--[[ 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" local math_floor = math.floor --! Dialog for purchasing `Object`s (for the corridor or for rooms). class "UIFurnishCorridor" (Window) function UIFurnishCorridor:UIFurnishCorridor(ui, objects, edit_dialog) self:Window() local app = ui.app if edit_dialog then self.modal_class = "furnish" self.edit_dialog = edit_dialog else self.modal_class = "main" end self.esc_closes = true self.ui = ui self.anims = app.anims self.width = 360 self.height = 274 self:setDefaultPosition(0.5, 0.4) self.panel_sprites = app.gfx:loadSpriteTable("QData", "Req10V", true) self.white_font = app.gfx:loadFont("QData", "Font01V") self.blue_font = app.gfx:loadFont("QData", "Font02V") self.title_text = _S.buy_objects_window.choose_items self.price_text = (_S.buy_objects_window.price .. " "):gsub(" $", " ") self.total_text = (_S.buy_objects_window.total .. " "):gsub(" $", " ") self.item_price = 0 self.total_price = 0 self.list_hover_index = 0 self.preview_anim = TH.animation() self.objects = { } if objects then for _, object in pairs(objects) do self.objects[#self.objects + 1] = {object = object.object, start_qty = object.qty, qty = object.qty, min_qty = object.min_qty} -- Had to make a copy of objects list. Otherwise, we will modify the original variable (Opening dialog twice keeps memory of previously choosen quantities) end else for _, object in ipairs(app.objects) do if object.corridor_object then self.objects[#self.objects + 1] = {object = object, start_qty = 0, qty = 0, min_qty = 0} end end table.sort(self.objects, function(o1, o2) return o1.object.corridor_object < o2.object.corridor_object end) end self:addPanel(228, 0, 0) -- Grid top for y = 33, 103, 10 do self:addPanel(229, 0, y) -- Grid body end self:addPanel(230, 0, 113) -- Grid bottom self:addPanel(231, 0, 148) -- Cost / total top self:addPanel(232, 0, 173) -- Cost / total body self:addPanel(233, 0, 215) -- Cost / total bottom self:addPanel(234, 0, 248) -- Close button background self:addPanel(234, 0, 252) -- Close button background extension self:addPanel(242, 9, 237):makeButton(0, 0, 129, 28, 243, self.close):setTooltip(_S.tooltip.buy_objects_window.cancel) self:addPanel(235, 146, 0) -- List top self:addPanel(236, 146, 223) -- List bottom self:addPanel(237, 154, 238):makeButton(0, 0, 197, 28, 238, self.confirm):setTooltip(_S.tooltip.buy_objects_window.confirm) local i = 1 local function item_callback(index, qty) return --[[persistable:furnish_corridor_item_callback]] function(self) if self:purchaseItem(index, qty) == 0 then self.ui:playSound "wrong2.wav" elseif qty > 0 then self.ui:playSound "AddItemJ.wav" else self.ui:playSound "DelItemJ.wav" end end end for y = 34, 205, 19 do local x = 146 self:addPanel(239, x, y) -- List body if i <= #self.objects then self:addPanel(240, x + 12, y):makeButton(0, 0, 125, 19, 241, item_callback(i, 1), nil, item_callback(i, -1)):setTooltip(self.objects[i].object.tooltip) self:addPanel(244, x + 139, y + 1):makeButton(0, 0, 17, 17, 245, item_callback(i, -1)):setTooltip(_S.tooltip.buy_objects_window.decrease) self:addPanel(246, x + 183, y + 1):makeButton(0, 0, 17, 17, 247, item_callback(i, 1)):setTooltip(_S.tooltip.buy_objects_window.increase) end i = i + 1 end self:makeTooltip(_S.tooltip.buy_objects_window.price, 20, 168, 127, 187) self:makeTooltip(_S.tooltip.buy_objects_window.total_value, 20, 196, 127, 215) self:addKeyHandler("Enter", self.confirm) end function UIFurnishCorridor:purchaseItem(index, quantity) local o = self.objects[index] if self.buttons_down.ctrl then quantity = quantity * 10 elseif self.buttons_down.shift then quantity = quantity * 5 end quantity = quantity + o.qty if quantity < o.min_qty then quantity = o.min_qty elseif quantity > 99 then quantity = 99 end quantity = quantity - o.qty if self.ui.hospital.balance >= self.total_price + quantity * o.object.build_cost then o.qty = o.qty + quantity self.total_price = self.total_price + quantity * o.object.build_cost if o.object.id == "reception_desk" then if o.qty > 0 then self.ui:tutorialStep(1, 2, 3) else self.ui:tutorialStep(1, 3, 2) end end else quantity = 0 end return quantity end function UIFurnishCorridor:confirm() self.ui:tutorialStep(1, 3, 4) local to_purchase = {} local to_sell = {} for i, o in ipairs(self.objects) do if o.qty - o.start_qty > 0 then local diff_qty = o.qty - o.start_qty to_purchase[#to_purchase + 1] = { object = o.object, qty = diff_qty } self.ui.hospital:spendMoney(o.object.build_cost * diff_qty, _S.transactions.buy_object .. ": " .. o.object.name, o.object.build_cost * diff_qty) elseif o.qty - o.start_qty < 0 then local diff_qty = o.start_qty - o.qty to_sell[#to_sell + 1] = { object = o.object, qty = diff_qty } self.ui.hospital:receiveMoney(o.object.build_cost * diff_qty, _S.transactions.sell_object .. ": " .. o.object.name, o.object.build_cost * diff_qty) end end if self.edit_dialog then self.edit_dialog:addObjects(to_purchase, false) -- payment already handled here self.edit_dialog:removeObjects(to_sell, false) -- payment already handled here self:close() else if #to_purchase == 0 then self:close() else self.ui:addWindow(UIPlaceObjects(self.ui, to_purchase)) end end end function UIFurnishCorridor:close() self.ui:tutorialStep(1, {2, 3}, 1) if self.edit_dialog then self.edit_dialog:addObjects() -- No objects added. Call the function anyway to handle visibility etc. end Window.close(self) end function UIFurnishCorridor:draw(canvas, x, y) Window.draw(self, canvas, x, y) x, y = x + self.x, y + self.y self.white_font:draw(canvas, self.title_text, x + 163, y + 18) self.white_font:draw(canvas, self.price_text .. self.item_price, x + 24, y + 173) self.white_font:draw(canvas, self.total_text .. self.total_price, x + 24, y + 202) for i, o in ipairs(self.objects) do local font = self.white_font if i == self.list_hover_index then font = self.blue_font end font:draw(canvas, o.object.name, x + 163, y + 20 + i * 19) font:draw(canvas, o.qty, x + 306, y + 20 + i * 19, 19, 0) end self.preview_anim:draw(canvas, x + 72, y + 57) end function UIFurnishCorridor:onMouseMove(x, y, dx, dy) local repaint = Window.onMouseMove(self, x, y, dx, dy) local hover_idx = 0 if 158 <= x and x < 346 and 34 <= y and y < 224 then hover_idx = math_floor((y - 15) / 19) end if hover_idx ~= self.list_hover_index then if 1 <= hover_idx and hover_idx <= #self.objects then local obj = self.objects[hover_idx].object self.item_price = obj.build_cost self.preview_anim:setAnimation(self.anims, obj.build_preview_animation) end self.list_hover_index = hover_idx repaint = true end return repaint end