--[[ 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 function action_seek_room_find_room(action, humanoid) local room_type = action.room_type if action.diagnosis_room then local tried_rooms = 0 -- Make numbers for each available diagnosis room. A random index from this list will be chosen, -- and then the corresponding room index is taken as next room. (The list decrease for each room -- missing) local available_rooms = {} local room_at_index for i=1, #humanoid.available_diagnosis_rooms do available_rooms[i] = i end while tried_rooms < #humanoid.available_diagnosis_rooms do -- Choose a diagnosis room from the list at random. Note: This ignores the initial diagnosis room! room_at_index = math.random(1,#available_rooms) room_type = humanoid.available_diagnosis_rooms[available_rooms[room_at_index]] -- Try to find the room local room = humanoid.world:findRoomNear(humanoid, room_type, nil, "advanced") if room then return room else tried_rooms = tried_rooms + 1 -- Remove the index of this room from the list of indeces available in available_diagnosis_rooms table.remove(available_rooms, room_at_index) -- If the room can be built, set the flag for it. local diag = humanoid.world.available_rooms[room_type] if diag and humanoid.hospital.discovered_rooms[diag] then action.diagnosis_exists = room_type end end end -- No room found. If the last room to be checked was one that is not yet discovered -- but another one exists that can be built, return to that one. if not humanoid.world.available_rooms[room_type] and action.diagnosis_exists then action.room_type = action.diagnosis_exists end return nil else -- Treatment rooms etc either exist, or they don't. return humanoid.world:findRoomNear(humanoid, room_type, nil, "advanced") end end local action_seek_room_goto_room = permanent"action_seek_room_goto_room"( function(room, humanoid, diagnosis_room) humanoid.waiting = nil humanoid.message_callback = nil humanoid:setNextAction(room:createEnterAction()) humanoid.next_room_to_visit = room humanoid:updateDynamicInfo(_S.dynamic_info.patient.actions.on_my_way_to :format(room.room_info.name)) room.door.queue:expect(humanoid) room.door:updateDynamicInfo() if not room:testStaffCriteria(room:getRequiredStaffCriteria()) then humanoid.world:callForStaff(room) end if diagnosis_room then -- The diagnosis room was found, remove it from the list table.remove(humanoid.available_diagnosis_rooms, diagnosis_room) end end) local function action_seek_room_no_treatment_room_found(room_type, humanoid) -- Emergency patients also don't need to ask what to do, they'll just wait for the player -- to build the neccessary room. if humanoid.is_emergency then return end -- Wait two months before going home anyway. humanoid.waiting = 60 local strings = _S.fax.disease_discovered_patient_choice local room_name, required_staff, staff_name = humanoid.world:getRoomNameAndRequiredStaffName(room_type) local output_text = strings.need_to_build:format(room_name) if not humanoid.hospital:hasStaffOfCategory(required_staff) then output_text = strings.need_to_build_and_employ:format(room_name, staff_name) end -- TODO: In the future the treatment room might be unavailable local research_btn = "disabled" if humanoid.world:findRoomNear(humanoid, "research") then research_btn = "research" end local message = { {text = strings.disease_name:format(humanoid.disease.name)}, {text = " "}, {text = output_text}, {text = strings.what_to_do_question}, choices = { {text = strings.choices.send_home, choice = "send_home"}, {text = strings.choices.wait, choice = "wait"}, {text = strings.choices.research, choice = research_btn}, }, } -- Ok, send the message in all channels. TheApp.ui.bottom_panel:queueMessage("information", message, humanoid) humanoid:setMood("patient_wait", "activate") humanoid:updateDynamicInfo(_S.dynamic_info.patient.actions.awaiting_decision) end local function action_seek_room_no_diagnosis_room_found(action, humanoid) -- If none of the diagnosis rooms can be built yet, go home anyway. -- Otherwise, depending on hospital policy three things can happen: if not action.diagnosis_exists or humanoid.diagnosis_progress < humanoid.hospital.policies["send_home"] then -- Send home automatically humanoid:goHome() humanoid:updateDynamicInfo(_S.dynamic_info.patient.actions.no_diagnoses_available) elseif humanoid.diagnosis_progress < humanoid.hospital.policies["guess_cure"] or not humanoid.hospital.disease_casebook[humanoid.disease.id].discovered then -- If the disease hasn't been discovered yet it cannot be guessed, go here instead. -- Ask the player -- Wait two months before going home anyway. humanoid:setMood("patient_wait", "activate") humanoid.waiting = 60 local middle_choice = "disabled" local more_text = "" if humanoid.hospital.disease_casebook[humanoid.disease.id].discovered then middle_choice = "guess_cure" more_text = _S.fax.diagnosis_failed.partial_diagnosis_percentage_name :format(humanoid.diagnosis_progress*100, humanoid.disease.name) end local message = { {text = _S.fax.diagnosis_failed.situation}, {text = " "}, {text = _S.fax.diagnosis_failed.what_to_do_question}, choices = { {text = _S.fax.diagnosis_failed.choices.send_home, choice = "send_home"}, {text = _S.fax.diagnosis_failed.choices.take_chance, choice = middle_choice}, {text = _S.fax.diagnosis_failed.choices.wait, choice = "wait"}, }, } if more_text ~= "" then table.insert(message, 3, {text = more_text}) end TheApp.ui.bottom_panel:queueMessage("information", message, humanoid) humanoid:updateDynamicInfo(_S.dynamic_info.patient.actions.awaiting_decision) -- This seek_room action will be reused, return that it's valid. return true else -- Guess "type of disease" automatically. -- A patient with an undiscovered disease should never get here. assert(humanoid.hospital.disease_casebook[humanoid.disease.id].discovered) humanoid:setDiagnosed(true) humanoid:queueAction({ name = "seek_room", room_type = humanoid.disease.treatment_rooms[1] }, 1) humanoid:finishAction() end end local action_seek_room_interrupt = permanent"action_seek_room_interrupt"( function(action, humanoid) humanoid:setMood("patient_wait", "deactivate") humanoid.world:unregisterRoomBuildCallback(action.build_callback) -- Just in case we are somehow started again: action.build_callback = nil action.done_init = false humanoid:finishAction() end) local function action_seek_room_start(action, humanoid) if action.todo_interrupt then humanoid:finishAction() return end -- Tries to find the room, if it is a diagnosis room, try to find any room in the diagnosis list. local room = action_seek_room_find_room(action, humanoid) if room then action_seek_room_goto_room(room, humanoid, action.diagnosis_room) else if not action.done_init then action.done_init = true action.must_happen = true local build_callback build_callback = --[[persistable:action_seek_room_build_callback]] function(room) local found = false if room.room_info.id == action.room_type then found = true elseif not humanoid.diagnosed then -- Waiting for a diagnosis room, we need to go through the list - unless it is gp if action.room_type ~= "gp" then for i = 1, #humanoid.available_diagnosis_rooms do if humanoid.available_diagnosis_rooms[i].id == room.room_info.id then found = true end end end end if found then action_seek_room_goto_room(room, humanoid, action.diagnosis_room) TheApp.ui.bottom_panel:removeMessage(humanoid) humanoid.world:unregisterRoomBuildCallback(build_callback) end end -- End of build_callback function action.build_callback = build_callback humanoid.world:registerRoomBuildCallback(action.build_callback) action.on_interrupt = action_seek_room_interrupt end -- Things needed to get the patient to the correct room in due time are done. Now it's -- time to let the player know about it too. -- If done_walk is set the meander action that takes place after not finding any room has been -- done = nothing more to do right now. if not action.done_walk then local action_still_valid = true if not action.message_sent then -- Make a message about that something needs to be done about this patient if humanoid.diagnosed then -- The patient is diagnosed, a treatment room is missing. action_seek_room_no_treatment_room_found(action.room_type, humanoid) else -- No more diagnosis rooms can be found -- The GP's office is a special case. TODO: Make a custom message anyway? if action.room_type == "gp" then humanoid:setMood("patient_wait", "activate") humanoid:updateDynamicInfo(_S.dynamic_info.patient.actions.no_gp_available) else action_still_valid = action_seek_room_no_diagnosis_room_found(action, humanoid) end end end if action_still_valid then action.done_walk = true humanoid:queueAction({name = "meander", count = 1, must_happen = true}, 0) end else -- Make sure the patient stands in a correct way as he/she is waiting. local direction = humanoid.last_move_direction local anims = humanoid.walk_anims if direction == "north" then humanoid:setAnimation(anims.idle_north, 0) elseif direction == "east" then humanoid:setAnimation(anims.idle_east, 0) elseif direction == "south" then humanoid:setAnimation(anims.idle_east, 1) elseif direction == "west" then humanoid:setAnimation(anims.idle_north, 1) end humanoid:setTilePositionSpeed(humanoid.tile_x, humanoid.tile_y) end end end return action_seek_room_start