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staff_rise.lua
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staff_rise.lua
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--[[ Copyright (c) 2010 Miika-Petteri Matikainen
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. --]]
--! Dialog for staff member requesting a salaray raise.
class "UIStaffRise" (Window)
---@type UIStaffRise
local UIStaffRise = _G["UIStaffRise"]
function UIStaffRise:UIStaffRise(ui, staff, rise_amount)
self:Window()
local app = ui.app
local profile = staff.profile
self.esc_closes = false -- Do not allow closing the dialog with esc
self.staff = staff
self.ui = ui
self.rise_amount = rise_amount
self.on_top = true
local final_wage = self.staff.profile.wage + rise_amount
self.text = _S.pay_rise.regular.__random:format(rise_amount, final_wage) -- Random complaint text
self.width = 366
self.height = 275
-- Center the dialog
self:setDefaultPosition(0.5, 0.5)
self.panel_sprites = app.gfx:loadSpriteTable("QData", "Req12V", true)
self.white_font = app.gfx:loadFont("QData", "Font01V")
self.black_font = app.gfx:loadFont("QData", "Font00V")
self.face_parts = app.gfx:loadRaw("Face01V", 65, 1350, nil, "Data", "MPalette.dat")
-- Left hand side
self:addPanel(280, 0, 0)
self:addPanel(281, 0, 54)
self:addPanel(281, 0, 64)
self:addPanel(281, 0, 64)
self:addPanel(281, 0, 74)
self:addPanel(281, 0, 84)
self:addPanel(281, 0, 94)
self:addPanel(281, 0, 104)
self:addPanel(282, 0, 114)
self:addPanel(283, 0, 171)
self:addPanel(284, 0, 214)
self:addColourPanel(96, 44, 72, 81, 211, 255, 255) -- Portrait background
-- Right hand side
self:addPanel(285, 180, 0)
self:addPanel(286, 180, 20)
self:addPanel(286, 180, 48)
self:addPanel(286, 180, 76)
self:addPanel(286, 180, 104)
self:addPanel(286, 180, 132)
self:addPanel(286, 180, 160)
self:addPanel(287, 180, 188)
self:addPanel(288, 180, 233):makeButton(0, 0, 90, 45, 289, self.increaseSalary):setTooltip(_S.tooltip.pay_rise_window.accept)
self:addPanel(290, 270, 233):makeButton(0, 0, 90, 45, 291, self.fireStaff):setTooltip(_S.tooltip.pay_rise_window.decline)
self:makeTooltip(_S.tooltip.staff_window.name, 14, 15, 169, 38)
self:makeTooltip(_S.tooltip.staff_window.face, 96, 44, 168, 125)
self:makeTooltip(_S.tooltip.staff_window.salary, 14, 171, 168, 193)
self:makeTooltip(_S.tooltip.staff_window.ability, 12, 213, 89, 243)
if profile.humanoid_class == "Doctor" then
self:makeTooltip(_S.tooltip.staff_window.doctor_seniority, 89, 197, 168, 243)
self:makeTooltip(_S.tooltip.staff_window.skills, 14, 132, 47, 166)
-- NB: should be sufficient here to check only once, not make a dynamic tooltip
if profile.is_surgeon >= 1.0 then
self:makeTooltip(_S.tooltip.staff_window.surgeon, 72, 133, 87, 164)
end
if profile.is_psychiatrist >= 1.0 then
self:makeTooltip(_S.tooltip.staff_window.psychiatrist, 87, 133, 116, 164)
end
if profile.is_researcher >= 1.0 then
self:makeTooltip(_S.tooltip.staff_window.researcher, 116, 133, 146, 164)
end
else
-- Hide doctor specific information
self:addColourPanel(10, 130, 160, 40, 60, 174, 203)
self:addColourPanel(89, 198, 81, 45, 60, 174, 203)
end
end
-- Staff raise requests pause game
function UIStaffRise:mustPause()
return true
end
function UIStaffRise: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 UIStaffRise:draw(canvas, x, y)
Window.draw(self, canvas, x, y)
local profile = self.staff.profile
x, y = self.x + x, self.y + y
local px, py = self:getStaffPosition(37, 61)
local font = self.white_font
profile:drawFace(canvas, x + 99, y + 47, self.face_parts) -- Portrait
self.ui.app.map:draw(canvas, px, py, 71, 81, x + 16, y + 44) -- Viewport
font:draw(canvas, profile:getFullName(), x + 20, y + 20) -- Name
font:draw(canvas, "$" .. profile.wage, x + 60, y + 178) -- Wage
-- Ability
-- Note: The bar looks like "attention to detail", but actually ability level
-- is displayed here. This was the same in TH, and makes more sense.
-- However at some point we should fix the graphics to look like an ability bar.
local ability_bar_width = math.floor(profile.skill * 40 + 0.5)
if ability_bar_width ~= 0 then
for dx = 0, ability_bar_width - 1 do
self.panel_sprites:draw(canvas, 295, x + 42 + dx, y + 230)
end
end
if self.staff.profile.humanoid_class == "Doctor" then
self:drawDoctorAttributes(canvas)
end
-- Complaint text
self.black_font:drawWrapped(canvas, self.text, x + 200, y + 20, 140)
end
function UIStaffRise:drawDoctorAttributes(canvas)
local profile = self.staff.profile
local x, y = self.x, self.y
-- Junior / Doctor / Consultant marker
local marker_x = x + 98
if profile.is_consultant then
marker_x = marker_x + 52
elseif not profile.is_junior then
marker_x = marker_x + 22
end
self.panel_sprites:draw(canvas, 296, marker_x, y + 230)
-- Ability markers
if profile.is_surgeon >= 1.0 then
self.panel_sprites:draw(canvas, 292, x + 74, y + 133)
end
if profile.is_psychiatrist >= 1.0 then
self.panel_sprites:draw(canvas, 293, x + 90, y + 139)
end
if profile.is_researcher >= 1.0 then
self.panel_sprites:draw(canvas, 294, x + 120, y + 138)
end
end
function UIStaffRise:fireStaff()
self.staff.message_callback = nil
self.staff:fire()
self:close()
end
function UIStaffRise:increaseSalary()
self.staff.message_callback = nil
self.staff:increaseWage(self.rise_amount)
self.staff.quitting_in = nil
self.ui:playSound("bonusal2.wav")
self:close()
end
function UIStaffRise:afterLoad(old, new)
Window.afterLoad(self, old, new)
if not self.black_font then
self.black_font = self.ui.app.gfx:loadFont("QData", "Font00V")
end
end