--[[ 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. --]]

corsixth.require("announcer")

local AnnouncementPriority = _G["AnnouncementPriority"]

--! A Doctor, Nurse, Receptionist, Handyman, or Surgeon
class "Staff" (Humanoid)

---@type Staff
local Staff = _G["Staff"]

--!param ... Arguments to base class constructor.
function Staff:Staff(...)
  self:Humanoid(...)
  self.hover_cursor = TheApp.gfx:loadMainCursor("staff")
  self.parcelNr = 0
  self.leave_sounds = {}
  self.leave_priority = AnnouncementPriority.High
end

--! Handle daily adjustments to staff.
--!return (boolean) Whether the caller should continue processing
function Staff:tickDay()
  if not Humanoid.tickDay(self) then
    return false
  end
  if class.is(self, Receptionist) then return true end
  -- Pay too low  --> unhappy
  -- Pay too high -->   happy
  local fair_wage = self.profile:getFairWage()
  local wage = self.profile.wage
  self:changeAttribute("happiness", 0.05 * (wage - fair_wage) / (fair_wage ~= 0 and fair_wage or 1))

  -- if you overwork your Dr's then there is a chance that they can go crazy
  -- when this happens, find him and get him to rest straight away
  if self:isVeryTired() or not self:isResting() then
    -- Working when you should be taking a break will make you unhappy
    if self:getAttribute("fatigue") >= self.hospital.policies["goto_staffroom"] then
      self:changeAttribute("happiness", -0.02)
    end
    -- You will also start to become unhappy as you become tired
    if self:getAttribute("fatigue") >= 0.5 then
      self:changeAttribute("happiness", -0.01)
    end
  else -- You are resting, and no longer very tired. Things can only get better!
    self:setMood("tired", "deactivate")
    self:changeAttribute("happiness", 0.006)
  end

  -- It is nice to see plants, but dead plants make you unhappy
  local plant = getRandomEntryFromArray(self:findObjectsInSquare(2, "plant"))
  if plant then
    self:changeAttribute("happiness", -0.003 + (plant:isPleasingFactor() * 0.001))
  end

  -- Seeing various nearby objects boost your happiness, some more than others
  local good_objects = {
    ["extinguisher"] = 0.002, -- Makes you feel safe
    ["bin"]          = 0.001,
    ["bookcase"]     = 0.003,
    ["skeleton"]     = 0.002,
    ["tv"]           = 0.0005,
  }

  -- Construct an array with the object names.
  local happy_objects = {}
  for name, _ in pairs(good_objects) do happy_objects[#happy_objects + 1] = name end

  -- Look what's around the humanoid, and adapt the happiness.
  happy_objects = self:findObjectsInSquare(2, happy_objects)
  for obj_name, happiness_score in pairs(good_objects) do
    self:changeAttribute("happiness", #happy_objects[obj_name] * happiness_score)
  end

  -- List of positive rest activities and their happiness effect
  local recreation = {
    ["video_game"] = 0.08,
    ["pool_table"] = 0.074,
    ["sofa"]       = 0.05,
  }
  -- Being able to rest from work and play the video game or pool will make you happy
  if self:getCurrentAction().name == "use_object" then
    local happiness = recreation[self:getCurrentAction().object.object_type.id]
    if happiness then self:changeAttribute("happiness", happiness) end
  end

  local room = self:getRoom()
  if room then
    self:changeAttribute("happiness", room.happiness_factor)
  end

  return true
end

function Staff:tick()
  Entity.tick(self)
  -- don't do anything if they're fired or picked up or have no hospital
  if self.fired or self.pickup or not self.hospital or self.dead then
    return
  end

  -- check if we need to use the staff room and go there if so
  self:checkIfNeedRest()
  -- check if staff has been waiting too long for a raise
  self:checkIfWaitedTooLongForRaise()

  -- Decide whether the staff member should be tiring and tire them
  if self:isTiring() then
    self:tire(0.000090)
    self:changeAttribute("happiness", -0.00002)
  end

  -- Make staff members request a raise if they are very unhappy
  if not self.world.debug_disable_salary_raise and self:getAttribute("happiness") < 0.1 then
    if not self.timer_until_raise then
      self.timer_until_raise = 200
    end
    if self.timer_until_raise == 0 then
      self:requestRaise()
    else
      self.timer_until_raise = self.timer_until_raise - 1
    end
  else
    self.timer_until_raise = nil
  end

  -- seeing litter will make you unhappy. If it is pee or puke it is worse
  for _, litter in ipairs(self:findObjectsInSquare(2, "litter")) do
    if litter:anyLitter() then
      self:changeAttribute("happiness", -0.0002)
    else
      self:changeAttribute("happiness", -0.0004)
    end
  end
  self:updateSpeed()
end

function Staff:checkIfWaitedTooLongForRaise()
  if not self.quitting_in then return end
  self.quitting_in = self.quitting_in - 1

  local is_waiting_time_is_up = self.quitting_in < 0
  if is_waiting_time_is_up then
    local rise_windows = self.world.ui:getWindows(UIStaffRise)
    local staff_rise_window = nil
    self.quitting_in = nil
    self.hospital:removeMessage(self)

    -- We go through all "requesting rise" windows open
    -- to close one of them if open when request resolved.
    for i = 1, #rise_windows do
      if rise_windows[i].staff == self then
        staff_rise_window = rise_windows[i]
        break
      end
    end

    -- If the hospital policy is set to automatically grant wage increases, grant
    -- the requested raise instead of firing the staff member
    if self.hospital.policies.grant_wage_increase then
      if staff_rise_window then -- if rise window open
        staff_rise_window:increaseSalary() -- close window and raise
      else
        local rise_amount = self.profile:getRiseAmount()
        self:increaseWage(rise_amount)
      end
    -- else: The staff member is sacked
    else
      if staff_rise_window then
        staff_rise_window:fireStaff() -- close window and fire
      else
        self:fire()
      end
    end
  end
end

function Staff:isTiring()
  local tiring = true

  local room = self:getRoom()
  -- Being in a staff room is actually quite refreshing, as long as you're not a handyman watering plants.
  if room then
    if room.room_info.id == "staff_room" and not self.on_call then
      tiring = false
    end
  elseif not class.is(self, Handyman) then
    tiring = false
  end

  -- Picking staff members up doesn't tire them, it just tires the player.
  if self:getCurrentAction().name == "pickup" then
    tiring = false
  end

  return tiring
end

function Staff:isResting()
  local room = self:getRoom()

  if room and room.room_info.id == "staff_room" and not self.on_call then
    return true
  else
    return false
  end
end

--! Destroys any raise request window that may be queued
function Staff:removeQueuedStaffMessage()
  self.hospital:removeMessage(self)
end

-- Immediately terminate the staff member's employment.
function Staff:fire()
  if self.fired then
    return
  end

  -- Ensure that there are no inspection windows open for this staff member.
  local staff_window = self.world.ui:getWindow(UIStaff)
  if staff_window and staff_window.staff == self then
      staff_window:close()
  end
  self:removeQueuedStaffMessage()
  self.hospital:spendMoney(self.profile.wage, _S.transactions.severance .. ": "
      .. self.profile:getFullName())
  self.world.ui:playSound("sack.wav")
  self:setMood("exit", "activate")
  self:setDynamicInfoText(_S.dynamic_info.staff.actions.fired)
  self.fired = true
  self.going_home = true
  self.hospital:changeReputation("kicked")
  self:despawn()
  self.hover_cursor = nil
  self.hospital:announceStaffLeave(self)
  -- Unregister any build callbacks or messages.
  self:unregisterCallbacks()
  -- Update the staff management window if it is open.
  local window = self.world.ui:getWindow(UIStaffManagement)
  if window then
    window:updateStaffList(self)
  end
end

function Staff:die()
  self:removeQueuedStaffMessage()
  -- Update the staff management screen (if present) accordingly
  local window = self.world.ui:getWindow(UIStaffManagement)
  if window then
    window:updateStaffList(self)
  end
  self.dead = true
end

-- Despawns the staff member and removes them from the hospital
function Staff:despawn()
  self.hospital:removeStaff(self)
  Humanoid.despawn(self)
end

-- Function which is called when the user clicks on the staff member.
-- Responsible for opening a staff information dialog on left click and picking
-- up the staff member on right click.
--!param ui (GameUI) The UI which the user in question is using.
--!param button (string) One of: "left", "middle", "right".
function Staff:onClick(ui, button)
  if self.fired then
    return
  end

  if button == "left" then
    if self.message_callback then
      self:message_callback()
    else
      ui:addWindow(UIStaff(ui, self))
    end
  elseif button == "right" then
    self:setPickup(ui, nil)
  end
  Humanoid.onClick(self, ui, button)
end

function Staff:dump()
  print("-----------------------------------")
  if self.on_call then
    print("On call: ")
    CallsDispatcher.dumpCall(self.on_call)
  else
    print('On call: no')
  end
  print("Busy: ", (self:isIdle() and "idle" or "busy") .. (self.pickup and " and picked up" or ''))
  if self.going_to_staffroom then print("Going to staffroom") end
  if self.last_room then
      print("Last room: ", self.last_room.room_info.id .. '@' .. self.last_room.x ..','.. self.last_room.y)
  end

  Humanoid.dump(self)
end

function Staff:setProfile(profile)
  self.profile = profile
  self:setType(profile.humanoid_class)
  self.attributes["fatigue"] = 0
  self:setLayer(5, profile.layer5)
  self.waiting_for_staffroom = false -- Staff member has detected there is no staff room to rest.
end

-- Function for increasing fatigue. Fatigue can be between 0 and 1,
-- so amounts here should be appropriately small comma values.
function Staff:tire(amount)
  -- The no rest cheat overrides tiring effects
  if not self.hospital.hosp_cheats:isCheatActive("no_rest_cheat") then
    self:changeAttribute("fatigue", amount)
  end
  self:updateDynamicInfo()
end

-- Function for decreasing fatigue. Fatigue can be between 0 and 1,
-- so amounts here should be appropriately small comma values.
function Staff:wake(amount)
  self:changeAttribute("fatigue", -amount)
  self:updateDynamicInfo()
end

-- Update the movement speed
function Staff:updateSpeed()
  local level = 2
  if self.profile.is_junior then
    level = 1
  elseif self.profile.is_consultant then
    level = 3
  end
  local room = self:getRoom()
  if room and room.room_info.id == "training" and self:fulfillsCriterion("Doctor") then
    level = 1
  elseif self.hospital and self.hospital.hosp_cheats:isCheatActive("no_rest_cheat") then
    level = 3 -- Cheat makes everyone speedy
  elseif not class.is(self, Receptionist) then
    if self:isCrackUpTired() then
      level = level - 2
    elseif self:isVeryTired() then
      level = level - 1
    end
  end
  if level >= 3 then
    self.speed = "fast"
    self.slow_animation = false
  elseif level <= 1 then
    self.speed = "slow"
    self.slow_animation = true
  else
    self.speed = "normal"
    self.slow_animation = false
  end
end

-- Check if fatigue is over a certain level (decided by the hospital policy),
-- and go to the StaffRoom if it is.
function Staff:checkIfNeedRest()
  -- Only when the staff member is very tired should the icon emerge. Unhappiness will also escalate
  if self:isVeryTired() then
    self:setMood("tired", "activate")
    self:changeAttribute("happiness", -0.0002)
  end
  -- If above the policy threshold, go to the staff room.
  if self:getAttribute("fatigue") >= self.hospital.policies["goto_staffroom"] and
      not class.is(self:getRoom(), StaffRoom) then
    -- The staff will get unhappy if there is no staffroom to rest in.
    if self.waiting_for_staffroom then
      self:changeAttribute("happiness", -0.001)
    end

    local room = self:getRoom()
    -- Nurses can leave a ward with patients remaining in their beds,
    -- nurses in other rooms and other staff must leave after all patients exit
    local may_leave = room and (room.room_info.id == "ward" or not room:getPatient())
    if (self.staffroom_needed and (may_leave or not room)) or
        (room and self.going_to_staffroom) then
      if self:getCurrentAction().name ~= "walk" and self:getCurrentAction().name ~= "queue" then
        self.staffroom_needed = nil
        self:goToStaffRoom()
      end
    end

    -- Abort if waiting for a staffroom to be built, waiting for the patient to leave,
    -- already going to staffroom or being picked up
    if self.waiting_for_staffroom or self.staffroom_needed or
        self.going_to_staffroom or self.pickup then
      return
    end

    -- If no staff room exists, prevent further checks until one is built
    if not self.world:findRoomNear(self, "staff_room") then
      self.waiting_for_staffroom = true -- notifyNewRoom resets it when a staff room gets built.
      return
    end

    if not class.is(self, Handyman) and room and room:getPatient() then
      -- If occupied by patient, staff will go to the staffroom after the patient left.
      self.staffroom_needed = true
    else
      self:goToStaffRoom()
    end
  end
end

function Staff:notifyNewRoom(room)
  if room.room_info.id == "staff_room" then
    self.waiting_for_staffroom = false
  end
end

function Staff:goToStaffRoom()
  -- NB: going_to_staffroom set if (and only if) a seek_staffroom action is in the action_queue
  self.going_to_staffroom = true

  local room = self:getRoom()
  if room then
    room.staff_leaving = true
    self:setNextAction(room:createLeaveAction())
    self:queueAction(SeekStaffRoomAction())
  else
    self:setNextAction(SeekStaffRoomAction())
  end
end

-- Function to set pickup action on staff. Pickup action can be deferred.
function Staff:setPickup(ui, window_to_close)
  if not self.pickup then -- check if we already added pickup Action in actions queue
    self.pickup = true
    local pickup_action = PickupAction(ui)
    if window_to_close then -- if we want to close some window after pickup happened
      pickup_action = pickup_action:setTodoClose(window_to_close)
    end
    self:setNextAction(pickup_action, true)
  end
end

function Staff:onPickup()
  self:setDynamicInfoText("")
  -- picking up staff was not canceling moods in all cases see issue 1642
  -- as you would expect room:onHumanoidLeave(humanoid) to clear them!
  self:setMood("idea3", "deactivate")
  self:setMood("reflexion", "deactivate")
end

function Staff:onPlaceInCorridor()
  local world = self.world
  local notify_object = world:getObjectToNotifyOfOccupants(self.tile_x, self.tile_y)
  if notify_object then
    notify_object:onOccupantChange(1)
  end
  -- Assume that if the player puts someone in the corridor they don't want the
  -- staff member to primarily return to his/her old room.
  self.last_room = nil
  self:updateSpeed()
  self:setNextAction(MeanderAction())
end

-- Sets the Hospital for a member of staff
--!param hospital (Hospital) - hospital to assign to member of staff
function Staff:setHospital(hospital)
  Humanoid.setHospital(self, hospital)
  self:updateDynamicInfo()
end

-- Helper function to decide if Staff fulfills a criterion
-- (one of "Doctor", "Nurse", "Psychiatrist", "Surgeon", "Researcher" and "Handyman", "Receptionist", "Junior", "Consultant")
function Staff:fulfillsCriterion(criterion)
  return false
end

function Staff:adviseWrongPersonForThisRoom()
  local room = self:getRoom()
  local room_name = room.room_info.long_name
  local required = (room.room_info.maximum_staff or room.room_info.required_staff)
  if required then
    if required.Nurse then
      self.hospital:giveAdvice({ _A.staff_place_advice.only_nurses_in_room:format(room_name) })
    elseif required.Surgeon then
      self.hospital:giveAdvice({ _A.staff_place_advice.only_surgeons })
    elseif required.Researcher then
      self.hospital:giveAdvice({ _A.staff_place_advice.only_researchers })
    elseif required.Psychiatrist then
      self.hospital:giveAdvice({ _A.staff_place_advice.only_psychiatrists })
    else
      self.hospital:giveAdvice({ _A.staff_place_advice.only_doctors_in_room:format(room_name) })
    end
  end
end

--! Check whether staff are meandering
--!return true if staff currently has a meander action
function Staff:isMeandering()
  if #self.action_queue < 2 then return false end

  -- "meander" action always insert "move" or "idle" action before itself.
  -- so when humanoid "meandering" his action queue usually looks like:
  -- [1 idle, 2 meander] or [1 walk, 2 meander].
  local idle_is_first = self.action_queue[1].name == "idle"
  local walk_is_first = self.action_queue[1].name == "walk"
  local meander_is_second = self.action_queue[2].name == "meander"

  return (idle_is_first or walk_is_first) and meander_is_second
end

-- Function to decide if staff currently has nothing to do and can be called to a room where they're needed
function Staff:isIdle()
  -- Make sure we're not in an undesired state
  if not self.hospital or self.fired then
    return false
  end

  if self.on_call or self.pickup or self.going_to_staffroom or self.staffroom_needed then
    return false
  end

  -- if they are using a door they are not idle, this stops doctors being considered for staff selection
  -- for rooms they have not completely left yet, fixes issue 810
  if self.user_of and self.user_of.object_type.id == "door" then
    return false
  end

  local room = self:getRoom()
  if room then
    -- in special rooms, never
    if room.room_info.id == "staff_room" or room.room_info.id == "research" or
        room.room_info.id == "training" then
      return false
    end

    -- For handyman - just check the on_call flag
    if class.is(self, Handyman) then return not self.on_call end

    -- For other staff...
    -- Staff member might be leaving
    if self:getCurrentAction().is_leaving then return false end

    -- in regular rooms (diagnosis / treatment), if no patient is in sight
    -- or if the only one in sight is actually leaving.
    return not room:isRoomInDemand()
  else
    -- In the corridor and not on_call (e.g. watering or going to room).
    if class.is(self, Handyman) then return not self.on_call end

    -- The staff is free, unless going back to the training/research.
    room = self.last_room
    if room and (room.room_info.id == "training" or room.room_info.id == "research") then
      return false
    end

    return true
  end
end

-- Makes the staff member request a raise of 10%, or a wage exactly in the middle of their current and a fair one, whichever is more.
function Staff:requestRaise()
  assert(self.hospital, "A staff member asked for a pay rise who doesn't belong to a hospital!")
  local max_salary = self.world.map.level_config.payroll.MaxSalary
  -- Never request a raise if already at max salary
  if self.profile.wage >= max_salary then
    self.timer_until_raise = nil
    return
  end
  -- Check whether there is already a request for raise.
  if not self:isMoodActive("pay_rise") then
    local amount = math.floor(math.max(self.profile.wage * 1.1, (self.profile:getFairWage() + self.profile.wage) / 2) - self.profile.wage)
    -- Don't ask over the salary cap
    if self.profile.wage + amount > max_salary then
      amount = max_salary - self.profile.wage
    end
    -- At least for now, staff are timid, and only ask for raises 1/5th of the time
    if math.random(1, 5) ~= 1 or amount <= 0 then
      self.timer_until_raise = nil
      return -- too timid
    end
    -- The staff member can now successfully ask for a raise
    self.hospital:makeRaiseRequest(amount, self)
    self.quitting_in = 25*30 + math.random(0, 50) -- Time until the staff members quits anyway
    self:setMood("pay_rise", "activate")
  end
end

-- Increases the wage of the staff member. Also increases happiness and clears
-- any request raise dialogs.
--!param amount (integer) The amount, in game dollars per month, to increase
-- the salary by.
--!return (bool) Whether the wage actually increased
function Staff:increaseWage(amount)
  -- Are we already paid the maximum?
  local max_salary = self.world.map.level_config.payroll.MaxSalary
  local wage_raised = true
  if self.profile.wage >= max_salary then
    wage_raised = false -- Already at max salary
  else
    local new_wage = self.profile.wage + amount
    if self.profile.wage + amount > max_salary then
      -- Maximum salary hit. The staff member will never be unhappy again
      new_wage = max_salary
    end
    -- Apply new salary
    self.profile.wage = new_wage
    self.world.ui:playSound("bonusal2.wav")
  end
  -- Reset
  self:setMood("pay_rise", "deactivate")
  self:changeAttribute("happiness", 0.99)
  return wage_raised
end

--! Sets dynamic info text before the dynamic info update
--!param text (string) the string to append
function Staff:setDynamicInfoText(text)
  self.dynamic_text = text
  self:updateDynamicInfo()
end

--! Updates a staff member's dynamic info
function Staff:updateDynamicInfo()
  local dynamic_text = self.dynamic_text or ""
  local fatigue_text = _S.dynamic_info.staff.tiredness
  if class.is(self, Receptionist) then
    fatigue_text = nil
  else
    self:setDynamicInfo('progress', self:getAttribute("fatigue"))
  end
  self:setDynamicInfo('text', {
    self.profile.profession,
    dynamic_text,
    fatigue_text,
  })
  if self.hospital then
    self:setDynamicInfo('dividers', {self.hospital.policies["goto_staffroom"]})
  end
end

function Staff:onDestroy()
  -- Remove any message related to the staff member.
  if self.message_callback then
    self:message_callback(true)
    self.message_callback = nil
  end
  Humanoid.onDestroy(self)
end

function Staff:afterLoad(old, new)
  -- Usage of going_to_staffroom flag changed slightly, so unset it.
  -- (should be safe even if someone is actually going to staffroom)
  if old < 27 and new >= 27 then
    self.going_to_staffroom = nil
  end

  if old < 29 and new >= 29 then
    -- Handymen could have "staffroom_needed" flag set due to a bug, unset it.
    if class.is(self, Handyman) then
      self.staffroom_needed = nil
    end
  end

  if old < 64 and new >= 64 then
    -- added reference to world for staff profiles
    self.profile.world = self.world
  end
  if old < 68 and new >= 68 then
    if not class.is(self, Receptionist) and
        self:getAttribute("fatigue") >= self.hospital.policies["goto_staffroom"] then
      self:goToStaffRoom()
      self.going_to_staffroom = true
    end
  end

  if old < 121 and new >= 121 then
    if class.is(self, Handyman) and self.user_of and self.user_of.object_type.class == "Litter" then
      local litter = self.user_of
      local hospital = self.world:getHospital(litter.tile_x, litter.tile_y)
      local taskIndex = hospital:getIndexOfTask(litter.tile_x, litter.tile_y, "cleaning", litter)
      hospital:removeHandymanTask(taskIndex, "cleaning")
    end
  end

  if old < 133 and new >= 133 then
    if class.is(self, Handyman) then
      setmetatable(self, Handyman._metatable)
    elseif class.is(self, Receptionist) then
      setmetatable(self, Receptionist._metatable)
    elseif class.is(self, Nurse) then
      setmetatable(self, Nurse._metatable)
    else
      setmetatable(self, Doctor._metatable)
    end

    -- The new class's afterLoad calls staff.afterLoad, so to avoid
    -- infinite recursion we need to finish afterLoad actions up to
    -- this version, and then pretend we are starting from this
    -- version to avoid running them a second time.
    Humanoid.afterLoad(self, old, 133)
    self:afterLoad(133, new)
    return
  end

  if old < 213 then
    self.mood_marker = 2
  end

  if old < 250 then
    -- Staff members picked up and moved to rest didn't reset the
    -- staffroom_needed flag. If a staff member genuinely needed it they would
    -- get it back again next tick.
    if self:getAttribute("fatigue") < self.hospital.policies["goto_staffroom"] then
      self.staffroom_needed = nil
      self.going_to_staffroom = nil -- also clear for consistency
    end
  end

  self:updateDynamicInfo()
  Humanoid.afterLoad(self, old, new)
end

--! Estimate staff service quality based on skills, restfulness (inverse of fatigue) and happiness.
--!return (float) between [0-1] indicating quality of the service.
function Staff:getServiceQuality()
  -- weights
  local skill_weight = 0.7
  local restfulness_weight = 0.2
  local happiness_weight = 0.1

  local weighted_skill = skill_weight * self.profile.skill
  -- Less fatigue is better
  local weighted_restfulness = restfulness_weight * (1 - self:getAttribute("fatigue"))
  local weighted_happiness = happiness_weight * self:getAttribute("happiness")

  return weighted_skill + weighted_restfulness + weighted_happiness
end

--[[ Return string representation
!return (string)
]]
function Staff:tostring()
  return Humanoid.tostring(self)
end

--! Judge tiredness based on the level config (which has a default of 700)
--!return (boolean) Is staff member very tired?
function Staff:isVeryTired()
  return self:getAttribute("fatigue") * 1000 >= self.world.map.level_config.gbv.VeryTired
end

--! Judge crack up tiredness based on the level config (which has a default of 800)
--!return (boolean) Is staff member very tired?
function Staff:isCrackUpTired()
  return self:getAttribute("fatigue") * 1000 >= self.world.map.level_config.gbv.CrackUpTired
end

-- Dummy callback for savegame compatibility
local callbackNewRoom = --[[persistable:staff_build_staff_room_callback]] function() end
