--[[ 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 object = {} object.id = "reception_desk" object.thob = 11 object.class = "ReceptionDesk" object.name = _S.object.reception_desk object.tooltip = _S.tooltip.objects.reception_desk object.ticks = true object.corridor_object = 1 object.build_cost = 150 object.build_preview_animation = 5060 object.idle_animations = { north = 2062, east = 2064, } object.orientations = { north = { footprint = { {0, 0}, {0, -1, only_passable = true}, {0, 1, only_passable = true}, {1, 0}, {-1, 0} }, use_position = {0, -1}, use_position_secondary = {0, 1}, }, east = { footprint = { {0, 0}, {0, -1}, {0, 1}, {1, 0, only_passable = true}, {-1, 0, only_passable = true} }, use_position = {1, 0}, use_position_secondary = {-1, 0}, }, south = { footprint = { {0, 0}, {0, -1, only_passable = true}, {0, 1, only_passable = true}, {1, 0}, {-1, 0} }, use_position = {0, 1}, use_position_secondary = {0, -1}, }, west = { footprint = { {0, 0}, {0, -1}, {0, 1}, {1, 0, only_passable = true}, {-1, 0, only_passable = true} }, use_position = {-1, 0}, use_position_secondary = {1, 0}, }, } dofile "queue" class "ReceptionDesk" (Object) function ReceptionDesk:ReceptionDesk(...) self:Object(...) self.queue = Queue() self.queue:setBenchThreshold(3) -- Keep 3 people standing in the queue even if there are benches self.hover_cursor = TheApp.gfx:loadMainCursor("queue") self.queue_advance_timer = 0 end function ReceptionDesk:onClick(ui, button) if button == "left" then local queue_window = UIQueue(ui, self.queue) ui:addWindow(queue_window) else return Object.onClick(self, ui, button) end end function ReceptionDesk:tick() local queue_front = self.queue:front() local reset_timer = true if self.receptionist and queue_front then if queue_front.action_queue[1].name == "idle" then self.queue_advance_timer = self.queue_advance_timer + 1 reset_timer = false if self.queue_advance_timer >= 4 + 24 * (1.0 - self.receptionist.profile.skill) then reset_timer = true queue_front:queueAction{name = "seek_room", room_type = "gp"} self.queue:pop() self.queue.visitor_count = self.queue.visitor_count + 1 end end end if reset_timer then self.queue_advance_timer = 0 end return Object.tick(self) end function ReceptionDesk:checkForNearbyStaff() if self.receptionist or self.reserved_for then -- Already got staff, or a staff member is on the way return true end local nearest_staff, nearest_d local world = self.world local use_x, use_y = self:getSecondaryUsageTile() for _, entity in ipairs(self.world.entities) do if entity.humanoid_class == "Receptionist" and not entity.associated_desk and not entity.fired then local distance = world.pathfinder:findDistance(entity.tile_x, entity.tile_y, use_x, use_y) if not nearest_d or distance < nearest_d then nearest_staff = entity nearest_d = distance end end end if not nearest_staff then return false end self.reserved_for = nearest_staff nearest_staff.associated_desk = self nearest_staff:setNextAction{name = "walk", x = use_x, y = use_y, must_happen = true} nearest_staff:queueAction{name = "staff_reception", object = self, must_happen = true} return true end function ReceptionDesk:setTile(x, y) Object.setTile(self, x, y) if x and y then self:checkForNearbyStaff() end return self end function ReceptionDesk:onDestroy() if self.receptionist then local receptionist = self.receptionist self.receptionist:handleRemovedObject(self) self.reserved_for = nil -- Find a new reception desk for the receptionist local world = receptionist.world world:findObjectNear(receptionist, "reception_desk", nil, function(x, y) local obj = world:getObject(x, y, "reception_desk") -- Make sure we are not selecting the same desk again if obj ~= self and not obj.receptionist and not obj.reserved_for then obj.reserved_for = receptionist receptionist.associated_desk = obj local use_x, use_y = obj:getSecondaryUsageTile() receptionist:setNextAction{name = "walk", x = use_x, y = use_y, must_happen = true} receptionist:queueAction{name = "staff_reception", object = obj, must_happen = true} return true end end) end self.queue:rerouteAllPatients({name = "seek_reception"}) return Object.onDestroy(self) end return object