--[[ Copyright (c) 2009 Edvin "Lego3" Linge 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 room = {} room.id = "electrolysis" room.level_config_id = 46 room.class = "ElectrolysisRoom" room.name = _S.rooms_short.electrolysis room.tooltip = _S.tooltip.rooms.electrolysis room.build_cost = 7000 room.objects_additional = { "extinguisher", "radiator", "plant", "bin" } room.objects_needed = { electrolyser = 1, console = 1 } room.build_preview_animation = 930 room.categories = { clinics = 6, } room.minimum_size = 5 room.wall_type = "blue" room.floor_tile = 17 room.required_staff = { Doctor = 1, } room.maximum_staff = room.required_staff room.call_sound = "reqd019.wav" room.handyman_call_sound = "maint004.wav" class "ElectrolysisRoom" (Room) function ElectrolysisRoom:ElectrolysisRoom(...) self:Room(...) end function ElectrolysisRoom:commandEnteringStaff(staff) self.staff_member = staff staff:setNextAction{name = "meander"} return Room.commandEnteringStaff(self, staff) end function ElectrolysisRoom:commandEnteringPatient(patient) local staff = self.staff_member local electrolyser, pat_x, pat_y = self.world:findObjectNear(patient, "electrolyser") local console, stf_x, stf_y = self.world:findObjectNear(staff, "console") local --[[persistable:electrolysis_shared_loop_callback]] function loop_callback() -- If the other humanoid has already started to idle we move on if staff.action_queue[1].name == "idle" and patient.action_queue[1].name == "idle" then -- Skilled doctors require less electrocutions local num_electrocutions = math.random(1, 5) * (2 - staff.profile.skill) -- We need to change to another type before starting, to be able -- to have different animations depending on gender. if math.random(0, 1) == 1 then patient:setType("Standard Male Patient") -- Other attributes already set else patient:setType("Standard Female Patient") patient:setLayer(0, math.random(1, 4) * 2) patient:setLayer(1, math.random(0, 3) * 2) patient:setLayer(2, 0) end patient:setNextAction{ name = "use_object", object = electrolyser, loop_callback = --[[persistable:electrolysis_loop_callback]] function(action) num_electrocutions = num_electrocutions - 1 if num_electrocutions <= 0 then -- Tired doctors can continue electrocuting for a bit too long... -- Fatigue 0.00 - normal number of electrocutions -- Fatigue 0.45 - normal number of electrocutions -- Fatigue 0.80 - expect 1 extra electrocution -- Fatigue 1.00 - expect 9 extra electrocutions if math.random() <= 0.1 + 2 * (1 - staff.attributes["fatigue"]) then action.prolonged_usage = false end end end, after_use = --[[persistable:electrolysis_after_use]] function() self:dealtWithPatient(patient) staff:setNextAction{name = "meander"} end, } staff:setNextAction{ name = "use_object", object = console, } end end -- As soon as one starts to idle the callback is called to see if the other one is already idling. patient:walkTo(pat_x, pat_y) patient:queueAction{ name = "idle", direction = electrolyser.direction == "north" and "east" or "south", loop_callback = loop_callback, } staff:walkTo(stf_x, stf_y) staff:queueAction{ name = "idle", direction = console.direction == "north" and "east" or "south", loop_callback = loop_callback, } return Room.commandEnteringPatient(self, patient) end return room