--[[ Copyright (c) 2010 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 room = {} room.id = "operating_theatre" room.level_config_id = 30 room.class = "OperatingTheatreRoom" room.name = _S.rooms_short.operating_theatre room.tooltip = _S.tooltip.rooms.operating_theatre room.build_cost = 8000 room.objects_additional = { "extinguisher", "radiator", "plant", "bin" } room.objects_needed = { operating_table = 1, surgeon_screen = 1, op_sink1 = 1, x_ray_viewer = 1 } room.build_preview_animation = 5080 room.categories = { treatment = 3, } room.minimum_size = 6 room.wall_type = "white" room.floor_tile = 21 room.swing_doors = true room.required_staff = { Surgeon = 2, } room.call_sound = "reqd010.wav" -- TODO: There is also an unused sound -- "Another surgeon needed [...]", reqd011.wav -- room.handyman_call_sound = "maint007.wav" TODO: No sound for this room? class "OperatingTheatreRoom" (Room) function OperatingTheatreRoom:OperatingTheatreRoom(...) self:Room(...) self.staff_member_set = {} end function OperatingTheatreRoom:roomFinished() -- Find the X-ray viewer local fx, fy = self:getEntranceXY(true) local objects = self.world:findAllObjectsNear(fx, fy, 2^30) for object in pairs(objects) do local id = object.object_type.id if id == "x_ray_viewer" then self[id] = object end end return Room.roomFinished(self) end local function wait_for_object(humanoid, obj, must_happen) return { name = "idle", must_happen = must_happen, loop_callback = --[[persistable:operatring_theatre_wait]] function(action) if action.todo_interrupt or not obj.user then humanoid:finishAction(action) else humanoid:queueAction({ name = "idle", count = 5, must_happen = must_happen, }, 0) end end, } end function OperatingTheatreRoom:commandEnteringStaff(staff) self.staff_member_set[staff] = true -- Put surgeon outfit on local obj, ox, oy = self.world:findObjectNear(staff, "surgeon_screen") staff:walkTo(ox, oy) staff:queueAction(wait_for_object(staff, obj)) staff:queueAction{ name = "use_screen", object = obj, after_use = --[[persistable:operatring_theatre_after_surgeon_clothes_on]] function() self.staff_member_set[staff] = "ready" self:tryAdvanceQueue() end, } -- Wait around for patients local meander = {name = "meander", must_happen = true} staff:queueAction(meander) -- Ensure that surgeons turn back into doctors when they leave staff:queueAction{ name = "walk", x = ox, y = oy, must_happen = true, truncate_only_on_high_priority = true, is_leaving = true, } staff:queueAction{name = "use_screen", object = obj, must_happen = true, is_leaving = true} return Room.commandEnteringStaff(self, staff) end function OperatingTheatreRoom:commandEnteringPatient(patient) -- Turn on x-ray viewer self.x_ray_viewer:setLayer(11, 2) -- Identify the staff local surgeon1 = next(self.staff_member_set) local surgeon2 = next(self.staff_member_set, surgeon1) assert(surgeon1 and surgeon2, "Not enough staff in operating theatre") -- Patient changes into surgical gown local screen, sx, sy = self.world:findObjectNear(patient, "surgeon_screen") patient:walkTo(sx, sy) patient:queueAction{name = "use_screen", object = screen} -- Meanwhile, surgeons wash their hands local obj, ox, oy = self.world:findObjectNear(surgeon1, "op_sink1") surgeon1:queueAction({name = "walk", x = ox, y = oy, must_happen = true, no_truncate = true}, 1) surgeon2:queueAction({name = "walk", x = ox, y = oy, must_happen = true, no_truncate = true}, 1) surgeon1:queueAction(wait_for_object(surgeon1, obj, true), 2) surgeon1:queueAction({name = "use_object", object = obj, must_happen = true}, 3) surgeon2:queueAction(wait_for_object(surgeon2, obj, true), 2) surgeon2:queueAction({name = "use_object", object = obj, must_happen = true}, 3) -- Syncronisation logic local num_ready = {0} local --[[persistable:operatring_theatre_wait_for_ready]] function wait_for_ready(action) action.on_interrupt = nil if not action.done_ready then num_ready[1] = num_ready[1] + 1 action.done_ready = true end if num_ready[1] == 3 then surgeon1:finishAction() surgeon2:finishAction() end end -- Patient and first surgeon walk over to the operating table obj, ox, oy = self.world:findObjectNear(surgeon1, "operating_table") surgeon1:queueAction({name = "walk", x = ox, y = oy, must_happen = true, no_truncate = true}, 4) surgeon1:queueAction({name = "idle", loop_callback = wait_for_ready, must_happen = true}, 5) local multi_use = { name = "multi_use_object", object = obj, use_with = patient, prolonged_usage = true, loop_callback = --[[persistable:operatring_theatre_multi_use_callback]] function(action) -- dirty hack to make the truncated animation work surgeon1.animation_idx = nil end, after_use = --[[persistable:operatring_theatre_after_multi_use]] function() self:dealtWithPatient(patient) patient:finishAction() end, must_happen = true, no_truncate = true, } surgeon1:queueAction(multi_use, 6) ox, oy = obj:getSecondaryUsageTile() patient:queueAction{name = "walk", x = ox, y = oy, must_happen = true, no_truncate = true} patient:queueAction{name = "idle", loop_callback = wait_for_ready, must_happen = true} -- Meanwhile, second surgeon walks over to other side of operating table obj, ox, oy = self.world:findObjectNear(surgeon1, "operating_table_b") surgeon2:queueAction({name = "walk", x = ox, y = oy, must_happen = true, no_truncate = true}, 4) surgeon2:queueAction({name = "idle", loop_callback = wait_for_ready, must_happen = true}, 5) local num_loops = math.random(2, 5) surgeon2:queueAction({ name = "use_object", object = obj, loop_callback = --[[persistable:operatring_theatre_use_callback]] function(action) num_loops = num_loops - 1 if num_loops <= 0 then action.prolonged_usage = false end end, after_use = --[[persistable:operatring_theatre_after_use]] function() multi_use.prolonged_usage = false end, must_happen = true, }, 6) -- Patient changes out of the gown patient:queueAction{name = "walk", x = sx, y = sy, must_happen = true, no_truncate = true} patient:queueAction{name = "use_screen", object = screen, must_happen = true} return Room.commandEnteringPatient(self, patient) end function OperatingTheatreRoom:onHumanoidLeave(humanoid) self.staff_member_set[humanoid] = nil -- Turn off x-ray viewer if class.is(humanoid, Patient) then self.x_ray_viewer:setLayer(11, 0) end return Room.onHumanoidLeave(self, humanoid) end function OperatingTheatreRoom:canHumanoidEnter(humanoid) local can = Room.canHumanoidEnter(self, humanoid) if can and class.is(humanoid, Patient) then -- Patients can only enter once all doctors are in surgeon clothes for staff, is_ready in pairs(self.staff_member_set) do if staff.humanoid_class == "Doctor" or is_ready ~= "ready" then return false end end end return can end return room