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hire_staff.lua
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hire_staff.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. --]]
class "UIHireStaff" (Window)
---@type UIHireStaff
local UIHireStaff = _G["UIHireStaff"]
function UIHireStaff:UIHireStaff(ui)
self:Window()
self.modal_class = "main"
self.esc_closes = true
self.world = ui.app.world
self.ui = ui
self.width = 242
self.height = 323
self:setDefaultPosition(100, 100)
self.panel_sprites = ui.app.gfx:loadSpriteTable("QData", "Req11V", true)
self.white_font = ui.app.gfx:loadFont("QData", "Font01V")
self.face_parts = ui.app.gfx:loadRaw("Face01V", 65, 1350, nil, "Data", "MPalette.dat")
-- Left hand side tab backgrounds
self:addPanel(253, 0, 0)
self:addPanel(254, 0, 83)
self:addPanel(254, 0, 162)
self:addPanel(255, 0, 241)
-- Left hand side tabs
local --[[persistable:hire_staff_category]] function category(name, state, btn)
if #self.world.available_staff[name] == 0 then
self.ui:playSound("wrong2.wav")
if state then
btn:toggle()
end
else
self.ui:playSound("selectx.wav")
self:setCategory(state and name or nil)
end
end
self.tabs = {
self:addPanel(264, 8, 8):makeToggleButton(0, 0, 40, 69, 265, category, "Doctor"):setTooltip(_S.tooltip.hire_staff_window.doctors),
self:addPanel(266, 8, 87):makeToggleButton(0, 0, 40, 69, 267, category, "Nurse"):setTooltip(_S.tooltip.hire_staff_window.nurses),
self:addPanel(268, 8, 166):makeToggleButton(0, 0, 40, 69, 269, category, "Handyman"):setTooltip(_S.tooltip.hire_staff_window.handymen),
self:addPanel(270, 8, 245):makeToggleButton(0, 0, 40, 69, 271, category, "Receptionist"):setTooltip(_S.tooltip.hire_staff_window.receptionists),
}
-- Right hand side
self:addPanel(256, 56, 0) -- Dialog header
for y = 49, 113, 11 do
self:addPanel(257,56, y) -- Dialog background
end
self.ability_bg_panel =
self:addPanel(260, 55, 114) -- Abilities background
self.skill_bg_panel =
self:addPanel(259, 68, 95):setTooltip(_S.tooltip.hire_staff_window.staff_ability, 109, 95) -- Skill background
self.skill_bg_panel.visible = false
self:addPanel(261, 55, 160) -- Wage background
self.abilities_blanker =
self:addColourPanel(73, 133, 156, 34, 60, 174, 203) -- Hides abilities list
for y = 207, 262, 3 do
self:addPanel(262, 54, y) -- Description background
end
self:addColourPanel(155, 45, 72, 81, 211, 255, 255) -- Portrait background
self:addPanel(263, 56, 263) -- Dialog midpiece
self.complete_blanker =
self:addColourPanel(68, 15, 161, 257, 60, 174, 203) -- Hides all staff info
self:addPanel(272, 56, 277):makeButton(8, 10, 43, 27, 273, self.movePrevious):setTooltip(_S.tooltip.hire_staff_window.prev_person)
self:addPanel(274, 106, 277):makeButton(0, 10, 58, 27, 275, self.hire):setTooltip(_S.tooltip.hire_staff_window.hire)
self:addPanel(276, 163, 277):makeButton(0, 10, 28, 27, 277, self.close):setTooltip(_S.tooltip.hire_staff_window.cancel)
self:addPanel(278, 190, 277):makeButton(0, 10, 44, 27, 279, self.moveNext):setTooltip(_S.tooltip.hire_staff_window.next_person)
self:makeTooltip(_S.tooltip.hire_staff_window.salary, 68, 173, 227, 194)
self:makeTooltip(_S.tooltip.hire_staff_window.doctor_seniority, 68, 44, 151, 95)
self:makeTooltip(_S.tooltip.hire_staff_window.qualifications, 68, 134, 107, 167)
self:makeTooltip(_S.tooltip.hire_staff_window.surgeon, 120, 136, 137, 167)
self:makeTooltip(_S.tooltip.hire_staff_window.psychiatrist, 137, 136, 164, 167)
self:makeTooltip(_S.tooltip.hire_staff_window.researcher, 164, 136, 191, 167)
self:updateTooltips()
self:registerKeyHandlers()
end
function UIHireStaff:registerKeyHandlers()
self:addKeyHandler("global_confirm", self.hire)
self:addKeyHandler("global_confirm_alt", self.hire)
end
function UIHireStaff:updateTooltips()
local cond = not not self.category
self.tooltip_regions[1].enabled = cond
cond = cond and self.category == "Doctor"
self.tooltip_regions[2].enabled = cond
self.tooltip_regions[3].enabled = cond
cond = cond and self.current_index and self.world.available_staff[self.category]
cond = cond and cond[self.current_index]
self.tooltip_regions[4].enabled = cond and cond.is_surgeon >= 1.0
self.tooltip_regions[5].enabled = cond and cond.is_psychiatrist >= 1.0
self.tooltip_regions[6].enabled = cond and cond.is_researcher >= 1.0
end
function UIHireStaff:onMouseUp(button, x, y)
self.mouse_up_x = self.x + x
self.mouse_up_y = self.y + y
return Window.onMouseUp(self, button, x, y)
end
function UIHireStaff:hire()
self.ui:tutorialStep(2, {3, 4, 5}, 6)
self.ui:tutorialStep(4, 3, 4)
local profile
if self.category and self.current_index then
profile = self.world.available_staff[self.category]
profile = profile and profile[self.current_index]
end
if not profile then
self.ui:playSound("wrong2.wav")
return
end
if self.ui.hospital.balance < profile.wage then
self:cannotAfford()
self.ui:playSound("wrong2.wav")
return
end
self.ui:playSound("YesX.wav")
table.remove(self.world.available_staff[self.category], self.current_index)
self.ui:addWindow(UIPlaceStaff(self.ui, profile, self.mouse_up_x, self.mouse_up_y))
end
function UIHireStaff:cannotAfford()
local msg = {
(_A.warnings.cannot_afford),
(_A.warnings.cash_low_consider_loan),
}
if msg then
self.world.ui.adviser:say(msg[math.random(1, #msg)])
end
end
function UIHireStaff:draw(canvas, x, y)
Window.draw(self, canvas, x, y)
x, y = self.x + x, self.y + y
local font = self.white_font
local staff = self.world.available_staff
font:draw(canvas, #staff.Doctor , x + 16, y + 58, 26, 0)
font:draw(canvas, #staff.Nurse , x + 16, y + 137, 26, 0)
font:draw(canvas, #staff.Handyman , x + 16, y + 216, 26, 0)
font:draw(canvas, #staff.Receptionist, x + 16, y + 295, 26, 0)
if self.category and self.current_index then
local profile = staff[self.category]
profile = profile and profile[self.current_index]
if not profile then
return
end
font:draw(canvas, profile:getFullName(), x + 79, y + 21)
profile:drawFace(canvas, x + 158, y + 48, self.face_parts)
font:draw(canvas, "$" .. profile.wage, x + 116, y + 179)
font:drawWrapped(canvas, profile.desc, x + 74, y + 205, 149)
-- Skill bar
if self.skill_bg_panel.visible then
local skill_bar_width = math.floor(profile.skill * 40 + 0.5)
if skill_bar_width ~= 0 then
local px, py = self.skill_bg_panel.x, self.skill_bg_panel.y
px = px + x
py = py + y
for dx = 0, skill_bar_width - 1 do
self.panel_sprites:draw(canvas, 3, px + 22 + dx, py + 9)
end
end
end
if self.category == "Doctor" then
-- Junior / Doctor / Consultant marker
self.panel_sprites:draw(canvas, 258, x + 71, y + 49)
if profile.is_junior then
self.panel_sprites:draw(canvas, 296, x + 79, y + 80)
elseif profile.is_consultant then
self.panel_sprites:draw(canvas, 296, x + 131, y + 80)
else
self.panel_sprites:draw(canvas, 296, x + 101, y + 80)
end
-- Ability markers
local px, py = self.ability_bg_panel.x, self.ability_bg_panel.y
px = px + x
py = py + y
if profile.is_surgeon >= 1.0 then
self.panel_sprites:draw(canvas, 292, px + 65, py + 22)
end
if profile.is_psychiatrist >= 1.0 then
self.panel_sprites:draw(canvas, 293, px + 82, py + 28)
end
if profile.is_researcher >= 1.0 then
self.panel_sprites:draw(canvas, 294, px + 109, py + 27)
end
end
end
end
function UIHireStaff:movePrevious()
self:moveBy(-1)
self.ui:tutorialStep(2, 4, 5)
end
function UIHireStaff:moveNext()
self.ui:tutorialStep(2, 3, 4)
self:moveBy(1)
end
function UIHireStaff:moveBy(n)
if self.category then
self.current_index = self.current_index + n
local category = self.world.available_staff[self.category]
if self.current_index < 1 then
self.current_index = 1
elseif self.current_index > #category then
self.current_index = #category
else
self.ui:playSound("selectx.wav")
self:updateTooltips()
return true
end
end
self.ui:playSound("wrong2.wav")
return false
end
function UIHireStaff:setCategory(name)
if name == "Receptionist" then
self.ui:tutorialStep(2, 2, 3)
else
self.ui:tutorialStep(2, {3, 4, 5}, 2)
end
if name == "Doctor" then
self.ui:tutorialStep(4, 2, 3)
else
self.ui:tutorialStep(4, 3, 2)
end
self.skill_bg_panel.visible = not not name
self.complete_blanker.visible = not name
self.abilities_blanker.visible = name ~= "Doctor"
self.category = name
for _, btn in ipairs(self.tabs) do
local should_be_toggled = btn.on_click_self == name
if btn.toggled ~= should_be_toggled then
btn:toggle()
end
end
self.current_index = 1
self:updateTooltips()
end
function UIHireStaff:close()
self.ui:tutorialStep(2, {2, 3, 4, 5}, 1)
self.ui:tutorialStep(4, {2, 3}, 1)
return Window.close(self)
end
function UIHireStaff:afterLoad(old, new)
Window.afterLoad(self, old, new)
self:registerKeyHandlers()
end