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24 changes: 12 additions & 12 deletions SeniorCitizenCenterMod/NursingHomeAi.cs
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@
using ColossalFramework.UI;
using UnityEngine;
using System.Threading;
using static InfoManager;

namespace SeniorCitizenCenterMod {
public class NursingHomeAi : PlayerBuildingAI {
Expand Down Expand Up @@ -45,7 +46,7 @@ public class NursingHomeAi : PlayerBuildingAI {
[CustomizableProperty("Quality (values: 0-5 including 0 and 5)")]
public int quality = 2;

public override Color GetColor(ushort buildingId, ref Building data, InfoManager.InfoMode infoMode) {
public override Color GetColor(ushort buildingId, ref Building data, InfoManager.InfoMode infoMode, InfoManager.SubInfoMode subInfoMode) {
// This is a copy from ResidentialBuildingAI
InfoManager.InfoMode infoModeCopy = infoMode;
switch (infoModeCopy) {
Expand Down Expand Up @@ -76,13 +77,12 @@ public override Color GetColor(ushort buildingId, ref Building data, InfoManager
case InfoManager.InfoMode.Water:
if (!this.ShowConsumption(buildingId, ref data) || (int) data.m_citizenCount == 0)
return Singleton<InfoManager>.instance.m_properties.m_neutralColor;
InfoManager.SubInfoMode currentSubMode = Singleton<InfoManager>.instance.CurrentSubMode;
int num4;
int num5;
if (currentSubMode == InfoManager.SubInfoMode.Default) {
if (subInfoMode == InfoManager.SubInfoMode.Default) {
num4 = (int) data.m_education1 * 100;
num5 = (int) data.m_teens + (int) data.m_youngs + (int) data.m_adults + (int) data.m_seniors;
} else if (currentSubMode == InfoManager.SubInfoMode.WaterPower) {
} else if (subInfoMode == InfoManager.SubInfoMode.WaterPower) {
num4 = (int) data.m_education2 * 100;
num5 = (int) data.m_youngs + (int) data.m_adults + (int) data.m_seniors;
} else {
Expand All @@ -94,12 +94,12 @@ public override Color GetColor(ushort buildingId, ref Building data, InfoManager
int num6 = Mathf.Clamp(num4, 0, 100);
return Color.Lerp(Singleton<InfoManager>.instance.m_properties.m_modeProperties[(int) infoMode].m_negativeColor, Singleton<InfoManager>.instance.m_properties.m_modeProperties[(int) infoMode].m_targetColor, (float) num6 * 0.01f);
default:
return this.handleOtherColors(buildingId, ref data, infoMode);
return this.handleOtherColors(buildingId, ref data, infoMode, subInfoMode);
}
}
}

private Color handleOtherColors(ushort buildingId, ref Building data, InfoManager.InfoMode infoMode) {
private Color handleOtherColors(ushort buildingId, ref Building data, InfoManager.InfoMode infoMode, InfoManager.SubInfoMode subInfoMode) {
switch (infoMode) {
case InfoManager.InfoMode.Happiness:
if (this.ShowConsumption(buildingId, ref data)) {
Expand All @@ -109,9 +109,9 @@ private Color handleOtherColors(ushort buildingId, ref Building data, InfoManage
case InfoManager.InfoMode.Garbage:
if (this.m_garbageAccumulation == 0)
return Singleton<InfoManager>.instance.m_properties.m_neutralColor;
return base.GetColor(buildingId, ref data, infoMode);
return base.GetColor(buildingId, ref data, infoMode, subInfoMode);
default:
return base.GetColor(buildingId, ref data, infoMode);
return base.GetColor(buildingId, ref data, infoMode, subInfoMode);
}
}

Expand Down Expand Up @@ -203,7 +203,7 @@ protected override void ProduceGoods(ushort buildingId, ref Building buildingDat
base.ProduceGoods(buildingId, ref buildingData, ref frameData, productionRate, finalProductionRate, ref behaviour, aliveWorkerCount, totalWorkerCount, workPlaceCount, aliveVisitorCount, totalVisitorCount, visitPlaceCount);

// Make sure there are no problems
if ((buildingData.m_problems & (Notification.Problem.MajorProblem | Notification.Problem.Electricity | Notification.Problem.ElectricityNotConnected | Notification.Problem.Fire | Notification.Problem.NoWorkers | Notification.Problem.Water | Notification.Problem.WaterNotConnected | Notification.Problem.RoadNotConnected | Notification.Problem.TurnedOff)) != Notification.Problem.None) {
if ((buildingData.m_problems & (Notification.Problem1.MajorProblem | Notification.Problem1.Electricity | Notification.Problem1.ElectricityNotConnected | Notification.Problem1.Fire | Notification.Problem1.NoWorkers | Notification.Problem1.Water | Notification.Problem1.WaterNotConnected | Notification.Problem1.RoadNotConnected | Notification.Problem1.TurnedOff)) != Notification.Problem1.None) {
return;
}

Expand Down Expand Up @@ -380,7 +380,7 @@ protected override void SimulationStepActive(ushort buildingID, ref Building bui
waterConsumption = 0;
modifiedSewageAccumulation = 0;
garbageAccumulation = 0;
buildingData.m_problems = Notification.RemoveProblems(buildingData.m_problems, Notification.Problem.Electricity | Notification.Problem.Water | Notification.Problem.Sewage | Notification.Problem.Flood | Notification.Problem.Heating);
buildingData.m_problems = Notification.RemoveProblems(buildingData.m_problems, Notification.Problem1.Electricity | Notification.Problem1.Water | Notification.Problem1.Sewage | Notification.Problem1.Flood | Notification.Problem1.Heating);
buildingData.m_flags &= ~Building.Flags.Active;
}

Expand All @@ -407,9 +407,9 @@ protected override void SimulationStepActive(ushort buildingID, ref Building bui

// Calculate Happiness
int happiness = Citizen.GetHappiness(health, wellbeing);
if ((buildingData.m_problems & Notification.Problem.MajorProblem) != Notification.Problem.None) {
if ((buildingData.m_problems & Notification.Problem1.MajorProblem) != Notification.Problem1.None) {
happiness -= happiness >> 1;
} else if (buildingData.m_problems != Notification.Problem.None) {
} else if (buildingData.m_problems != Notification.Problem1.None) {
happiness -= happiness >> 2;
}
Logger.logInfo(LOG_SIMULATION, "NursingHomeAi.SimulationStepActive -- happiness: {0}", happiness);
Expand Down
8 changes: 4 additions & 4 deletions SeniorCitizenCenterMod/SeniorCitizenCenterMod.csproj
Original file line number Diff line number Diff line change
Expand Up @@ -51,21 +51,21 @@
<ItemGroup>
<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed\Assembly-CSharp.dll</HintPath>
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed\Assembly-CSharp.dll</HintPath>
</Reference>
<Reference Include="ColossalManaged, Version=0.3.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed\ColossalManaged.dll</HintPath>
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed\ColossalManaged.dll</HintPath>
</Reference>
<Reference Include="ICities, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed\ICities.dll</HintPath>
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed\ICities.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed\UnityEngine.dll</HintPath>
<HintPath>C:\Program Files (x86)\Steam\steamapps\common\Cities_Skylines\Cities_Data\Managed\UnityEngine.dll</HintPath>
</Reference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
Expand Down