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build_room.lua
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build_room.lua
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--[[ Copyright (c) 2009 Peter "Corsix" Cawley
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. --]]
local TH = require("TH")
class "UIBuildRoom" (Window)
---@type UIBuildRoom
local UIBuildRoom = _G["UIBuildRoom"]
function UIBuildRoom:UIBuildRoom(ui)
self:Window()
local app = ui.app
self.ui = ui
self.modal_class = "main"
self.esc_closes = true
self.width = 297
self.height = 294
self:setDefaultPosition(0.5, 0.5)
self.panel_sprites = app.gfx:loadSpriteTable("QData", "Req09V", true)
self.white_font = app.gfx:loadFont("QData", "Font01V")
self.blue_font = app.gfx:loadFont("QData", "Font02V")
self.category_index = 0
self.list_hover_index = 0
self.preview_anim = false
self.default_button_sound = "selectx.wav"
local function cat(n)
return --[[persistable:build_room_set_category]] function(window)
return window:setCategory(n)
end
end
local room_n = 1
local function rm()
local n = room_n
room_n = room_n + 1
return --[[persistable:build_room_build_room]] function(window)
return window:buildRoom(n)
end
end
self:addPanel(210, 0, 0):makeButton(9, 9, 129, 32, 211, cat(1)):setTooltip(_S.tooltip.build_room_window.room_classes.diagnosis)
self:addPanel(212, 0, 41):makeButton(9, 0, 129, 31, 213, cat(2)):setTooltip(_S.tooltip.build_room_window.room_classes.treatment)
-- Clinics should really be at y=73, but TH skips a pixel here
-- so that the left and right columns are the same height
self:addPanel(214, 0, 72):makeButton(9, 0, 129, 32, 215, cat(3)):setTooltip(_S.tooltip.build_room_window.room_classes.clinic)
self:addPanel(216, 0, 104):makeButton(9, 0, 129, 32, 217, cat(4)):setTooltip(_S.tooltip.build_room_window.room_classes.facilities)
self:addPanel(218, 0, 146) -- Grid top
for y = 179, 249, 10 do
self:addPanel(219, 0, y) -- Grid body
end
self:addPanel(220, 0, 259) -- Grid bottom
self:addPanel(221, 146, 0) -- List top
for y = 34, 205, 19 do
self:addPanel(222, 146, y):makeButton(12, 0, 126, 19, 223, rm()) -- List body
.enabled = false
end
-- The close button has no sprite for when pressed, so it has to be custom drawn
local build_room_dialog_close = TheApp.gfx:loadSpriteTable("Bitmap", "aux_ui", true)
self:addPanel(224, 146, 224):makeButton(8, 34, 134, 27, 224, self.close):setTooltip(_S.tooltip.build_room_window.close)
.panel_for_sprite.custom_draw = --[[persistable:build_room_draw_close_button]] function(panel, canvas, x, y)
x = x + panel.x
y = y + panel.y
panel.window.panel_sprites:draw(canvas, panel.sprite_index, x, y)
local btn = panel.window.active_button
if btn and btn.panel_for_sprite == panel and btn.active then
build_room_dialog_close:draw(canvas, 1, x + 8, y + 34)
end
end
self.list_title = _S.build_room_window.pick_department
self.cost_box = _S.build_room_window.cost .. "0"
self.list = {}
self.category_titles = {
_S.room_classes.diagnosis,
_S.room_classes.treatment,
_S.room_classes.clinics,
_S.room_classes.facilities
}
self:updateBuildableRooms()
self:makeTooltip(_S.tooltip.build_room_window.cost, 160, 228, 282, 242)
end
--! Checks what rooms are now available to build
function UIBuildRoom:updateBuildableRooms()
local app = self.ui.app
self.category_rooms = {}
for i, category in ipairs({"diagnosis", "treatment", "clinics", "facilities"}) do
local rooms = {}
self.category_rooms[i] = rooms
for _, room_disc in pairs(self.ui.hospital.room_discoveries) do
local room = room_disc.room
-- NB: Unimplemented rooms are hidden unless in debug mode
if (app.config.debug or room.class) and room.categories[category] and
room_disc.is_discovered then
rooms[#rooms + 1] = room
end
end
table.sort(rooms, function(r1, r2) return r1.categories[category] < r2.categories[category] end)
end
end
local cat_label_y = {21, 53, 84, 116}
function UIBuildRoom:draw(canvas, x, y)
Window.draw(self, canvas, x, y)
x, y = self.x + x, self.y + y
self.white_font:draw(canvas, self.list_title, x + 163, y + 18)
for i = 1, 4 do
(i == self.category_index and self.blue_font or self.white_font)
:draw(canvas, self.category_titles[i], x + 19, y + cat_label_y[i])
end
for i, room in ipairs(self.list) do
(i == self.list_hover_index and self.blue_font or self.white_font)
:draw(canvas, room.name, x + 163, y + 21 + i * 19)
end
self.white_font:draw(canvas, self.cost_box, x + 163, y + 232)
if self.preview_anim then
self.preview_anim:draw(canvas, x + 70, y + 200)
end
end
function UIBuildRoom:setCategory(index)
if index == 1 then
self.ui:tutorialStep(3, 2, 3)
else
self.ui:tutorialStep(3, 3, 2)
end
self.category_index = index
self:updateBuildableRooms()
self.list_title = _S.build_room_window.pick_room_type
self.list = self.category_rooms[index]
local last = #self.list + 5
for i = 5, 14 do
self.buttons[i].enabled = i < last
if i < last then
self.buttons[i]:setTooltip(self.list[i - 4].tooltip)
else
self.buttons[i]:setTooltip()
end
end
end
function UIBuildRoom:buildRoom(index)
local hosp = self.ui.hospital
local world = self.ui.app.world
if index == 1 then self.ui:tutorialStep(3, 3, 4) end
local cost = world.free_build_mode and 0 or
hosp.research.research_progress[self.list[index]].build_cost
if world.free_build_mode or hosp.balance >= cost then
-- Close any full screen window currently open.
local fullscreen = self.ui:getWindow(UIFullscreen)
if fullscreen then
fullscreen:close()
end
local edit_dlg = UIEditRoom(self.ui, self.list[index])
self.ui:addWindow(edit_dlg)
else
-- give visual warning that player doesn't have enough $ to build
self.ui.adviser:say(_A.warnings.money_very_low_take_loan, false, true)
self.ui:playSound("Wrong2.wav")
end
end
function UIBuildRoom:onMouseMove(x, y, dx, dy)
local repaint = Window.onMouseMove(self, x, y, dx, dy)
local hover_idx = 0
if 156 <= x and x < 287 and 31 <= y and y < 226 then
for i = 5, 14 do
local btn = self.buttons[i]
if btn.enabled and btn.x <= x and x < btn.r and btn.y <= y and y < btn.b then
hover_idx = i - 4
break
end
end
end
if hover_idx ~= self.list_hover_index then
self.ui:playSound("HLightP2.wav")
if hover_idx == 0 then
self.cost_box = _S.build_room_window.cost .. "0"
self.preview_anim = false
else
local hosp = self.ui.hospital
local world = self.ui.app.world
local cost = world.free_build_mode and 0 or
hosp.research.research_progress[self.list[hover_idx]].build_cost
self.cost_box = _S.build_room_window.cost .. cost
self.preview_anim = TH.animation()
self.preview_anim:setAnimation(self.ui.app.anims, self.list[hover_idx].build_preview_animation)
end
self.list_hover_index = hover_idx
repaint = true
end
return repaint
end
function UIBuildRoom:close()
self.ui:tutorialStep(3, {2, 3}, 1)
return Window.close(self)
end