--[[ Copyright (c) 2009 Manuel König

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 = "research"
room.level_config_id = 28
room.class = "ResearchRoom"
room.name = _S.rooms_short.research_room
room.long_name = _S.rooms_long.research_room
room.tooltip = _S.tooltip.rooms.research_room
room.objects_additional = { 
  "extinguisher", 
  "radiator", 
  "plant", 
  "bin", 
  "computer", 
  "desk", 
  "cabinet",} 
  --"analyser" } -- No animations yet anyway
room.objects_needed = { desk = 1, cabinet = 1, autopsy = 1 }
room.build_preview_animation = 5102
room.categories = {
  facilities = 2,
}
room.minimum_size = 5
room.wall_type = "green"
room.floor_tile = 21
room.required_staff = {
  Researcher = 1,
}
room.call_sound = "reqd023.wav"

class "ResearchRoom" (Room)

function ResearchRoom:ResearchRoom(...)
  self:Room(...)
  self.staff_member_set = {}
end

local staff_usage_objects = {
  desk = true,
  cabinet = true,
  computer = true,
  -- Not autopsy: it should be free for when a patient arrives
  -- Not atom analyser: there are no usage anims
}

function ResearchRoom:doStaffUseCycle(staff, previous_object)
  local obj, ox, oy = self.world:findFreeObjectNearToUse(staff,
    staff_usage_objects, "near", previous_object)
  
  if obj then
    obj.reserved_for = staff
    staff:walkTo(ox, oy)
    if obj.object_type.id == "desk" then
      local desk_use_time = math.random(7, 14)
      staff:queueAction {
        name = "use_object",
        object = obj,
        loop_callback = --[[persistable:research_desk_loop_callback]] function(action)
          desk_use_time = desk_use_time - 1
          if action.todo_interrupt or desk_use_time == 0 then
            action.prolonged_usage = false
          end
        end,
        after_use = --[[persistable:research_desk_after_use]] function()
          -- TODO: Should interactions give points?
          self.hospital.research:addResearchPoints(100)
        end,
      }
    else
      staff:queueAction {
        name = "use_object",
        object = obj,
        after_use = --[[persistable:research_obj_after_use]] function() 
          if obj.object_type.id == "computer" then
            self.hospital.research:addResearchPoints(500) 
            -- TODO: Balance value, find it in level config?
          end
        end,
      }
    end
  end
  
  local num_meanders = math.random(2, 4)
  staff:queueAction {
    name = "meander",
    loop_callback = --[[persistable:research_meander_loop_callback]] function(action)
      num_meanders = num_meanders - 1
      if num_meanders == 0 then
        self:doStaffUseCycle(staff)
      end
    end
  }
end

function ResearchRoom:roomFinished()
  local fx, fy = self:getEntranceXY(true)
  local objects = self.world:findAllObjectsNear(fx, fy)
  local number = 0
  for object, value in pairs(objects) do
    -- The number of desks in the room determines how many researchers
    -- can work there at once.
    if object.object_type.id == "desk" then
      number = number + 1
    end
  end
  self.maximum_staff = {
    Researcher = number,
  }
  -- Is this the first research department built?
  if not self.hospital.research_dep_built then
    self.hospital.research_dep_built = true
    self.world.ui.adviser:say(_A.information.initial_general_advice
    .research_now_available)
  end
  -- Also check if it would be good to hire a researcher.
  if not self.hospital:hasStaffOfCategory("Researcher") then
    self.world.ui.adviser:say(_A.room_requirements
    .research_room_need_researcher)
  end
  return Room.roomFinished(self)
end

function ResearchRoom:getMaximumStaffCriteria()
  return self.maximum_staff
end

function ResearchRoom:commandEnteringStaff(staff)
  self.staff_member_set[staff] = true
  self:doStaffUseCycle(staff)
  return Room.commandEnteringStaff(self, staff, true)
end

function ResearchRoom:commandEnteringPatient(patient)
  local staff = next(self.staff_member_set)
  local autopsy, stf_x, stf_y = self.world:findObjectNear(patient, "autopsy")
  local orientation = autopsy.object_type.orientations[autopsy.direction]
  local pat_x, pat_y = autopsy:getSecondaryUsageTile()
  patient:walkTo(pat_x, pat_y)
  patient:queueAction{name = "idle", direction = "east"}
  staff:walkTo(stf_x, stf_y)
  staff:queueAction{
    name = "multi_use_object",
    object = autopsy,
    use_with = patient,
    after_use = --[[persistable:autopsy_after_use]] function()
      self:commandEnteringStaff(staff)
      -- Patient dies :(
      self:onHumanoidLeave(patient)
      -- Some research is done. :) Might trigger a loss of reputation though.
      local hosp = self.hospital
      local room = patient.disease.treatment_rooms[#patient.disease.treatment_rooms]
      hosp.research:addResearchPoints("dummy", room)
      if hosp.discover_autopsy_risk > math.random(1, 100) and not hosp.autopsy_discovered then
        -- Can only be discovered once.
        hosp.autopsy_discovered = true
        hosp:changeReputation("autopsy_discovered")
        hosp.world.ui.adviser:say(_A.research.autopsy_discovered_rep_loss)
      else
        -- The risk increases after each use.
        -- TODO: Should it ever become 100%?
        self.hospital.discover_autopsy_risk = self.hospital.discover_autopsy_risk + 10
      end
      if patient.hospital then
        -- NB: Do not use patient:setHospital(nil) as that also causes despawning, which
        -- has some bad effects if the autopsy machine is directly next to the room's door
        hosp:removePatient(patient)
        patient.hospital = nil
      end
      patient.world:destroyEntity(patient)
    end,
  }
  return Room.commandEnteringPatient(self, patient)
end


function ResearchRoom:onHumanoidLeave(humanoid)
  self.staff_member_set[humanoid] = nil
  Room.onHumanoidLeave(self, humanoid)
end

return room
