--[[ 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 room = {} room.id = "ward" room.level_config_id = 8 room.class = "WardRoom" room.name = _S.rooms_short.ward room.tooltip = _S.tooltip.rooms.ward room.build_cost = 2000 room.objects_additional = { "extinguisher", "radiator", "plant", "bin", "bed" } room.objects_needed = { desk = 1, bed = 1 } room.build_preview_animation = 910 room.categories = { treatment = 2, diagnosis = 9, } room.minimum_size = 6 room.wall_type = "white" room.floor_tile = 21 room.swing_doors = true room.required_staff = { Nurse = 1, } room.maximum_staff = room.required_staff room.call_sound = "reqd009.wav" class "WardRoom" (Room) function WardRoom:WardRoom(...) self:Room(...) end function WardRoom: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 == "bed" then number = number + 1 end end self.maximum_patients = number Room.roomFinished(self) end function WardRoom:commandEnteringStaff(humanoid) self.staff_member = humanoid self:doStaffUseCycle(humanoid) return Room.commandEnteringStaff(self, humanoid) end function WardRoom:doStaffUseCycle(humanoid) local meander_time = math.random(4, 10) local desk_use_time = math.random(8, 16) humanoid:setNextAction{ name = "meander", count = meander_time, } local obj, ox, oy = self.world:findObjectNear(humanoid, "desk") humanoid:queueAction{name = "walk", x = ox, y = oy} humanoid:queueAction{name = "use_object", object = obj, loop_callback = --[[persistable:ward_desk_loop_callback]] function() desk_use_time = desk_use_time - 1 if desk_use_time == 0 then self:doStaffUseCycle(humanoid) end end, } end function WardRoom:commandEnteringPatient(patient) local staff = self.staff_member local bed, pat_x, pat_y = self.world:findFreeObjectNearToUse(patient, "bed") if not bed then patient:setNextAction(self:createLeaveAction()) patient:queueAction(self:createEnterAction()) print("Warning: A patient was called into the ward even though there are no free beds.") else bed.reserved_for = patient local length = math.random(90, 120) * (1.5 - staff.profile.skill) local --[[persistable:ward_loop_callback]] function loop_callback(action) if length <= 0 then action.prolonged_usage = false end length = length - 1 end local after_use = --[[persistable:ward_after_use]] function() self:dealtWithPatient(patient) end patient:walkTo(pat_x, pat_y) patient:queueAction{ name = "use_object", object = bed, loop_callback = loop_callback, after_use = after_use, } end return Room.commandEnteringPatient(self, patient) end function WardRoom:afterLoad(old, new) if old < 11 then -- Make sure all three tiles outside of the door are unbuildable. local door = self.door local x = door.tile_x local y = door.tile_y local dir = door.direction local map = self.world.map.th local flags = {} local function checkLocation(x, y) if self.world:getRoom(x, y) or not map:getCellFlags(x, y, flags).passable then local message = "Warning: An update has resolved a problem concerning " .. "swing doors, but not all tiles adjacent to them could be fixed." self.world.ui:addWindow(UIInformation(self.world.ui, {message})) return false end return true end if dir == "west" then -- In west or east wall if self.world:getRoom(x, y) == self then -- In west wall if checkLocation(x - 1, y + 1) then map:setCellFlags(x - 1, y + 1, {buildable = false}) end else -- East wall if checkLocation(x, y + 1) then map:setCellFlags(x, y + 1, {buildable = false}) end end else -- if dir == "north", North or south wall if self.world:getRoom(x, y) == self then -- In north wall if checkLocation(x + 1, y - 1) then map:setCellFlags(x + 1, y - 1, {buildable = false}) end else -- South wall if checkLocation(x + 1, y) then map:setCellFlags(x + 1, y, {buildable = false}) end end end end Room.afterLoad(self, old, new) end return room