--[[ 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. --]] class "StaffProfile" function StaffProfile:StaffProfile(humanoid_class, local_string) self.humanoid_class = humanoid_class self.name = "U. N. Initialised" self.wage = 0 self.skill = 0 -- [0.0, 1.0] self.layer5 = 2 self.attention_to_detail = 0.5 -- [0.0, 1.0] TODO currently not used self.profession = local_string end local name_parts = {_S.humanoid_name_starts, _S.humanoid_name_ends} local function shuffle(t) local r = {} local i = {} for k in ipairs(t) do r[k] = math.random() i[k] = k end table.sort(i, function(x, y) return r[x] < r[y] end) for k in ipairs(t) do r[k] = t[i[k]] end return r end local function our_concat(t) -- The standard table.concat function doesn't like our userdata strings :( local result = "" for _, s in ipairs(t) do result = result .. s end return result end function StaffProfile:randomise(world) self.name = string.char(string.byte"A" + math.random(0, 25)) .. ". " for _, part_table in ipairs(name_parts) do self.name = self.name .. part_table.__random end self.skill = math.random() self.skill_level_modifier = math.random(-50, 50) / 1000 -- [-0.05, +0.05] self:parseSkillLevel() if self.humanoid_class == "Doctor" then -- 65% chance to have at least one ability -- 1% chance to have all three abilities self.is_surgeon = math.random() < 0.20 and 1.0 or 0 self.is_psychiatrist = math.random() < 0.25 and 1.0 or 0 self.is_researcher = math.random() < 0.20 and 1.0 or 0 end self.wage = self:getFairWage(world) -- Vary wage by +/- 15% self.wage = math.floor(self.wage * (math.random(850, 1150) / 1000) + 0.5) local desc_table1, desc_table2 if self.skill < 0.33 then desc_table1 = _S.staff_descriptions.bad desc_table2 = _S.staff_descriptions.bad elseif self.skill < 0.66 then desc_table1 = _S.staff_descriptions.good desc_table2 = _S.staff_descriptions.bad else desc_table1 = _S.staff_descriptions.good desc_table2 = _S.staff_descriptions.good end local descs = {_S.staff_descriptions.misc.__random, desc_table1.__random, desc_table2.__random} if descs[2] == descs[3] then descs[3] = nil end while #our_concat(descs) > 96 do descs[#descs] = nil end self.desc = our_concat(shuffle(descs)) if self.humanoid_class == "Doctor" then self.is_black = math.random(0, 1) == 0 if self.is_black then self.hair_index = math.random(5, 9) self.face_index = math.random(5, 9) self.chin_index = math.random(5, 9) self.layer5 = 4 else self.hair_index = math.random(0, 4) self.face_index = math.random(0, 4) self.chin_index = math.random(0, 4) self.layer5 = 2 end elseif self.humanoid_class == "Nurse" then self.hair_index = math.random(10, 12) self.face_index = math.random(10, 12) self.chin_index = math.random(10, 12) elseif self.humanoid_class == "Receptionist" then self.hair_index = math.random(13, 14) self.face_index = math.random(13, 14) self.chin_index = math.random(13, 14) elseif self.humanoid_class == "Handyman" then self.hair_index = math.random(15, 17) self.face_index = math.random(15, 17) self.chin_index = math.random(15, 17) end end function StaffProfile:drawFace(canvas, x, y, parts_bitmap) parts_bitmap:draw(canvas, x, y , 0, self.hair_index * 29, 65, 29) parts_bitmap:draw(canvas, x, y + 29, 0, 522 + self.face_index * 24, 65, 24) parts_bitmap:draw(canvas, x, y + 53, 0, 954 + self.chin_index * 22, 65, 22) end function StaffProfile:parseSkillLevel() local junior_skill = 0.4 + self.skill_level_modifier self.is_junior = self.skill <= junior_skill and 1 - (self.skill / junior_skill) or nil local consultant_skill = 0.9 + self.skill_level_modifier self.is_consultant = self.skill >= consultant_skill and (self.skill - consultant_skill) / (1 - consultant_skill) or nil end local conf_id = { Nurse = 0, Doctor = 1, Handyman = 2, Receptionist = 3, } local ability_conf_id = { is_junior = 3, is_doctor = 4, is_surgeon = 5, is_psychiatrist = 6, is_consultant = 7, is_researcher = 8, } function StaffProfile:getFairWage(world) local level_config = world.map.level_config local wage = level_config.staff[conf_id[self.humanoid_class]].MinSalary wage = wage + self.skill * 1000 / level_config.gbv.SalaryAbilityDivisor if self.humanoid_class == "Doctor" then for name, id in pairs(ability_conf_id) do if self[name] then wage = wage + level_config.gbv.SalaryAdd[id] end end if not self.is_junior and not self.is_consultant then wage = wage + level_config.gbv.SalaryAdd[ability_conf_id.is_doctor] end end return wage end