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--[[ 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 function meander_action_start(action, humanoid)
local room = humanoid:getRoom()
-- Answering call queue
if class.is(humanoid, Staff) and humanoid:isIdle() and not room then
if humanoid.humanoid_class == "Handyman" then
if humanoid:searchForHandymanTask() == true then
return
end
-- If staff starts wandering around in Idle mode,
-- he's effectively not in any room and need not to comeback after
-- staff room visit
elseif humanoid.world.dispatcher:answerCall(humanoid) then
if action.must_happen then
humanoid:finishAction()
end
return
else
-- Nowhere to go, start going to the old room if it's still in
-- need of staff.
local room = humanoid.last_room
if room and room.is_active
and room:testStaffCriteria(room:getMaximumStaffCriteria(), humanoid) then
humanoid:queueAction(room:createEnterAction(humanoid))
humanoid:setDynamicInfoText(_S.dynamic_info.staff.actions.heading_for
:format(room.room_info.name))
humanoid:finishAction()
return
end
end
humanoid.last_room = nil
end
-- Just wandering around
if humanoid.humanoid_class == "Doctor" or humanoid.humanoid_class == "Nurse" then
if not room then
humanoid:setDynamicInfoText(_S.dynamic_info.staff.actions.wandering)
end
end
local x, y = humanoid.world.pathfinder:findIdleTile(humanoid.tile_x,
humanoid.tile_y, math.random(1, 24))
if x == humanoid.tile_x and y == humanoid.tile_y then
-- Nowhere to walk to - go idle instead, or go onto the next action
if #humanoid.action_queue == 1 then
humanoid:queueAction{name = "idle"}
end
humanoid:finishAction()
return
end
if action.todo_interrupt then
humanoid:finishAction()
return
end
if action.count then
if action.count == 0 then
humanoid:finishAction()
return
else
action.count = action.count - 1
end
elseif action.loop_callback then
action.loop_callback()
if action ~= humanoid.action_queue[1] then
return
end
end
local procrastination
if action.can_idle and math.random(1, 3) == 1 then
procrastination = {name = "idle", count = math.random(25, 40)}
else
action.can_idle = true
procrastination = {name = "walk", x = x, y = y}
end
procrastination.must_happen = action.must_happen
humanoid:queueAction(procrastination, 0)
end
return meander_action_start
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