--[[ Copyright (c) 2009 Edvin "Lego3" Linge 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. --]] dofile "dialogs/fullscreen" local math_floor = math.floor --! Staff management screen class "UIStaffManagement" (UIFullscreen) function UIStaffManagement:UIStaffManagement(ui, disease_selection) self:UIFullscreen(ui) local gfx = ui.app.gfx if not pcall(function() self.background = gfx:loadRaw("Staff01V", 640, 480) local palette = gfx:loadPalette("QData", "Staff01V.pal") palette:setEntry(255, 0xFF, 0x00, 0xFF) -- Make index 255 transparent self.panel_sprites = gfx:loadSpriteTable("QData", "Staff02V", true, palette) self.title_font = gfx:loadFont("QData", "Font01V", false, palette) self.face_parts = ui.app.gfx:loadRaw("Face01V", 65, 1350, nil, "Data", "MPalette.dat") end) then ui:addWindow(UIInformation(ui, {_S.errors.dialog_missing_graphics})) self:close() return end local hosp = ui.hospital self.ui = ui self.hospital = hosp -- Order the staff self:updateStaffList() self.default_button_sound = "selectx.wav" -- Close button self:addPanel(0, 603, 443):makeButton(0, 0, 26, 26, 10, self.close):setTooltip(_S.tooltip.staff_list.close) -- Top categories local --[[persistable:staff_management_category]] function category(name, state, btn) self:setCategory(name) end self.categories = { self:addPanel(0, 53, 15):makeToggleButton(0, 0, 58, 58, 1, category, "Doctor"):setTooltip(_S.tooltip.staff_list.doctors), self:addPanel(0, 119, 15):makeToggleButton(0, 0, 58, 58, 1, category, "Nurse"):setTooltip(_S.tooltip.staff_list.nurses), self:addPanel(0, 185, 15):makeToggleButton(0, 0, 58, 58, 1, category, "Handyman"):setTooltip(_S.tooltip.staff_list.handymen), self:addPanel(0, 251, 15):makeToggleButton(0, 0, 58, 58, 1, category, "Receptionist"):setTooltip(_S.tooltip.staff_list.receptionists), } -- Other buttons self:addPanel(0, 12, 86):makeButton(0, 0, 31, 74, 2, self.scrollUp):setTooltip(_S.tooltip.staff_list.prev_person) self:addPanel(0, 12, 274):makeButton(0, 0, 31, 74, 3, self.scrollDown):setTooltip(_S.tooltip.staff_list.next_person) self:addPanel(0, 319, 372):makeButton(0, 0, 112, 39, 7, self.payBonus):setTooltip(_S.tooltip.staff_list.bonus):setSound"cashreg.wav" self:addPanel(0, 319, 418):makeButton(0, 0, 112, 39, 8, self.increaseSalary):setTooltip(_S.tooltip.staff_list.pay_rise):setSound"cashreg.wav" self:addPanel(0, 438, 372):makeButton(0, 0, 45, 85, 9, self.fire):setTooltip(_S.tooltip.staff_list.sack) -- "Arrow" to show title of doctors self.arrow = self:addPanel(12, 259, 397) self.arrow_position = 259 self.arrow.visible = false -- Scroll bar dot self.scroll_dot = self:addPanel(11, 21, 168) self.scroll_dot.visible = false -- Doctors' skills or progress towards them self.progress_surgeon = self:addPanel(17, 188, 408) self.progress_surgeon.visible = false self.qualified_surgeon = self:addPanel(20, 188, 408):setTooltip(_S.tooltip.staff_list.surgeon) self.qualified_surgeon.visible = false self.progress_psychiatrist = self:addPanel(18, 228, 408) self.progress_psychiatrist.visible = false self.qualified_psychiatrist = self:addPanel(21, 228, 408):setTooltip(_S.tooltip.staff_list.psychiatrist) self.qualified_psychiatrist.visible = false self.progress_researcher = self:addPanel(19, 268, 408) self.progress_researcher.visible = false self.qualified_researcher = self:addPanel(22, 268, 408):setTooltip(_S.tooltip.staff_list.researcher) self.qualified_researcher.visible = false -- Blankers for each row local row_blankers = {} local i for i = 1, 10 do row_blankers[i] = self:addColourPanel(50, 55 + i*27, 580, 27, 60, 174, 203) end self.row_blankers = row_blankers -- Extra background for the portrait self.portrait_back = self:addColourPanel(65, 374, 71, 81, 210, 255, 255) self.portrait_back.visible = false -- Doctor skill blankers self.title_blanker = self:addColourPanel(225, 365, 90, 39, 57, 166, 198) self.skill_blanker = self:addColourPanel(142, 406, 168, 54, 57, 166, 198) -- Tooltip regions self:makeTooltip(_S.tooltip.staff_list.happiness, 321, 51, 421, 75) self:makeTooltip(_S.tooltip.staff_list.tiredness, 426, 51, 526, 75) self:makeTooltip(_S.tooltip.staff_list.ability, 530, 51, 629, 75) self:makeTooltip(_S.tooltip.staff_list.detail, 146, 367, 226, 407) self:makeTooltip(_S.tooltip.staff_list.view_staff, 495, 371, 583, 458) self.row_tooltips = {} for line_num = 1, 10 do self.row_tooltips[line_num] = { self:makeTooltip(_S.tooltip.staff_list.salary, 193, 84 + 27 * (line_num - 1), 313, 108 + 27 * (line_num - 1)), self:makeTooltip(_S.tooltip.staff_list.happiness_2, 321, 84 + 27 * (line_num - 1), 421, 108 + 27 * (line_num - 1)), self:makeTooltip(_S.tooltip.staff_list.tiredness_2, 425, 84 + 27 * (line_num - 1), 525, 108 + 27 * (line_num - 1)), self:makeTooltip(_S.tooltip.staff_list.ability_2, 529, 84 + 27 * (line_num - 1), 628, 108 + 27 * (line_num - 1)), } end self.seniority_tooltip = self:makeTooltip(_S.tooltip.staff_list.doctor_seniority, 230, 367, 310, 407) self.skills_tooltip = self:makeTooltip(_S.tooltip.staff_list.skills, 146, 406, 186, 460) self:setCategory("Doctor") end function UIStaffManagement:updateTooltips() self.seniority_tooltip.enabled = self.category == "Doctor" self.skills_tooltip.enabled = self.category == "Doctor" for i, tooltips in ipairs(self.row_tooltips) do local state = 10 * (self.page - 1) + i <= #self.staff_members[self.category] for _, tooltip in ipairs(tooltips) do tooltip.enabled = state end end end function UIStaffManagement:updateStaffList(staff_member_removed) local selected_staff if staff_member_removed then -- The update was issued because someone was removed from the list, we need to handle this. selected_staff = self.staff_members[self.category][self.selected_staff] if self.staff_members[self.category][self.selected_staff] == staff_member_removed then self.selected_staff = nil selected_staff = nil end end local hosp = self.hospital local staff_members = { Doctor = {}, Nurse = {}, Handyman = {}, Receptionist = {}, } staff_members.Surgeon = staff_members.Doctor for _, staff in ipairs(hosp.staff) do local list = staff_members[staff.humanoid_class] list[#list + 1] = staff -- The selected staff might have been moved because someone else was removed from the list. if selected_staff == staff then self.selected_staff = #list end end self.staff_members = staff_members if staff_member_removed then self:updateTooltips() end end function UIStaffManagement:setCategory(name) self.skill_blanker.visible = name ~= "Doctor" self.title_blanker.visible = name ~= "Doctor" self.category = name for i, btn in ipairs(self.categories) do local should_be_toggled = btn.on_click_self == name if btn.toggled ~= should_be_toggled then btn:toggle() end end self.selected_staff = nil self.page = 1 if #self.staff_members[self.category] > 10 then self.scroll_dot.visible = true self.scroll_dot.y = 168 else self.scroll_dot.visible = false end self:updateTooltips() end function UIStaffManagement:draw(canvas, x, y) self.background:draw(canvas, self.x + x, self.y + y) UIFullscreen.draw(self, canvas, x, y) x, y = self.x + x, self.y + y local titles = self.title_font -- Titles titles:draw(canvas, _S.staff_list.morale, x + 323, y + 31, 95, 0) titles:draw(canvas, _S.staff_list.tiredness, x + 427, y + 31, 95, 0) titles:draw(canvas, _S.staff_list.skill, x + 530, y + 31, 95, 0) -- Number of employees titles:draw(canvas, #self.staff_members["Doctor"], x + 79, y + 57) titles:draw(canvas, #self.staff_members["Nurse"], x + 145, y + 57) titles:draw(canvas, #self.staff_members["Handyman"], x + 211, y + 57) titles:draw(canvas, #self.staff_members["Receptionist"], x + 277, y + 57) local total_happiness = 0 local total_fatigue = 0 local total_skill = 0 -- Draw each listing local staff_list = self.staff_members[self.category] for i, staff in ipairs(staff_list) do if not staff then break end -- Morale, tiredness and skill, used to draw the average at the end too. local happiness_bar_width = 0 if staff.attributes["happiness"] then happiness_bar_width = math_floor(staff.attributes["happiness"] * 40 + 0.5) total_happiness = total_happiness + staff.attributes["happiness"] end local fatigue_bar_width = 40.5 if staff.attributes["fatigue"] then total_fatigue = total_fatigue + staff.attributes["fatigue"] fatigue_bar_width = math_floor((1 - staff.attributes["fatigue"]) * 40 + 0.5) end local skill_bar_width = math_floor(staff.profile.skill * 40 + 0.5) total_skill = total_skill + staff.profile.skill -- Is this staff member on the visible page? Then draw him/her if i > (self.page-1)*10 and i <= self.page*10 then local row_no = i - (self.page-1)*10 self.row_blankers[row_no].visible = false titles:draw(canvas, row_no + 10*(self.page-1), x + 58, y + 63 + row_no*27) titles:draw(canvas, staff.profile.name, x + 88, y + 63 + row_no*27) titles:draw(canvas, "$" .. staff.profile.wage, x + 230, y + 63 + row_no*27, 80, 0) -- Draw the morale, tiredness and skill for this staff member if happiness_bar_width ~= 0 then for dx = 0, happiness_bar_width - 1 do self.panel_sprites:draw(canvas, 16, x + 351 + dx, y + 65 + row_no*27) end end if fatigue_bar_width ~= 0 then for dx = 0, fatigue_bar_width - 1 do self.panel_sprites:draw(canvas, 15, x + 456 + dx, y + 65 + row_no*27) end end if skill_bar_width ~= 0 then for dx = 0, skill_bar_width - 1 do self.panel_sprites:draw(canvas, 14, x + 559 + dx, y + 65 + row_no*27) end end end end -- Make sure the other ones are not visible for i = #staff_list + 1 - (self.page-1)*10, 10 do self.row_blankers[i].visible = true end -- Draw the average morale, tiredness and skill if #staff_list ~= 0 then local happiness_bar_width = math_floor((total_happiness/#staff_list) * 40 + 0.5) if happiness_bar_width ~= 0 then for dx = 0, happiness_bar_width - 1 do self.panel_sprites:draw(canvas, 16, x + 351 + dx, y + 59) end end local fatigue_bar_width = math_floor((1 - (total_fatigue/#staff_list)) * 40 + 0.5) if fatigue_bar_width ~= 0 then for dx = 0, fatigue_bar_width - 1 do self.panel_sprites:draw(canvas, 15, x + 456 + dx, y + 59) end end local skill_bar_width = math_floor((total_skill/#staff_list) * 40 + 0.5) if skill_bar_width ~= 0 then for dx = 0, skill_bar_width - 1 do self.panel_sprites:draw(canvas, 14, x + 559 + dx, y + 59) end end end -- Reset self.progress_surgeon.visible = false self.qualified_surgeon.visible = false self.progress_psychiatrist.visible = false self.qualified_psychiatrist.visible = false self.progress_researcher.visible = false self.qualified_researcher.visible = false self.arrow.visible = false self.portrait_back.visible = false -- If a staff member is selected, draw picture, skill etc if self.selected_staff then local profile = self.staff_members[self.category][self.selected_staff].profile -- Draw the red rectangle TODO: Make a neater function in C? local red = canvas:mapRGB(221, 83, 0) local y_pos = self.selected_staff - (self.page - 1)*10 canvas:drawRect(red, x + 49, y + y_pos*27 + 54, 581, 1) canvas:drawRect(red, x + 49, y + y_pos*27 + 81, 581, 1) canvas:drawRect(red, x + 49, y + y_pos*27 + 54, 1, 28) canvas:drawRect(red, x + 630, y + y_pos*27 + 54, 1, 28) -- Current position in the game world local px, py = self:getStaffPosition(37, 61) self.ui.app.map:draw(canvas, px, py, 83, 82, x + 497, y + 373) -- Portrait self.portrait_back.visible = true profile:drawFace(canvas, x + 68, y + 377, self.face_parts) -- 10 % increase in salary or a bonus: titles:draw(canvas, "$" .. math_floor(profile.wage*0.1), x + 377, y + 387, 45, 0) titles:draw(canvas, "$" .. math_floor(profile.wage*0.1 + profile.wage), x + 377, y + 432, 45, 0) -- Attention to detail local attention_bar_width = math_floor(profile.attention_to_detail * 40 + 0.5) if attention_bar_width ~= 0 then for dx = 0, attention_bar_width - 1 do self.panel_sprites:draw(canvas, 13, x + 178 + dx, y + 387) end end -- If it is a doctor, draw skills etc. if self.category == "Doctor" then if profile.is_surgeon > 0 then if profile.is_surgeon >= 1.0 then self.qualified_surgeon.visible = true else self.progress_surgeon.visible = true self.progress_surgeon:setTooltip(_S.tooltip.staff_list.surgeon_train:format(math_floor(profile.is_surgeon * 100))) local progress = math_floor(profile.is_surgeon * 23 + 0.5) for dx = 0, progress - 1 do self.panel_sprites:draw(canvas, 13, x + 196 + dx, y + 447) end end end if profile.is_psychiatrist > 0 then if profile.is_psychiatrist >= 1.0 then self.qualified_psychiatrist.visible = true else self.progress_psychiatrist.visible = true self.progress_psychiatrist:setTooltip(_S.tooltip.staff_list.psychiatrist_train:format(math_floor(profile.is_psychiatrist * 100))) local progress = math_floor(profile.is_psychiatrist * 23 + 0.5) for dx = 0, progress - 1 do self.panel_sprites:draw(canvas, 13, x + 236 + dx, y + 447) end end end if profile.is_researcher > 0 then if profile.is_researcher >= 1.0 then self.qualified_researcher.visible = true else self.progress_researcher.visible = true self.progress_researcher:setTooltip(_S.tooltip.staff_list.researcher_train:format(math_floor(profile.is_researcher * 100))) local progress = math_floor(profile.is_researcher * 23 + 0.5) for dx = 0, progress - 1 do self.panel_sprites:draw(canvas, 13, x + 276 + dx, y + 447) end end end -- Draw type of doctor self.arrow.visible = true if profile.is_consultant then self.arrow.x = self.arrow_position + 29 elseif profile.is_junior then self.arrow.x = self.arrow_position - 23 else self.arrow.x = self.arrow_position end end end end function UIStaffManagement:onMouseDown(code, x, y) if code == "left" then if x > 50 and x < 490 then if y > 82 and y < 351 then if #self.staff_members[self.category] - (self.page - 1)*10 > math_floor((y - 81)/27) then self.selected_staff = math_floor((y - 81)/27) + 1 + (self.page - 1)*10 end end elseif x > 497 and x < 580 and y > 373 and y < 455 and self.selected_staff then -- Hit in the view of the staff local ui = self.ui ui:scrollMapTo(self:getStaffPosition()) end end return UIFullscreen.onMouseDown(self, code, x, y) end function UIFullscreen:getStaffPosition(dx, dy) local staff = self.staff_members[self.category][self.selected_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 UIStaffManagement:scrollUp() if self.scroll_dot.visible and self.page > 1 then self.selected_staff = nil self.page = self.page - 1 self.scroll_dot.y = 168 + 83*((self.page - 1)/math.floor((#self.staff_members[self.category]-1)/10)) end self:updateTooltips() end function UIStaffManagement:scrollDown() if self.scroll_dot.visible and self.page*10 < #self.staff_members[self.category] then self.selected_staff = nil self.page = self.page + 1 self.scroll_dot.y = 168 + 83*((self.page - 1)/math.floor((#self.staff_members[self.category]-1)/10)) end self:updateTooltips() end function UIStaffManagement:payBonus() if self.selected_staff then local staff = self.staff_members[self.category][self.selected_staff] staff:changeAttribute("happiness", 0.5) self.hospital:spendMoney(math_floor(staff.profile.wage*0.1), _S.transactions.personal_bonus) end end function UIStaffManagement:increaseSalary() if self.selected_staff then local staff = self.staff_members[self.category][self.selected_staff] staff:increaseWage(math_floor(staff.profile.wage*0.1)) end end function UIStaffManagement:fire() if self.selected_staff then local current_category = self.staff_members[self.category] current_category[self.selected_staff]:fire() -- Close the staff window if open local staff_window = self.ui:getWindow(UIStaff) if staff_window and staff_window.staff == current_category[self.selected_staff] then staff_window:close() end -- Update the staff list table.remove(current_category, self.selected_staff) self.selected_staff = nil end end