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staff_dialog.lua
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staff_dialog.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. --]]
-- Test for hit within the view circle
local --[[persistable:staff_dialog_is_in_view_circle]] function is_in_view_circle(x, y, is_handyman)
local circle_center_y = is_handyman and 276 or 248
return (x - 55)^2 + (y - circle_center_y)^2 < 39^2
end
--! Individual staff information dialog
class "UIStaff" (Window)
---@type UIStaff
local UIStaff = _G["UIStaff"]
--! Callback function for handyman to change his parcel.
function UIStaff:changeParcel()
local index = 0
for i, v in ipairs(self.staff.hospital.ownedPlots) do
if v == self.staff.parcelNr then
index = i
break
end
end
if not self.staff.hospital.ownedPlots[index + 1] then
self.staff.parcelNr = 0
else
self.staff.parcelNr = self.staff.hospital.ownedPlots[index + 1]
end
end
function UIStaff:getParcelText()
if not self.staff.parcelNr then
self.staff.parcelNr = 0
end
if self.staff.parcelNr == 0 then
return _S.handyman_window.all_parcels --"All parcels"
else
return _S.handyman_window.parcel .. " " .. self.staff.parcelNr
end
end
function UIStaff:UIStaff(ui, staff)
self:Window()
local app = ui.app
local profile = staff.profile
self.esc_closes = true
self.staff = staff
self.ui = ui
self.modal_class = "humanoid_info"
self.width = 220
if profile.humanoid_class == "Handyman" then
self.height = 332
else
self.height = 304
end
self:setDefaultPosition(-20, 30)
self.panel_sprites = app.gfx:loadSpriteTable("QData", "Req01V", true)
self.white_font = app.gfx:loadFont("QData", "Font01V")
self.face_parts = app.gfx:loadRaw("Face01V", 65, 1350, nil, "Data", "MPalette.dat")
self:addPanel(297, 15, 0) -- Dialog header
for y = 51, 121, 10 do
self:addPanel(298, 15, y) -- Dialog background
end
self:addPanel(299, 104, 50) -- Happiness
self:addPanel(300, 105, 82) -- Tiredness
self:addPanel(301, 15, 114) -- Skills/Abilities
self:addColourPanel(35, 51, 71, 81, 208, 252, 252):makeButton(0, 0, 71, 81, nil, self.openStaffManagement):setTooltip(_S.tooltip.staff_window.face) -- Portrait background
if profile.humanoid_class == "Handyman" then
self:addPanel(311, 15, 131) -- Tasks top
for y = 149, 184, 5 do
self:addPanel(312, 15, y) -- Tasks buttons
end
self:addPanel(302, 5, 205) -- View circle top/Wage
self:addPanel(313, 15, 189) -- Tasks bottom
self:addPanel(314, 37, 145):makeRepeatButton(0, 0, 49, 48, 315, self.doMoreCleaning):setTooltip(_S.tooltip.handyman_window.prio_litter)
self:addPanel(316, 92, 145):makeRepeatButton(0, 0, 49, 48, 317, self.doMoreWatering):setTooltip(_S.tooltip.handyman_window.prio_plants)
self:addPanel(318, 148, 145):makeRepeatButton(0, 0, 49, 48, 319, self.doMoreRepairing):setTooltip(_S.tooltip.handyman_window.prio_machines)
self:addPanel(240, 21, 210):makeButton(0, 0, 73, 30, 240, self.changeParcel):setTooltip(_S.tooltip.handyman_window.parcel_select)
self:addPanel(303, 0, 253) -- View circle midpiece
self:addPanel(304, 6, 302) -- View circle bottom
self:addPanel(307, 106, 253):makeButton(0, 0, 50, 50, 308, self.fireStaff):setTooltip(_S.tooltip.staff_window.sack)
self:addPanel(309, 164, 253):makeButton(0, 0, 37, 50, 310, self.placeStaff):setTooltip(_S.tooltip.staff_window.pick_up)
else
self:addPanel(302, 5, 178) -- View circle top/Wage
self:addPanel(303, 0, 226) -- View circle midpiece
self:addPanel(304, 6, 274) -- View circle bottom
if profile.humanoid_class ~= "Doctor" then
self:addColourPanel(32, 141, 171, 39, 85, 202, 219) -- Hides Skills
end
self:addPanel(307, 106, 226):makeButton(0, 0, 50, 50, 308, self.fireStaff):setTooltip(_S.tooltip.staff_window.sack)
self:addPanel(309, 164, 226):makeButton(0, 0, 37, 50, 310, self.placeStaff):setTooltip(_S.tooltip.staff_window.pick_up)
end
self:addPanel(305, 178, 18):makeButton(0, 0, 24, 24, 306, self.close):setTooltip(_S.tooltip.staff_window.close)
self:makeTooltip(_S.tooltip.staff_window.name, 33, 19, 172, 42)
self:makeTooltip(_S.tooltip.staff_window.happiness, 113, 49, 204, 74)
self:makeTooltip(_S.tooltip.staff_window.tiredness, 113, 74, 204, 109)
self:makeTooltip(_S.tooltip.staff_window.ability, 113, 109, 204, 134)
if profile.humanoid_class == "Doctor" then
self:makeTooltip(_S.tooltip.staff_window.doctor_seniority, 30, 141, 111, 182)
self:makeTooltip(_S.tooltip.staff_window.skills, 111, 146, 141, 179)
local skill_to_string = {
is_surgeon = _S.tooltip.staff_window.surgeon,
is_psychiatrist = _S.tooltip.staff_window.psychiatrist,
is_researcher = _S.tooltip.staff_window.researcher,
}
local --[[persistable:staff_dialog_skill_tooltip_template]] function skill_tooltip(skill)
return --[[persistable:staff_dialog_skill_tooltip]] function()
if profile[skill] >= 1.0 then
return skill_to_string[skill]
end
end
end
self:makeDynamicTooltip(skill_tooltip("is_surgeon"), 143, 148, 155, 177)
self:makeDynamicTooltip(skill_tooltip("is_psychiatrist"), 155, 148, 177, 177)
self:makeDynamicTooltip(skill_tooltip("is_researcher"), 177, 148, 202, 177)
end
-- window for handyman is slightly different
local offset = profile.humanoid_class == "Handyman" and 27 or 0
self:makeTooltip(_S.tooltip.staff_window.salary, 90, 191 + offset, 204, 214 + offset)
-- Non-rectangular tooltip has to be realized with dynamic tooltip at the moment
self:makeDynamicTooltip(--[[persistable:staff_dialog_center_tooltip]]function(x, y)
if is_in_view_circle(x, y, profile.humanoid_class == "Handyman") then
return _S.tooltip.staff_window.center_view
end
end, 17, 211 + offset, 92, 286 + offset)
end
function UIStaff:getStaffPosition(dx, dy)
local staff = self.staff
local x, y = self.ui.app.map:WorldToScreen(staff.tile_x, staff.tile_y)
local px, py = staff.th:getMarker()
return x + px - (dx or 0), y + py - (dy or 0)
end
function UIStaff:draw(canvas, x_, y_)
local x, y = self.x + x_, self.y + y_
local px, py = self:getStaffPosition(37, 61)
self.ui.app.map:draw(canvas, px, py, 75, 75, x + 17, y + self.height - 93)
Window.draw(self, canvas, x_, y_)
local profile = self.staff.profile
local font = self.white_font
font:draw(canvas, profile:getFullName(), x + 42, y + 28) -- Name
if profile.humanoid_class == "Handyman" then
font:draw(canvas, "$" .. profile.wage, x + 135, y + 226) -- Wage
font:draw(canvas, self:getParcelText(), x + 35, y + 215, 50, 0)
-- The concentration areas
local cleaning_width = math.floor(self.staff:getAttribute("cleaning") * 40 + 0.5)
local watering_width = math.floor(self.staff:getAttribute("watering") * 40 + 0.5)
local repairing_width = math.floor(self.staff:getAttribute("repairing") * 40 + 0.5)
if cleaning_width ~= 0 then
for dx = 0, cleaning_width - 1 do
self.panel_sprites:draw(canvas, 351, x + 43 + dx, y + 200)
end
end
if watering_width ~= 0 then
for dx = 0, watering_width - 1 do
self.panel_sprites:draw(canvas, 351, x + 99 + dx, y + 200)
end
end
if repairing_width ~= 0 then
for dx = 0, repairing_width - 1 do
self.panel_sprites:draw(canvas, 351, x + 155 + dx, y + 200)
end
end
else
font:draw(canvas, "$" .. profile.wage, x + 135, y + 199) -- Wage
end
if self.staff:getAttribute("happiness") then
local happiness_bar_width = math.floor(self.staff:getAttribute("happiness") * 40 + 0.5)
if happiness_bar_width ~= 0 then
for dx = 0, happiness_bar_width - 1 do
self.panel_sprites:draw(canvas, 348, x + 139 + dx, y + 56)
end
end
end
local fatigue_bar_width = 40.5
if self.staff:getAttribute("fatigue") then
fatigue_bar_width = math.floor((1 - self.staff:getAttribute("fatigue")) * 40 + 0.5)
end
if fatigue_bar_width ~= 0 then
for dx = 0, fatigue_bar_width - 1 do
self.panel_sprites:draw(canvas, 349, x + 139 + dx, y + 89)
end
end
local skill_bar_width = math.floor(profile.skill * 40 + 0.5)
if skill_bar_width ~= 0 then
for dx = 0, skill_bar_width - 1 do
self.panel_sprites:draw(canvas, 350, x + 139 + dx, y + 120)
end
end
if profile.humanoid_class == "Doctor" then
-- Junior / Doctor / Consultant marker
if profile.is_junior then
self.panel_sprites:draw(canvas, 347, x + 38, y + 173)
elseif profile.is_consultant then
self.panel_sprites:draw(canvas, 347, x + 89, y + 173)
else
self.panel_sprites:draw(canvas, 347, x + 60, y + 173)
end
-- Ability markers
if profile.is_surgeon >= 1.0 then
self.panel_sprites:draw(canvas, 344, x + 144, y + 148)
end
if profile.is_psychiatrist >= 1.0 then
self.panel_sprites:draw(canvas, 345, x + 155, y + 154)
end
if profile.is_researcher >= 1.0 then
self.panel_sprites:draw(canvas, 346, x + 178, y + 153)
end
end
profile:drawFace(canvas, x + 38, y + 54, self.face_parts) -- Portrait
end
function UIStaff:onMouseDown(button, x, y)
self.do_scroll = button == "left" and is_in_view_circle(x, y, self.staff.profile.humanoid_class == "Handyman")
return Window.onMouseDown(self, button, x, y)
end
function UIStaff:onMouseUp(button, x, y)
local ui = self.ui
if button == "left" then
self.do_scroll = false
end
local repaint = Window.onMouseUp(self, button, x, y)
-- Test for hit within the view circle
if button == "right" and is_in_view_circle(x, y, self.staff.profile.humanoid_class == "Handyman") then
-- Right click goes to the next staff member of the same category (NB: Surgeon in same Category as Doctor)
local staff_index = nil
for i, staff in ipairs(ui.hospital.staff) do
if staff_index and staff.profile.humanoid_class == self.staff.profile.humanoid_class then
ui:addWindow(UIStaff(ui, staff))
return false
end
if staff == self.staff then
staff_index = i
end
end
-- Try again from beginning of list until staff_index
for i = 1, staff_index - 1 do
local staff = ui.hospital.staff[i]
if staff.profile.humanoid_class == self.staff.profile.humanoid_class then
ui:addWindow(UIStaff(ui, staff))
return false
end
end
end
return repaint
end
function UIStaff:onMouseMove(x, y, dx, dy)
self.do_scroll = self.do_scroll and is_in_view_circle(x, y, self.staff.profile.humanoid_class == "Handyman")
return Window.onMouseMove(self, x, y, dx, dy)
end
function UIStaff:onTick()
if self.do_scroll then
local ui = self.ui
local staff = self.staff
local sx, sy = ui.app.map:WorldToScreen(staff.tile_x, staff.tile_y)
local dx, dy = staff.th:getPosition()
ui:scrollMapTo(sx + dx, sy + dy)
end
return Window.onTick(self)
end
function UIStaff:placeStaff()
self.staff.pickup = true
self.staff:setNextAction(PickupAction(self.ui):setTodoClose(self), true)
end
function UIStaff:fireStaff()
self.ui:addWindow(UIConfirmDialog(self.ui, false, _S.confirmation.sack_staff, --[[persistable:staff_dialog_confirm_sack]] function()
self.staff:fire()
end))
end
--! Function to balance 'cleaning','watering', and 'repairing', where
--! one of them is increased, and the other two are decreased.
--!param increased Attribute to increase.
function UIStaff:changeHandymanAttributes(increased)
if not self.staff:getAttribute(increased) then
return
end
-- Show a helpful message if this dialog hasn't been opened yet
if not self.ui.hospital.handyman_popup then
self.ui.adviser:say(_A.information.handyman_adjust)
self.ui.hospital.handyman_popup = true
end
local incr_value = 0.1 -- Increase of 'increased'
local smallest_decr = 0.05 -- Smallest decrement that can be performed.
local decr_attrs = {}
local attributes = {"cleaning", "watering", "repairing"}
for _, attr in ipairs(attributes) do
if attr == increased then
-- Adding too much is not a problem, it gets clipped to 1.
self.staff:changeAttribute(attr, incr_value)
if self.staff:getAttribute(attr) == 1 then
incr_value = 2.0 -- Doing 'increased' 100%, set other attributes to 0.
end
else
decr_attrs[#decr_attrs + 1] = attr
smallest_decr = math.min(smallest_decr, self.staff:getAttribute(attr))
end
end
assert(#decr_attrs == 2)
-- The decreasing attributes should together decrease '-incr_value', but one
-- or both may be smaller than '-incr_value / 2'.
-- Compensate by subtracting the biggest value from both.
local decr_value = incr_value - smallest_decr
for _, attr in ipairs(decr_attrs) do
-- Subtracting too much is not a problem, it gets clipped to 0.
self.staff:changeAttribute(attr, -decr_value)
end
end
--! UI callback function to increase 'cleaning' (wiping litter).
function UIStaff:doMoreCleaning()
self:changeHandymanAttributes("cleaning")
end
--! UI callback function to increase 'watering' (plants).
function UIStaff:doMoreWatering()
self:changeHandymanAttributes("watering")
end
--! UI callback function to increase 'repairing' (machines).
function UIStaff:doMoreRepairing()
self:changeHandymanAttributes("repairing")
end
function UIStaff:openStaffManagement()
local dlg = UIStaffManagement(self.ui)
-- Make sure that the dialog managed to create itself properly.
-- For example, if using the demo files closed will be true because the dialog could not be loaded.
if not dlg.closed then
dlg:selectStaff(self.staff)
self.ui:addWindow(dlg)
self:close()
end
end
function UIStaff:hitTest(x, y)
return Window.hitTest(self, x, y) or is_in_view_circle(x, y, self.staff.profile.humanoid_class == "Handyman")
end