(self, screen, panel):
self.addLabel(screen, panel, "InfoPane", "Unit/Stack Info:")
self.addCheckbox(screen, panel, "MainInterface__UnitMovementPointsFraction")
self.addCheckbox(screen, panel, "MainInterface__StackMovementPoints")
self.addCheckbox(screen, panel, "MainInterface__StackPromotions")
left, center, right = self.addThreeColumnLayout(screen, panel, "StackPromotionColors")
self.addCheckbox(screen, left, "MainInterface__StackPromotionCounts", True)
self.addColorDropdown(screen, center, right, "MainInterface__StackPromotionColor", False)
self.addColorDropdown(screen, center, right, "MainInterface__StackPromotionColorAll", False)

def createMiscellaneousPanel(self, screen, panel):
self.addLabel(screen, panel, "Misc", "Misc:")
self.addCheckbox(screen, panel, "MainInterface__GoldRateWarning")
self.addCheckbox(screen, panel, "MainInterface__MinMax_Commerce")
self.addCheckbox(screen, panel, "MainInterface__ProgressBarsTickMarks")
self.addTextDropdown(screen, panel, panel, "MainInterface__BuildIconSize", True)
# self.addCheckbox(screen, panel, "MainInterface__CityArrows")
self.addCheckbox(screen, panel, "MainInterface__RapidUnitCycling")
self.addCheckbox(screen, panel, "MainInterface__SimpleSelection")
"BUG General Options Screen Tab"

def __init__(self, screen):
BugOptionsTab.BugOptionsTab.__init__(self, "General", "General")

def create(self, screen):
tab = self.createTab(screen)
panel = self.createMainPanel(screen)
column = self.addOneColumnLayout(screen, panel)

left, right = self.addTwoColumnLayout(screen, column, "Top", True)

# self.createGreatPersonGeneralPanel(screen, left)
# self.addSpacer(screen, left, "General1")
self.createTechSplashPanel(screen, left)
#self.addSpacer(screen, left, "General2")
#self.createLeaderheadPanel(screen, left)

# self.addSpacer(screen, left, "General4")
self.createMiscellaneousPanel(screen, left)

self.addLabel(screen, left, "StrategyOverlay", "Strategy Layer:")
self.addCheckbox(screen, left, "StrategyOverlay__ShowDotMap")

#self.createAutoSavePanel(screen, right)
# self.addSpacer(screen, right, "General3")
# f1rpo: Uncommented -- for Pre-Chop options
self.createActionsPanel(screen, right)
self.createInfoPanePanel(screen, right)

# if Buffy.isEnabled():
# self.addSpacer(screen, right, "General5")
# self.createBuffyPanel(screen, right)

# def createGreatPersonGeneralPanel(self, screen, panel):
# self.addLabel(screen, panel, "ProgressBars", "Progress Bars:")
# self.addCheckboxTextDropdown(screen, panel, panel, "MainInterface__GPBar", "MainInterface__GPBar_Types")
#self.addCheckbox(screen, panel, "MainInterface__GPBar")
#self.addTextDropdown(screen, panel, panel, "MainInterface__GPBar_Types", True)
# self.addCheckbox(screen, panel, "MainInterface__Combat_Counter")

def createLeaderheadPanel(self, screen, panel):
self.addLabel(screen, panel, "Leaderheads", "Leaderheads:")
self.addCheckbox(screen, panel, "MiscHover__LeaderheadHiddenAttitude")
self.addCheckbox(screen, panel, "MiscHover__LeaderheadWorstEnemy")
self.addCheckbox(screen, panel, "MiscHover__LeaderheadDefensivePacts")

def createAutoSavePanel(self, screen, panel):
self.addLabel(screen, panel, "AutoSave", "AutoSave:")
self.addCheckbox(screen, panel, "AutoSave__CreateStartSave")
self.addCheckbox(screen, panel, "AutoSave__CreateEndSave")
self.addCheckbox(screen, panel, "AutoSave__CreateExitSave")
self.addCheckbox(screen, panel, "AutoSave__UsePlayerName")

def createActionsPanel(self, screen, panel):
self.addLabel(screen, panel, "Actions", "Actions:")
# <f1rpo>
# These still aren't implemented
#self.addCheckbox(screen, panel, "Actions__AskDeclareWarUnits")
#self.addCheckbox(screen, panel, "Actions__SentryHealing")
#self.addCheckbox(screen, panel, "Actions__SentryHealingOnlyNeutral", True)
# These are now in a separate "WorkerActions" module
self.addCheckbox(screen, panel, "WorkerActions__PreChopForests")
self.addCheckbox(screen, panel, "WorkerActions__PreChopImprovements")
# </f1rpo>

def createTechSplashPanel(self, screen, panel):
self.addLabel(screen, panel, "TechWindow", "Tech Splash Screen:")
self.addTextDropdown(screen, panel, panel, "TechWindow__ViewType", True)
self.addCheckbox(screen, panel, "TechWindow__CivilopediaText")

# def createBuffyPanel(self, screen, panel):
# self.addLabel(screen, panel, "BUFFY", "BUFFY:")
# self.addCheckbox(screen, panel, "BUFFY__WarningsDawnOfMan")
# self.addCheckbox(screen, panel, "BUFFY__WarningsSettings")

def createInfoPanePanel(self, screen, panel):
self.addLabel(screen, panel, "InfoPane", "Unit/Stack Info:")
self.addCheckbox(screen, panel, "MainInterface__UnitMovementPointsFraction")
self.addCheckbox(screen, panel, "MainInterface__StackMovementPoints")
self.addCheckbox(screen, panel, "MainInterface__StackPromotions")
left, center, right = self.addThreeColumnLayout(screen, panel, "StackPromotionColors")
self.addCheckbox(screen, left, "MainInterface__StackPromotionCounts", True)
self.addColorDropdown(screen, center, right, "MainInterface__StackPromotionColor", False)
self.addColorDropdown(screen, center, right, "MainInterface__StackPromotionColorAll", False)

def createMiscellaneousPanel(self, screen, panel):
self.addLabel(screen, panel, "Misc", "Misc:")
self.addCheckbox(screen, panel, "MainInterface__GoldRateWarning")
# self.addCheckbox(screen, panel, "MainInterface__MinMax_Commerce")
# self.addCheckbox(screen, panel, "MainInterface__ProgressBarsTickMarks")
# self.addTextDropdown(screen, panel, panel, "MainInterface__BuildIconSize", True)
# self.addCheckbox(screen, panel, "MainInterface__CityArrows")
self.addCheckbox(screen, panel, "MainInterface__RapidUnitCycling")
self.addCheckbox(screen, panel, "MainInterface__SimpleSelection")

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