private void OnControlledCompanyWorkerAdded(LocalWorker companyWorker)
        {
            ListViewElementWorker newElement = CreateWorkerListViewElement(companyWorker);

            ListViewAvailableWorkers.AddControl(newElement.gameObject);
            SetListViewAvailableWorkersText();
        }
        private void OnWorkersButtonsSelectorSelectedButtonChanged(Button btn)
        {
            if (null != SelectedWorker)
            {
                UnsubscribeFromWorkerEvents(SelectedWorker);
            }

            if (null != btn)
            {
                ListViewElementWorker element = btn.GetComponent <ListViewElementWorker>();
                SelectedWorker = (LocalWorker)element.Worker;
                SubscribeToWorkerEvents(SelectedWorker);
                ButtonFireWorker.interactable        = true;
                ButtonGiveSalaryRaise.interactable   = true;
                SliderSalaryRaiseAmount.interactable = true;
                SetWorkerText();
                ToggleWorkerInfoText(true);
            }
            else
            {
                if (null != SelectedWorker)
                {
                    UnsubscribeFromWorkerEvents(SelectedWorker);
                }

                SelectedWorker = null;
                ButtonFireWorker.interactable        = false;
                ButtonGiveSalaryRaise.interactable   = false;
                SliderSalaryRaiseAmount.interactable = false;
                ToggleWorkerInfoText(false);
            }
        }
        private void OnControlledCompanyWorkerAdded(SharedWorker worker)
        {
            LocalWorker companyWorker = (LocalWorker)worker;

            CreateWorkerListViewElement(companyWorker);
            SetTextListViewWorkers();
        }
        private void OnControlledCompanyWorkerRemoved(SharedWorker worker)
        {
            LocalWorker companyWorker = (LocalWorker)worker;

            RemoveWorkerListViewElement(companyWorker, ListViewWorkers);
            SetTextListViewWorkers();
        }
    private void SimulateWorkerHoliday(LocalWorker companyWorker)
    {
        //What is the probability of worker going to holidays (in %)
        float holidayProbability = companyWorker.DaysSinceAbsent * 0.001f;
        float randomNumber       = Random.Range(0f, 100f);

        if (randomNumber <= holidayProbability)
        {
            //Worker is on holidays
            int holidayDuration = Random.Range(LocalWorker.MIN_HOLIDAY_DURATION, LocalWorker.MAX_HOLIDAY_DURATION);
            holidayDuration                   = Mathf.Clamp(holidayDuration, 1, companyWorker.DaysOfHolidaysLeft);
            companyWorker.AbsenceReason       = WorkerAbsenceReason.Holiday;
            companyWorker.DaysSinceAbsent     = 0;
            companyWorker.DaysUntilAvailable  = holidayDuration;
            companyWorker.DaysOfHolidaysLeft -= holidayDuration;
            companyWorker.Available           = false;

            string playerNotification = string.Format("Your worker {0} {1} is on holidays now. {2} days until he will get back to work",
                                                      companyWorker.Name, companyWorker.Surename, companyWorker.DaysUntilAvailable);
            SimulationManagerComponent.NotificatorComponent.Notify(playerNotification);

#if DEVELOPMENT_BUILD || UNITY_EDITOR
            string debugInfo = string.Format("Worker {0} {1} (ID {2}) is on holidays\n{3} days until available\n",
                                             companyWorker.Name, companyWorker.Surename, companyWorker.ID, companyWorker.DaysUntilAvailable);
            Debug.Log(debugInfo);
#endif
        }
    }
    private void SimulateWorkerSickness(LocalWorker companyWorker)
    {
        //What is the probability of worker being sick (in %)
        float notSickProbability = companyWorker.DaysSinceAbsent * 0.001f;
        float randomNumber       = Random.Range(0f, 100f);

        if (randomNumber <= notSickProbability)
        {
            //Worker is sick
            int sicknessDuration = Random.Range(LocalWorker.MIN_SICKNESS_DURATION, LocalWorker.MAX_SICKNESS_DURATION);
            companyWorker.AbsenceReason      = WorkerAbsenceReason.Sickness;
            companyWorker.DaysSinceAbsent    = 0;
            companyWorker.DaysUntilAvailable = sicknessDuration;
            companyWorker.Available          = false;

            string playerNotification = string.Format("Your worker {0} {1} just got sick ! {2} days until he will get back to work",
                                                      companyWorker.Name, companyWorker.Surename, companyWorker.DaysUntilAvailable);
            SimulationManagerComponent.NotificatorComponent.Notify(playerNotification);

#if DEVELOPMENT_BUILD || UNITY_EDITOR
            string debugInfo = string.Format("Worker {0} {1} (ID {2}) is sick\n{3} days until available\n",
                                             companyWorker.Name, companyWorker.Surename, companyWorker.ID, companyWorker.DaysUntilAvailable);
            Debug.Log(debugInfo);
#endif
        }
    }
    /// <summary>
    /// Calculates satisfaction based on days since salary raise
    /// </summary>
    private void CalculateWorkerSatisfactionSalaryDays(LocalWorker companyWorker)
    {
        companyWorker.Satiscation -= WORKER_DAILY_SATISFACTION_LOSS;
        //Satisfaction is percent value
        companyWorker.Satiscation = Mathf.Clamp(companyWorker.Satiscation, 0.0f, 100.0f);

        float notifySatisfactionLvl = 30f;

        if (companyWorker.Satiscation > notifySatisfactionLvl)
        {
            for (int i = 0; i < WorkersSatisfactionNotificationSent.Count; i++)
            {
                if (companyWorker == WorkersSatisfactionNotificationSent[i])
                {
                    WorkersSatisfactionNotificationSent.RemoveAt(i);
                    break;
                }
            }
        }
        else if (false == WorkersSatisfactionNotificationSent.Contains(companyWorker))
        {
            string notification = string.Format("Your worker's {0} {1} satisfaction level fell below {2} %. " +
                                                "Try to increase it as soon as possible or worker will leave your company !",
                                                companyWorker.Name, companyWorker.Surename, (int)notifySatisfactionLvl);
            SimulationManagerComponent.NotificatorComponent.Notify(notification);
            WorkersSatisfactionNotificationSent.Add(companyWorker);
        }
    }
        private string GetWorkerListViewElementText(LocalWorker worker)
        {
            string elementText;
            string absenceString = string.Empty;

            if (false == worker.Available)
            {
                switch (worker.AbsenceReason)
                {
                case WorkerAbsenceReason.Sickness:
                    absenceString = "Sick";
                    break;

                case WorkerAbsenceReason.Holiday:
                    absenceString = "On holidays";
                    break;

                default:
                    break;
                }
            }

            elementText = string.Format("{0} {1}\n{2} days of expierience\n{3}",
                                        worker.Name,
                                        worker.Surename,
                                        worker.ExperienceTime,
                                        absenceString);
            return(elementText);
        }
 private void UnsubscribeFromWorkerEvents(LocalWorker companyWorker)
 {
     companyWorker.AbilityUpdated         -= OnCompanyWorkerAbilityUpdated;
     companyWorker.SatisfactionChanged    -= OnCompanyWorkerSatisfactionChanged;
     companyWorker.DaysInCompanyChanged   -= OnCompanyWorkerDaysInCompanyChanged;
     companyWorker.SalaryChanged          -= OnCompanyWorkerSalaryChanged;
     companyWorker.ExpierienceTimeChanged -= OnCompanyWorkerExpierienceTimeChanged;
 }
        private void RemoveWorkerListViewElement(SharedWorker companyWorker)
        {
            LocalWorker           worker          = (LocalWorker)companyWorker;
            ControlListViewDrop   workerListView  = (null == worker.AssignedProject) ? ListViewAvailableWorkers : ListViewAssignedWorkers;
            ListViewElementWorker listViewElement = UIWorkers.GetWorkerListViewElement(companyWorker, workerListView);

            RemoveWorkerListViewElement(listViewElement, workerListView);
        }
    private void SimulateWorkerSatisfaction(LocalWorker companyWorker)
    {
        CalculateWorkerSatisfactionSalaryDays(companyWorker);

        if (companyWorker.Satiscation < WORKER_SATISFACTION_LEAVE_TRESHOLD)
        {
            SimulationManagerComponent.ControlledCompany.RemoveWorker(companyWorker);
        }
    }
        private void RemoveWorkerListViewElement(LocalWorker worker, ControlListView listView)
        {
            ListViewElementWorker element = UIWorkers.GetWorkerListViewElement(worker, listView);
            Button buttonComponent        = element.GetComponent <Button>();

            WorkersButtonsSelector.RemoveButton(buttonComponent);
            ListViewWorkers.RemoveControl(element.gameObject);
            worker.SatisfactionChanged -= OnWorkerSatisfactionChanged;
        }
示例#13
0
        public void HireOtherPlayerWorker(PhotonPlayer otherPlayer, SharedWorker worker)
        {
            RemoveOtherPlayerControlledCompanyWorker(otherPlayer, worker);
            LocalWorker hiredWorker = new LocalWorker(worker);

            hiredWorker.Salary         = hiredWorker.HireSalary;
            ControlledCompany.Balance -= hiredWorker.Salary;
            ControlledCompany.AddWorker(hiredWorker);
        }
    /// <summary>
    /// Calculates satisfaction based on salary change amount
    /// </summary>
    private static void CalculateSatisfactionSalaryRaise(LocalWorker companyWorker)
    {
        float satisfactionChange = companyWorker.LastSalaryChange / (float)(companyWorker.Salary - companyWorker.LastSalaryChange);

        satisfactionChange        *= 100.0f;
        companyWorker.Satiscation += satisfactionChange;
        //Satisfaction is percent value
        companyWorker.Satiscation = Mathf.Clamp(companyWorker.Satiscation, 0.0f, 100.0f);
    }
        public void OnButtonGiveSalaryRaiseClicked()
        {
            int    salaryRaiseAmount            = (int)SliderSalaryRaiseAmount.value;
            Button selectedButton               = WorkersButtonsSelector.GetSelectedButton();
            ListViewElementWorker element       = selectedButton.GetComponent <ListViewElementWorker>();
            LocalWorker           companyWorker = (LocalWorker)element.Worker;

            companyWorker.Salary = companyWorker.Salary + salaryRaiseAmount;
        }
    public void AddWorker(LocalWorker workerToAdd)
    {
        Workers.Add(workerToAdd);
        workerToAdd.WorkingCompany = this;
        workerToAdd.DaysInCompany  = 0;
        WorkerAdded?.Invoke(workerToAdd);

#if DEVELOPMENT_BUILD || UNITY_EDITOR
        string debugInfo = string.Format("[{3}] Worker added to company\nName {0} {1}\nID {2}\n",
                                         workerToAdd.Name, workerToAdd.Surename, workerToAdd.ID, this.GetType().Name);
        Debug.Log(debugInfo);
#endif
    }
示例#17
0
        /*Public methods*/

        public void OnHireWorkerButtonClicked()
        {
            WorkersMarketComponent.RemoveWorker(SelectedWorker);

            LocalWorker newLocalWorker = SelectedWorker as LocalWorker;

            if (null == newLocalWorker)
            {
                newLocalWorker = new LocalWorker(SelectedWorker);
            }

            SimulationManagerComponent.ControlledCompany.AddWorker(newLocalWorker);
        }
        /*Public methods*/

        public void OnButtonFireWorkerClicked()
        {
            Button selectedButton                = WorkersButtonsSelector.GetSelectedButton();
            ListViewElementWorker element        = selectedButton.GetComponent <ListViewElementWorker>();
            LocalWorker           workerToRemove = (LocalWorker)element.Worker;

            string infoWindowMsg = string.Format("Do you really want to fire {0} {1} ?",
                                                 workerToRemove.Name,
                                                 workerToRemove.Surename);

            InfoWindowComponent.ShowOkCancel(infoWindowMsg,
                                             () => { SimulationManagerComponent.ControlledCompany.RemoveWorker(workerToRemove); },
                                             null);
        }
    private void UpdateWorkersState()
    {
        for (int i = 0; i < SimulationManagerComponent.ControlledCompany.Workers.Count; i++)
        {
            LocalWorker companyWorker = SimulationManagerComponent.ControlledCompany.Workers[i];
            companyWorker.DaysInCompany += 1;

            if (true == companyWorker.Available)
            {
                ++companyWorker.DaysSinceAbsent;
            }

            SimulateWorkerAbsence(companyWorker);
            SimulateWorkerSatisfaction(companyWorker);
        }
    }
        private ListViewElementWorker CreateWorkerListViewElement(LocalWorker companyWorker)
        {
            ListViewElementWorker element =
                UIWorkers.CreateWorkerListViewElement(companyWorker, WorkerListViewElementPrefab, TooltipComponent);

            element.Text.text = GetWorkerListViewElementText(companyWorker);
            Button buttonComponent = element.GetComponent <Button>();

            WorkersButtonsSelector.AddButton(buttonComponent);
            ListViewWorkers.AddControl(element.gameObject);

            //List view element contains information about satisfaction so it should be updated whenever it changes
            companyWorker.SatisfactionChanged += OnWorkerSatisfactionChanged;

            return(element);
        }
    private void SimulateWorkerAbsence(LocalWorker companyWorker)
    {
        --companyWorker.DaysUntilAvailable;

        if (true == companyWorker.Available)
        {
            SimulateWorkerSickness(companyWorker);
        }

        if (true == companyWorker.Available && companyWorker.DaysOfHolidaysLeft > 0)
        {
            SimulateWorkerHoliday(companyWorker);
        }

        if (0 == companyWorker.DaysUntilAvailable)
        {
            companyWorker.Available = true;
        }
    }
    public void RemoveWorker(LocalWorker workerToRemove)
    {
        Workers.Remove(workerToRemove);
        workerToRemove.WorkingCompany = null;

        if (null != workerToRemove.AssignedProject)
        {
            workerToRemove.AssignedProject.RemoveWorker(workerToRemove);
        }

        WorkerRemoved?.Invoke(workerToRemove);


#if DEVELOPMENT_BUILD || UNITY_EDITOR
        string debugInfo = string.Format("[{3}] Worker removed from company\nName {0} {1}\nID {2}\n",
                                         workerToRemove.Name, workerToRemove.Surename, workerToRemove.ID, this.GetType().Name);
        Debug.Log(debugInfo);
#endif
    }
        public void RemoveWorker(LocalWorker projectWorker)
        {
            projectWorker.AssignedProject = null;
            this.Workers.Remove(projectWorker);
            WorkerRemoved?.Invoke(projectWorker);

#if DEVELOPMENT_BUILD || UNITY_EDITOR
            string debugInfo = string.Format(
                "[{5}] Worker removed from project\n" +
                "PROJECT -------------------\n" +
                "Name: {0}\n" +
                "ID: {1}\n" +
                "WORKER -------------------\n" +
                "Name: {2} {3}\n" +
                "ID: {4}",
                this.Name, this.ID, projectWorker.Name, projectWorker.Surename, projectWorker.ID, this.GetType().Name);
            Debug.Log(debugInfo);
#endif
        }
示例#24
0
        private void RemoveControlledCompanyWorkerRPC(int workerID, int senderID)
        {
            LocalWorker workerToRemove = this.ControlledCompany.Workers.First(x => x.ID == workerID);

            this.ControlledCompany.RemoveWorker(workerToRemove);

            PhotonPlayer sender = PhotonNetwork.playerList.FirstOrDefault(x => x.ID == senderID);
            string       notification;

            notification = string.Format("Player {0} hired your worker !",
                                         //Check if player didnt disconnect since sending RPC
                                         default(PhotonPlayer) == sender ? string.Empty : sender.NickName);
            NotificatorComponent.Notify(notification);

#if DEVELOPMENT_BUILD || UNITY_EDITOR
            string debugInfo = string.Format("[{3}] Player {0} (ID: {1}) removed worker ID: {2} from your company",
                                             sender.NickName, sender.ID, workerToRemove.ID, this.GetType().Name);
            Debug.Log(debugInfo);
#endif
        }
        private string CreateWorkerInfoString(LocalWorker companyWorker)
        {
            string workerInfo = string.Format("Name: {0}\n" +
                                              "Surename: {1}\n" +
                                              "Abilities: ",
                                              companyWorker.Name, companyWorker.Surename);

            foreach (KeyValuePair <ProjectTechnology, SafeFloat> workerAbility in companyWorker.Abilites)
            {
                string abilityName = EnumToString.ProjectTechnologiesStrings[workerAbility.Key];
                workerInfo += string.Format("{0} {1} | ", abilityName, workerAbility.Value.Value.ToString("0.00"));
            }

            workerInfo += string.Format("\nSalary: {0}$\n" +
                                        "Satisfaction: {1}%\n" +
                                        "Days in company: {2}\n",
                                        companyWorker.Salary, companyWorker.Satiscation.ToString("0.00"),
                                        companyWorker.DaysInCompany);

            return(workerInfo);
        }
        private ListViewElementWorker CreateWorkerListViewElement(LocalWorker companyWorker)
        {
            ListViewElementWorker newElement = null;

            if (null != WorkerListViewElementsPool)
            {
                newElement = WorkerListViewElementsPool.GetObject();
            }

            if (null == newElement)
            {
                newElement = UIWorkers.CreateWorkerListViewElement(companyWorker, ListViewWorkerElementPrefab, TooltipComponent);
                UIElementDrag drag = newElement.GetComponent <UIElementDrag>();
                drag.DragParentTransform = gameObject.GetComponent <RectTransform>();
            }

            newElement.gameObject.SetActive(true);
            newElement.Text.text = GetWorkerListViewElementText(companyWorker);
            newElement.Worker    = companyWorker;

            return(newElement);
        }
示例#27
0
        /// <summary>
        /// This method will enable or disable buttons used
        /// for hiring of firing workers based on which worker
        /// is selected (market worker or company worker)
        /// </summary>
        private void SetActionButtonsState(SharedWorker selectedWorker)
        {
            if (null != selectedWorker)
            {
                if (true == (selectedWorker is LocalWorker))
                {
                    LocalWorker selectedLocalWorker = (LocalWorker)selectedWorker;

                    //Check if it is worker that was previously hired in this player's company
                    //(will not be converted to SharedWorker since no need to send it through photon)
                    if (selectedLocalWorker.WorkingCompany == null)
                    {
                        ButtonFireWorker.interactable = false;
                        ButtonHireWorker.interactable = true;
                    }
                    else
                    {
                        ButtonFireWorker.interactable = true;
                        ButtonHireWorker.interactable = false;
                    }
                }
                else if (true == (selectedWorker is SharedWorker))
                {
                    ButtonFireWorker.interactable = false;
                    ButtonHireWorker.interactable = true;
                }

                if (false == SimulationManagerComponent.ControlledCompany.CanHireWorker)
                {
                    ButtonHireWorker.interactable = false;
                }
            }
            else
            {
                ButtonFireWorker.interactable = false;
                ButtonHireWorker.interactable = false;
            }
        }
 private string GetWorkerListViewElementText(LocalWorker worker)
 {
     return(string.Format("{0} {1}\nSatisfaction {2} %\n{3} $ / Month",
                          worker.Name, worker.Surename, worker.Satiscation.ToString("0.00"), worker.Salary));
 }
示例#29
0
 public static string GetWorkerSatisfactionString(LocalWorker worker)
 {
     return(string.Format("{0} %",
                          worker.Satiscation.ToString("0.00")));
 }
        private void OnCompanyWorkerAbilityUpdated(SharedWorker worker, ProjectTechnology workerAbility, float workerAbilityValue)
        {
            LocalWorker companyWorker = (LocalWorker)worker;

            SetWorkerAbilitiesText();
        }