--[[ Copyright (c) 2010 Justin Pasher 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 room = {} room.id = "training" room.level_config_id = 37 room.class = "TrainingRoom" room.name = _S.rooms_short.training_room room.tooltip = _S.tooltip.rooms.training_room room.build_cost = 2000 room.objects_additional = { "extinguisher", "radiator", "plant", "bin", "lecture_chair", "bookcase", "skeleton" } room.objects_needed = { lecture_chair = 1, projector = 1 } room.build_preview_animation = 5086 room.categories = { facilities = 4, } room.minimum_size = 4 room.wall_type = "green" room.floor_tile = 17 class "TrainingRoom" (Room) function TrainingRoom:TrainingRoom(...) self:Room(...) end function TrainingRoom:roomFinished() local fx, fy = self:getEntranceXY(true) local objects = self.world:findAllObjectsNear(fx, fy) local number = 0 for object, value in pairs(objects) do if object.object_type.id == "lecture_chair" then number = number + 1 end end -- Total staff occupancy: number of lecture chairs plus projector self.maximum_staff = { Doctor = number + 1 } Room.roomFinished(self) end function TrainingRoom:getMaximumStaffCriteria() return self.maximum_staff end function TrainingRoom:doStaffUseCycle(humanoid) local projector, ox, oy = self.world:findObjectNear(humanoid, "projector") humanoid:queueAction{name = "walk", x = ox, y = oy} local projector_use_time = math.random(20, 30) humanoid:queueAction{name = "use_object", object = projector, loop_callback = --[[persistable:training_loop_callback]] function() projector_use_time = projector_use_time - 1 if projector_use_time == 0 then local skeleton, ox, oy = self.world:findObjectNear(humanoid, "skeleton") if skeleton then -- TODO: Make a little more random humanoid:walkTo(ox, oy) humanoid:queueAction{name = "use_object", object = skeleton} humanoid:queueAction{name = "use_object", object = skeleton} humanoid:queueAction{name = "use_object", object = skeleton} self:doStaffUseCycle(humanoid) else -- Consultant will just use the projector indefinitely. end elseif projector_use_time < 0 then -- reset variable to avoid potential overflow (over a VERY long -- period of time) projector_use_time = 0 end end, } end function TrainingRoom:commandEnteringStaff(humanoid) local obj, ox, oy local profile = humanoid.profile if profile.humanoid_class == "Doctor" then -- Consultants try to use the projector and/or skeleton if profile.is_consultant then obj, ox, oy = self.world:findFreeObjectNearToUse(humanoid, "projector") if obj and not self.staff_member then obj.reserved_for = humanoid self.staff_member = humanoid humanoid:walkTo(ox, oy) self:doStaffUseCycle(humanoid) else humanoid:setNextAction(self:createLeaveAction()) humanoid:queueAction{name = "meander"} end else obj, ox, oy = self.world:findFreeObjectNearToUse(humanoid, "lecture_chair") if obj then obj.reserved_for = humanoid humanoid:walkTo(ox, oy) humanoid:queueAction{name = "use_object", object = obj} humanoid:queueAction{name = "meander"} else humanoid:setNextAction(self:createLeaveAction()) humanoid:queueAction{name = "meander"} end end elseif humanoid.humanoid_class ~= "Handyman" then self.world.ui.adviser:say(_S.adviser.staff_place_advice.only_doctors_in_room:format(_S.rooms_long.training_room)) humanoid:setNextAction(self:createLeaveAction()) humanoid:queueAction{name = "meander"} return end return Room.commandEnteringStaff(self, humanoid) end function TrainingRoom:onHumanoidLeave(humanoid) -- if the consultant is leaving, make sure we indicate that if self.staff_member == humanoid then self.staff_member = nil end Room.onHumanoidLeave(self, humanoid) end return room