--[[ 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 -- Test for hit within the view circle local --[[persistable:staff_dialog_is_in_view_circle]] function is_in_view_circle(x, y, is_handyman) local circle_center_y = is_handyman and 276 or 248 return (x - 55)^2 + (y - circle_center_y)^2 < 38^2 end --! Individual staff information dialog class "UIStaff" (Window) function UIStaff:UIStaff(ui, staff) self:Window() local app = ui.app local profile = staff.profile self.esc_closes = true self.staff = staff self.ui = ui self.modal_class = "humanoid_info" self.width = 220 if profile.humanoid_class == "Handyman" then self.height = 332 else self.height = 304 end self:setDefaultPosition(-20, 30) self.panel_sprites = app.gfx:loadSpriteTable("QData", "Req01V", true) self.white_font = app.gfx:loadFont("QData", "Font01V") self.face_parts = app.gfx:loadRaw("Face01V", 65, 1350, nil, "Data", "MPalette.dat") self:addPanel(297, 15, 0) -- Dialog header for y = 51, 121, 10 do self:addPanel(298, 15, y) -- Dialog background end self:addPanel(299, 104, 50) -- Happiness self:addPanel(300, 105, 82) -- Tiredness self:addPanel(301, 15, 114) -- Skills/Abilities self:addColourPanel(35, 51, 71, 81, 208, 252, 252):setTooltip(_S.tooltip.staff_window.face) -- Portrait background if profile.humanoid_class == "Handyman" then self:addPanel(311, 15, 131) -- Tasks top for y = 149, 184, 5 do self:addPanel(312, 15, y) -- Tasks buttons end self:addPanel(302, 5, 205) -- View circle top/Wage self:addPanel(313, 15, 189) -- Tasks bottom self:addPanel(314, 37, 145):makeButton(0, 0, 49, 48, 315, self.doMoreCleaning):setTooltip(_S.tooltip.handyman_window.prio_litter) self:addPanel(316, 92, 145):makeButton(0, 0, 49, 48, 317, self.doMoreWatering):setTooltip(_S.tooltip.handyman_window.prio_plants) self:addPanel(318, 148, 145):makeButton(0, 0, 49, 48, 319, self.doMoreRepairing):setTooltip(_S.tooltip.handyman_window.prio_machines) self:addPanel(303, 0, 253) -- View circle midpiece self:addPanel(304, 6, 302) -- View circle bottom self:addPanel(307, 106, 253):makeButton(0, 0, 50, 50, 308, self.fireStaff):setTooltip(_S.tooltip.staff_window.sack) self:addPanel(309, 164, 253):makeButton(0, 0, 37, 50, 310, self.placeStaff):setTooltip(_S.tooltip.staff_window.pick_up) else self:addPanel(302, 5, 178) -- View circle top/Wage self:addPanel(303, 0, 226) -- View circle midpiece self:addPanel(304, 6, 274) -- View circle bottom if profile.humanoid_class ~= "Doctor" then self:addColourPanel(32, 141, 171, 39, 85, 202, 219) -- Hides Skills end self:addPanel(307, 106, 226):makeButton(0, 0, 50, 50, 308, self.fireStaff):setTooltip(_S.tooltip.staff_window.sack) self:addPanel(309, 164, 226):makeButton(0, 0, 37, 50, 310, self.placeStaff):setTooltip(_S.tooltip.staff_window.pick_up) end self:addPanel(305, 178, 18):makeButton(0, 0, 24, 24, 306, self.close):setTooltip(_S.tooltip.staff_window.close) self:makeTooltip(_S.tooltip.staff_window.name, 33, 19, 172, 42) self:makeTooltip(_S.tooltip.staff_window.happiness, 113, 49, 204, 74) self:makeTooltip(_S.tooltip.staff_window.tiredness, 113, 74, 204, 109) self:makeTooltip(_S.tooltip.staff_window.ability, 113, 109, 204, 134) if profile.humanoid_class == "Doctor" then self:makeTooltip(_S.tooltip.staff_window.doctor_seniority, 30, 141, 111, 182) self:makeTooltip(_S.tooltip.staff_window.skills, 111, 146, 141, 179) local skill_to_string = { is_surgeon = _S.tooltip.staff_window.surgeon, is_psychiatrist = _S.tooltip.staff_window.psychiatrist, is_researcher = _S.tooltip.staff_window.researcher, } local --[[persistable:staff_dialog_skill_tooltip_template]] function skill_tooltip(skill) return --[[persistable:staff_dialog_skill_tooltip]] function() if profile[skill] >= 1.0 then return skill_to_string[skill] end end end self:makeDynamicTooltip(skill_tooltip("is_surgeon"), 143, 148, 155, 177) self:makeDynamicTooltip(skill_tooltip("is_psychiatrist"), 155, 148, 177, 177) self:makeDynamicTooltip(skill_tooltip("is_researcher"), 177, 148, 202, 177) end -- window for handyman is slightly different local offset = profile.humanoid_class == "Handyman" and 27 or 0 self:makeTooltip(_S.tooltip.staff_window.salary, 90, 191 + offset, 204, 214 + offset) -- Non-rectangular tooltip has to be realized with dynamic tooltip at the moment self:makeDynamicTooltip(--[[persistable:staff_dialog_center_tooltip]]function(x, y) if is_in_view_circle(x, y, profile.humanoid_class == "Handyman") then return _S.tooltip.staff_window.center_view end end, 17, 211 + offset, 92, 286 + offset) end function UIStaff:getStaffPosition(dx, dy) local staff = self.staff local x, y = self.ui.app.map:WorldToScreen(staff.tile_x, staff.tile_y) local px, py = staff.th:getMarker() return x + px - (dx or 0), y + py - (dy or 0) end function UIStaff:draw(canvas, x_, y_) local x, y = self.x + x_, self.y + y_ local px, py = self:getStaffPosition(37, 61) self.ui.app.map:draw(canvas, px, py, 75, 75, x + 17, y + self.height - 93) Window.draw(self, canvas, x_, y_) local profile = self.staff.profile local font = self.white_font font:draw(canvas, profile.name, x + 42, y + 28) -- Name if profile.humanoid_class == "Handyman" then font:draw(canvas, "$" .. profile.wage, x + 135, y + 226) -- Wage -- The concentration areas local cleaning_width, watering_width, repairing_width = 0, 0, 0 if self.staff.attributes["cleaning"] then -- Backwards compatibility cleaning_width = math_floor(self.staff.attributes["cleaning"] * 40 + 0.5) watering_width = math_floor(self.staff.attributes["watering"] * 40 + 0.5) repairing_width = math_floor(self.staff.attributes["repairing"] * 40 + 0.5) if cleaning_width ~= 0 then for dx = 0, cleaning_width - 1 do self.panel_sprites:draw(canvas, 351, x + 43 + dx, y + 200) end end if watering_width ~= 0 then for dx = 0, watering_width - 1 do self.panel_sprites:draw(canvas, 351, x + 99 + dx, y + 200) end end if repairing_width ~= 0 then for dx = 0, repairing_width - 1 do self.panel_sprites:draw(canvas, 351, x + 155 + dx, y + 200) end end end else font:draw(canvas, "$" .. profile.wage, x + 135, y + 199) -- Wage end if self.staff.attributes["happiness"] then local happiness_bar_width = math_floor(self.staff.attributes["happiness"] * 40 + 0.5) if happiness_bar_width ~= 0 then for dx = 0, happiness_bar_width - 1 do self.panel_sprites:draw(canvas, 348, x + 139 + dx, y + 56) end end end local fatigue_bar_width = 40.5 if self.staff.attributes["fatigue"] then fatigue_bar_width = math_floor((1 - self.staff.attributes["fatigue"]) * 40 + 0.5) end if fatigue_bar_width ~= 0 then for dx = 0, fatigue_bar_width - 1 do self.panel_sprites:draw(canvas, 349, x + 139 + dx, y + 89) end end local skill_bar_width = math_floor(profile.skill * 40 + 0.5) if skill_bar_width ~= 0 then for dx = 0, skill_bar_width - 1 do self.panel_sprites:draw(canvas, 350, x + 139 + dx, y + 120) end end if profile.humanoid_class == "Doctor" then -- Junior / Doctor / Consultant marker if profile.is_junior then self.panel_sprites:draw(canvas, 347, x + 38, y + 173) elseif profile.is_consultant then self.panel_sprites:draw(canvas, 347, x + 89, y + 173) else self.panel_sprites:draw(canvas, 347, x + 60, y + 173) end -- Ability markers if profile.is_surgeon >= 1.0 then self.panel_sprites:draw(canvas, 344, x + 144, y + 148) end if profile.is_psychiatrist >= 1.0 then self.panel_sprites:draw(canvas, 345, x + 155, y + 154) end if profile.is_researcher >= 1.0 then self.panel_sprites:draw(canvas, 346, x + 178, y + 153) end end profile:drawFace(canvas, x + 38, y + 54, self.face_parts) -- Portrait end function UIStaff:onMouseUp(button, x, y) self.mouse_up_x = self.x + x self.mouse_up_y = self.y + y local repaint = Window.onMouseUp(self, button, x, y) local circle_center_y if self.staff.profile.humanoid_class == "Handyman" then circle_center_y = 276 else circle_center_y = 248 end -- Test for hit within the view circle if button == "left" and is_in_view_circle(x, y, self.staff.profile.humanoid_class == "Handyman") then local ui = self.ui ui:scrollMapTo(self:getStaffPosition()) repaint = true elseif button == "right" then --TODO: Right clicking on staff view should go to the next staff end return repaint end function UIStaff:placeStaff() self.staff:setNextAction({ name = "pickup", ui = self.ui, todo_close = self, must_happen = true, }, true) end function UIStaff:fireStaff() self:close() self.staff:fire() end local attributes = {"cleaning", "watering", "repairing"} function UIStaff:changeHandymanAttributes(increased) self.staff:changeAttribute(increased, 0.1) local extra_decrease = 0 for no, attr in ipairs(attributes) do if attr ~= increased then if self.staff.attributes[attr] < 0.05 then extra_decrease = 0.05 - self.staff.attributes[attr] end self.staff:changeAttribute(attr, -0.05) end end if extra_decrease ~= 0 then for no, attr in ipairs(attributes) do if attr ~= increased then self.staff:changeAttribute(attr, -extra_decrease) end end end end function UIStaff:doMoreCleaning() if self.staff.attributes["cleaning"] then if self.staff.attributes["cleaning"] < 0.9 then self:changeHandymanAttributes("cleaning") else self.staff.attributes["cleaning"] = 1.0 self.staff.attributes["watering"] = 0.0 self.staff.attributes["repairing"] = 0.0 end end end function UIStaff:doMoreWatering() if self.staff.attributes["watering"] then if self.staff.attributes["watering"] < 0.9 then self:changeHandymanAttributes("watering") else self.staff.attributes["cleaning"] = 0.0 self.staff.attributes["watering"] = 1.0 self.staff.attributes["repairing"] = 0.0 end end end function UIStaff:doMoreRepairing() if self.staff.attributes["repairing"] then if self.staff.attributes["repairing"] < 0.9 then self:changeHandymanAttributes("repairing") else self.staff.attributes["cleaning"] = 0.0 self.staff.attributes["watering"] = 0.0 self.staff.attributes["repairing"] = 1.0 end end end