// `J` Job Clinic - Surgery
bool cJobManager::WorkPhysicalSurgery(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
	stringstream ss; string girlName = girl->m_Realname; ss << girlName;
	// if she was not in surgery last turn, reset working days to 0 before proceding
	if (girl->m_YesterDayJob != JOB_PHYSICALSURGERY) { girl->m_WorkingDay = girl->m_PrevWorkingDay = 0; }

	bool hasDoctor = (g_Clinic.GetNumGirlsOnJob(brothel->m_id, JOB_DOCTOR, true) > 0 || g_Clinic.GetNumGirlsOnJob(brothel->m_id, JOB_DOCTOR, false) > 0);
	if (!hasDoctor)
	{
		ss << " does nothing. You don't have any Doctors working. (require 1) ";
		girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_WARNING);
		return false;	// not refusing
	}
	ss << " is in the Clinic to get general surgery.\n\n";

	int msgtype = Day0Night1;
	g_Girls.UnequipCombat(girl);	// not for patient

	if (Day0Night1 == SHIFT_DAY)	// the Doctor works on her durring the day
	{
		girl->m_WorkingDay++;
	}
	else	// and if there are nurses on duty, they take care of her at night
	{
		if (g_Clinic.GetNumGirlsOnJob(0, JOB_NURSE, 1) > 0)
		{
			girl->m_WorkingDay++;
			g_Girls.UpdateStat(girl, STAT_HAPPINESS, 10);
			g_Girls.UpdateStat(girl, STAT_MANA, 10);
		}
	}

	int numnurse = g_Clinic.GetNumGirlsOnJob(0, JOB_NURSE, Day0Night1);

	if (girl->m_WorkingDay >= 5)
	{
		ss << "The surgery is a success.\n";
		msgtype = EVENT_GOODNEWS;
		if (!g_Girls.HasTrait(girl, "Sexy Air"))
		{
			girl->add_trait("Sexy Air", false);
			ss << "She gains Sexy Air trait.\n";
		}
		else if (!g_Girls.HasTrait(girl, "Cute"))
		{
			girl->add_trait("Cute", false);
			ss << "She gains Cute trait.\n";
		}
		if (numnurse > 1)
		{
			ss << "The Nurses kept her healthy and happy during her recovery.\n";
			g_Girls.UpdateStat(girl, STAT_SPIRIT, 5);
			g_Girls.UpdateStat(girl, STAT_MANA, 10);
			g_Girls.UpdateStat(girl, STAT_BEAUTY, 15);
			g_Girls.UpdateStat(girl, STAT_CHARISMA, 15);
		}
		else if (numnurse > 0)
		{
			ss << "The Nurse helped her during her recovery.\n";
			g_Girls.UpdateStat(girl, STAT_HAPPINESS, -5);
			g_Girls.UpdateStat(girl, STAT_HEALTH, -10);
			g_Girls.UpdateStat(girl, STAT_MANA, -10);
			g_Girls.UpdateStat(girl, STAT_BEAUTY, 12);
			g_Girls.UpdateStat(girl, STAT_CHARISMA, 12);
		}
		else
		{
			ss << "She is sad and has lost some health during the operation.\n";
			g_Girls.UpdateStat(girl, STAT_SPIRIT, -5);
			g_Girls.UpdateStat(girl, STAT_HAPPINESS, -15);
			g_Girls.UpdateStat(girl, STAT_HEALTH, -20);
			g_Girls.UpdateStat(girl, STAT_MANA, -20);
			g_Girls.UpdateStat(girl, STAT_BEAUTY, 8);
			g_Girls.UpdateStat(girl, STAT_CHARISMA, 8);
		}

		if (g_Girls.HasTrait(girl, "Fragile")){ g_Girls.UpdateStat(girl, STAT_HEALTH, -5); }
		else if (g_Girls.HasTrait(girl, "Tough")){ g_Girls.UpdateStat(girl, STAT_HEALTH, 5); }
		if (g_Girls.HasTrait(girl, "Pessimist")){ g_Girls.UpdateStat(girl, STAT_HAPPINESS, -5); }
		else if (g_Girls.HasTrait(girl, "Optimist")){ g_Girls.UpdateStat(girl, STAT_HAPPINESS, 5); }

		girl->m_WorkingDay = girl->m_PrevWorkingDay = 0;
		girl->m_DayJob = girl->m_NightJob = JOB_CLINICREST;
	}
	else
	{
		int wdays = (5 - girl->m_WorkingDay);
		if (g_Clinic.GetNumGirlsOnJob(0, JOB_NURSE, 1) > 0)
		{
			if (wdays >= 3)		{ wdays = 3; }
			else if (wdays > 1)	{ wdays = 2; }
			else				{ wdays = 1; }
		}
		ss << "The operation is in progress (" << wdays << " day remaining).\n";
		if (g_Clinic.GetNumGirlsOnJob(0, JOB_NURSE, 1) > 1)		{ ss << "The Nurses are taking care of her at night."; }
		else if (g_Clinic.GetNumGirlsOnJob(0, JOB_NURSE, 1) > 0){ ss << "The Nurse is taking care of her at night."; }
		else							{ ss << "Having a Nurse on duty will speed up her recovery."; }
	}

	girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, msgtype);



	// Improve girl
	int libido = 1;
	if (g_Girls.HasTrait(girl, "Lesbian"))		libido += numnurse;
	if (g_Girls.HasTrait(girl, "M*******t"))	libido += 1;
	if (g_Girls.HasTrait(girl, "Nymphomaniac"))	libido += 2;
	g_Girls.UpdateStatTemp(girl, STAT_LIBIDO, libido);
	if (g_Dice % 10 == 0)
		g_Girls.UpdateSkill(girl, SKILL_MEDICINE, 1);	// `J` she watched what the doctors and nurses were doing

	return false;
}
예제 #2
0
// `J` Job Clinic - Surgery
bool cJobManager::WorkGetFertility(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
#pragma region //	Job setup				//
	stringstream ss; string girlName = girl->m_Realname; ss << girlName;
	// if she was not in surgery last turn, reset working days to 0 before proceding
	if (girl->m_YesterDayJob != JOB_FERTILITY) { girl->m_WorkingDay = girl->m_PrevWorkingDay = 0; }
	girl->m_DayJob = girl->m_NightJob = JOB_FERTILITY;	// it is a full time job

	if (girl->is_pregnant() || g_Girls.HasTrait(girl, "Broodmother"))
	{
		if (g_Girls.HasTrait(girl, "Broodmother"))	ss << " is already as Fertile as she can be so she was sent to the waiting room.";
		else if (girl->is_pregnant())				ss << " is pregant.\nShe must either have her baby or get an abortion before She can get recieve any more fertility treatments.";
		if (Day0Night1 == SHIFT_DAY)	girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_WARNING);
		girl->m_PrevDayJob = girl->m_PrevNightJob = girl->m_YesterDayJob = girl->m_YesterNightJob = girl->m_DayJob = girl->m_NightJob = JOB_CLINICREST;
		girl->m_WorkingDay = girl->m_PrevWorkingDay = 0;
		return false;	// not refusing
	}
	bool hasDoctor = g_Clinic.GetNumGirlsOnJob(0, JOB_DOCTOR, Day0Night1) > 0;
	int numnurse = g_Clinic.GetNumGirlsOnJob(0, JOB_NURSE, Day0Night1);
	if (!hasDoctor)
	{
		ss << " does nothing. You don't have any Doctors working. (require 1) ";
		girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_WARNING);
		return false;	// not refusing
	}
	ss << " is in the Clinic to get fertility treatment.\n\n";

	g_Girls.UnequipCombat(girl);	// not for patient
	int msgtype = Day0Night1;

#pragma endregion
#pragma region //	Count the Days				//

	if (Day0Night1 == SHIFT_DAY)	// the Doctor works on her durring the day
	{
		girl->m_WorkingDay++;
	}
	else	// and if there are nurses on duty, they take care of her at night
	{
		if (g_Clinic.GetNumGirlsOnJob(0, JOB_NURSE, 1) > 0)
		{
			girl->m_WorkingDay++;
			g_Girls.UpdateStat(girl, STAT_HEALTH, 10);
			g_Girls.UpdateStat(girl, STAT_HAPPINESS, 10);
			g_Girls.UpdateStat(girl, STAT_MANA, 10);
		}
	}

#pragma endregion
#pragma region //	In Progress				//

	if (girl->m_WorkingDay < 5 || Day0Night1 == SHIFT_DAY)
	{
		int wdays = (5 - girl->m_WorkingDay);
		if (g_Clinic.GetNumGirlsOnJob(0, JOB_NURSE, 1) > 0)
		{
			if (wdays >= 3)		{ wdays = 3; }
			else if (wdays > 1)	{ wdays = 2; }
			else				{ wdays = 1; }
		}
		ss << "The operation is in progress (" << wdays << " day remaining).\n";
		if (g_Clinic.GetNumGirlsOnJob(0, JOB_NURSE, 1) > 1)		{ ss << "The Nurses are taking care of her at night."; }
		else if (g_Clinic.GetNumGirlsOnJob(0, JOB_NURSE, 1) > 0){ ss << "The Nurse is taking care of her at night."; }
		else							{ ss << "Having a Nurse on duty will speed up her recovery."; }
	}

#pragma endregion
#pragma region //	Surgery Finished			//

	else
	{
		ss << "The surgery is a success.\n";
		msgtype = EVENT_GOODNEWS;
		girl->m_WorkingDay = girl->m_PrevWorkingDay = 0;

		if (numnurse > 2)
		{
			ss << "The Nurses kept her healthy and happy during her recovery.\n";
			g_Girls.UpdateStat(girl, STAT_HEALTH, g_Dice.bell(0, 20));
			g_Girls.UpdateStat(girl, STAT_HAPPINESS, g_Dice.bell(0, 10));
			g_Girls.UpdateStat(girl, STAT_SPIRIT, g_Dice.bell(0, 10));
			g_Girls.UpdateStat(girl, STAT_MANA, g_Dice.bell(0, 20));
			g_Girls.UpdateStat(girl, STAT_BEAUTY, g_Dice.bell(0, 2));
			g_Girls.UpdateStat(girl, STAT_CHARISMA, g_Dice.bell(0, 2));
		}
		else if (numnurse > 0)
		{
			ss << "The Nurse" << (numnurse > 1 ? "s" : "") << " helped her during her recovery.\n";
			g_Girls.UpdateStat(girl, STAT_HEALTH, g_Dice.bell(0, 10));
			g_Girls.UpdateStat(girl, STAT_HAPPINESS, g_Dice.bell(0, 5));
			g_Girls.UpdateStat(girl, STAT_SPIRIT, g_Dice.bell(0, 5));
			g_Girls.UpdateStat(girl, STAT_MANA, g_Dice.bell(0, 10));
			g_Girls.UpdateStat(girl, STAT_BEAUTY, g_Dice % 2);
			g_Girls.UpdateStat(girl, STAT_CHARISMA, g_Dice % 2);
		}
		else
		{
			ss << "She is sad and has lost some health during the operation.\n";
			g_Girls.UpdateStat(girl, STAT_HEALTH, g_Dice.bell(-20, 2));
			g_Girls.UpdateStat(girl, STAT_HAPPINESS, g_Dice.bell(-10, 1));
			g_Girls.UpdateStat(girl, STAT_SPIRIT, g_Dice.bell(-5, 1));
			g_Girls.UpdateStat(girl, STAT_MANA, g_Dice.bell(-20, 3));
			g_Girls.UpdateStat(girl, STAT_BEAUTY, g_Dice.bell(-1, 1));
			g_Girls.UpdateStat(girl, STAT_CHARISMA, g_Dice.bell(-1, 1));
		}

		ss << g_Girls.AdjustTraitGroupFertility(girl, 1, false);
		if (g_Girls.HasTrait(girl, "Broodmother"))
		{
			ss << "\n\nShe has been released from the Clinic.";
			girl->m_PrevDayJob = girl->m_PrevNightJob = girl->m_YesterDayJob = girl->m_YesterNightJob = girl->m_DayJob = girl->m_NightJob = JOB_CLINICREST;
		}
	}

#pragma endregion
#pragma region	//	Finish the shift			//

	girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, msgtype);

	// Improve girl
	int libido = 1;
	if (g_Girls.HasTrait(girl, "Lesbian"))		libido += numnurse;
	if (g_Girls.HasTrait(girl, "M*******t"))	libido += 1;
	if (g_Girls.HasTrait(girl, "Nymphomaniac"))	libido += 2;
	g_Girls.UpdateStatTemp(girl, STAT_LIBIDO, libido);
	if (g_Dice % 10 == 0)
		g_Girls.UpdateSkill(girl, SKILL_MEDICINE, 1);	// `J` she watched what the doctors and nurses were doing

#pragma endregion
	return false;
}
예제 #3
0
// `J` Job Clinic - Staff
bool cJobManager::WorkMechanic(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
#pragma region //	Job setup				//
	int actiontype = ACTION_WORKMECHANIC;
	stringstream ss; string girlName = girl->m_Realname; ss << girlName;
	int roll_a = g_Dice.d100(), roll_b = g_Dice.d100(), roll_c = g_Dice.d100();
	if (g_Girls.DisobeyCheck(girl, actiontype, brothel))			// they refuse to work 
	{
		ss << " refused to work during the " << (Day0Night1 ? "night" : "day") << " shift.";
		girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_NOWORK);
		return true;
	}
	ss << " worked as a mechanic.\n\n";

	
	g_Girls.UnequipCombat(girl);	// put that shit away, you'll scare off the customers!
	double wages = 25, tips = 0;
	int enjoy = 0, fame = 0;
	int imagetype = IMGTYPE_PROFILE;
	int msgtype = Day0Night1;

#pragma endregion
#pragma region //	Job Performance			//

	double jobperformance = JP_Mechanic(girl, false);


	if (jobperformance >= 245)
	{
		wages += 155;
		ss << "She must be the perfect mechanic patients go on and on about her and always come to see her when she works.\n\n";
	}
	else if (jobperformance >= 185)
	{
		wages += 95;
		ss << "She's unbelievable at this and is always getting praised by the patients for her work.\n\n";
	}
	else if (jobperformance >= 135)
	{
		wages += 55;
		ss << "She's good at this job and gets praised by the patients often.\n\n";
	}
	else if (jobperformance >= 85)
	{
		wages += 15;
		ss << "She made a few mistakes but overall she is okay at this.\n\n";
	}
	else if (jobperformance >= 65)
	{
		wages -= 5;
		ss << "She was nervous and made a few mistakes. She isn't that good at this.\n\n";
	}
	else
	{
		wages -= 15;
		ss << "She was nervous and constantly making mistakes. She really isn't very good at this job.\n\n";
	}


	//try and add randomness here
	if (g_Girls.GetStat(girl, STAT_BEAUTY) > 85 && g_Dice.percent(20))
	{
		wages += 25;
		ss << " Stunned by her beauty a patient left her a great tip.\n\n";
	}
	if (g_Girls.HasTrait(girl, "Construct") && g_Dice.percent(15))
	{
		wages += 15;
		ss << " Seeing a kindred spirit, the mechanical patient left her a great tip.\n";
	}
	if (g_Girls.HasTrait(girl, "Half-Construct") && g_Dice.percent(15))
	{
		wages += 15;
		ss << " Seeing a kindred spirit, the mechanical patient left her a great tip.\n";
	}
	if (g_Girls.HasTrait(girl, "Clumsy") && g_Dice.percent(15))
	{
		wages -= 15;
		ss << " Her clumsy nature caused her to drop parts everywhere.\n";
	}
	if (g_Girls.HasTrait(girl, "Pessimist") && g_Dice.percent(5))
	{
		if (jobperformance < 125)
		{
			wages -= 10;
			ss << " Her pessimistic mood depressed the patients making them tip less.\n";
		}
		else
		{
			wages += 10;
			ss << girlName << " was in a poor mood so the patients gave her a bigger tip to try and cheer her up.\n";
		}
	}
	if (g_Girls.HasTrait(girl, "Optimist") && g_Dice.percent(5))
	{
		if (jobperformance < 125)
		{
			wages -= 10;
			ss << girlName << " was in a cheerful mood but the patients thought she needed to work more on her services.\n";
		}
		else
		{
			wages += 10;
			ss << " Her optimistic mood made patients cheer up increasing the amount they tip.\n";
		}
	}


#pragma endregion
#pragma region	//	Enjoyment and Tiredness		//

	//enjoyed the work or not
	if (roll_a <= 5)
	{
		ss << "\nSome of the patrons abused her during the shift.";
		enjoy -= 1;
	}
	else if (roll_a <= 25)
	{
		ss << "\nShe had a pleasant time working.";
		enjoy += 3;
	}
	else
	{
		ss << "\nOtherwise, the shift passed uneventfully.";
		enjoy += 1;
	}


#pragma endregion
#pragma region	//	Money					//


#pragma endregion
#pragma region	//	Finish the shift			//


	girl->m_Events.AddMessage(ss.str(), imagetype, Day0Night1);
	int roll_max = (g_Girls.GetStat(girl, STAT_INTELLIGENCE) + g_Girls.GetSkill(girl, SKILL_SERVICE));
	roll_max /= 4;
	wages += 10 + g_Dice%roll_max;
	wages += 5 * g_Clinic.GetNumGirlsOnJob(0, JOB_GETREPAIRS, Day0Night1);	// `J` pay her 5 for each patient you send to her		
	// Money
	if (wages < 0)	wages = 0;	girl->m_Pay = (int)wages;
	if (tips < 0)	tips = 0;	girl->m_Tips = (int)tips;


	// Improve stats
	int xp = 10, libido = 1, skill = 2;

	if (g_Girls.HasTrait(girl, "Quick Learner"))		{ skill += 1; xp += 3; }
	else if (g_Girls.HasTrait(girl, "Slow Learner"))	{ skill -= 1; xp -= 3; }
	if (g_Girls.HasTrait(girl, "Nymphomaniac"))			{ libido += 2; }
	if (girl->fame() < 10 && jobperformance >= 70)		{ fame += 1; }
	if (girl->fame() < 20 && jobperformance >= 100)		{ fame += 1; }
	if (girl->fame() < 40 && jobperformance >= 145)		{ fame += 1; }
	if (girl->fame() < 50 && jobperformance >= 185)		{ fame += 1; }

	g_Girls.UpdateStat(girl, STAT_FAME, fame);
	g_Girls.UpdateStat(girl, STAT_EXP, xp);
	g_Girls.UpdateStat(girl, STAT_INTELLIGENCE, g_Dice%skill + 1);
	g_Girls.UpdateSkill(girl, SKILL_MEDICINE, g_Dice%skill);
	g_Girls.UpdateSkill(girl, SKILL_SERVICE, g_Dice%skill);
	g_Girls.UpdateStatTemp(girl, STAT_LIBIDO, libido);

	g_Girls.UpdateEnjoyment(girl, actiontype, enjoy);

	//gain traits
	g_Girls.PossiblyGainNewTrait(girl, "Charismatic", 60, actiontype, "Dealing with patients and talking with them about their problems has made " + girl->m_Realname + " more Charismatic.", Day0Night1);
	g_Girls.PossiblyGainNewTrait(girl, "Strong", 60, actiontype, "Handling heavy parts and working with heavy tools has made " + girl->m_Realname + " much Stronger.", Day0Night1);

	//lose traits
	g_Girls.PossiblyLoseExistingTrait(girl, "Nervous", 20, actiontype, girl->m_Realname + " seems to finally be getting over her shyness. She's not always so Nervous anymore.", Day0Night1);
	g_Girls.PossiblyLoseExistingTrait(girl, "Elegant", 40, actiontype, " Working with dirty, greasy equipment has damaged " + girl->m_Realname + "'s hair, skin and nails making her less Elegant.", Day0Night1);

#pragma endregion
	return false;
}
// `J` Job Clinic - Surgery
bool cJobManager::WorkBreastReduction(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
#pragma region //	Job setup				//
	stringstream ss; string girlName = girl->m_Realname; ss << girlName;
	// if she was not in surgery last turn, reset working days to 0 before proceding
	if (girl->m_YesterDayJob != JOB_BREASTREDUCTION) { girl->m_WorkingDay = girl->m_PrevWorkingDay = 0; }
	girl->m_DayJob = girl->m_NightJob = JOB_BREASTREDUCTION;	// it is a full time job

	if (girl->has_trait( "Flat Chest"))
	{
		ss << " already has a Flat Chest so she was sent to the waiting room.";
		if (Day0Night1 == SHIFT_DAY)	girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_WARNING);
		girl->m_PrevDayJob = girl->m_PrevNightJob = girl->m_YesterDayJob = girl->m_YesterNightJob = girl->m_DayJob = girl->m_NightJob = JOB_CLINICREST;
		girl->m_WorkingDay = girl->m_PrevWorkingDay = 0;
		return false;	// not refusing
	}
	bool hasDoctor = g_Clinic.GetNumGirlsOnJob(0, JOB_DOCTOR, Day0Night1) > 0;
	int numnurse = g_Clinic.GetNumGirlsOnJob(0, JOB_NURSE, Day0Night1);
	if (!hasDoctor)
	{
		ss << " does nothing. You don't have any Doctors working. (require 1) ";
		girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_WARNING);
		return false;	// not refusing
	}
	ss << " is in the Clinic to get her breasts reduced.\n\n";

	int msgtype = Day0Night1;
	g_Girls.UnequipCombat(girl);	// not for patient

#pragma endregion
#pragma region //	Count the Days				//

	if (Day0Night1 == SHIFT_DAY)	// the Doctor works on her durring the day
	{
		girl->m_WorkingDay++;
	}
	else	// and if there are nurses on duty, they take care of her at night
	{
		girl->m_WorkingDay = girl->m_PrevWorkingDay = 0;
		ss << "The surgery is a success.\n";
		msgtype = EVENT_GOODNEWS;

		ss << g_Girls.AdjustTraitGroupBreastSize(girl, -1, false) << "\n\n";

		if (numnurse > 2)
		{
			ss << "The Nurses kept her healthy and happy during her recovery.\n";
			g_Girls.UpdateStat(girl, STAT_HEALTH, g_Dice.bell(0, 20));
			g_Girls.UpdateStat(girl, STAT_HAPPINESS, g_Dice.bell(0, 10));
			g_Girls.UpdateStat(girl, STAT_SPIRIT, g_Dice.bell(0, 10));
			g_Girls.UpdateStat(girl, STAT_MANA, g_Dice.bell(0, 20));
			g_Girls.UpdateStat(girl, STAT_BEAUTY, g_Dice.bell(0, 2));
			g_Girls.UpdateStat(girl, STAT_CHARISMA, g_Dice.bell(0, 2));
		}
		else if (numnurse > 0)
		{
			ss << "The Nurse" << (numnurse > 1 ? "s" : "") << " helped her during her recovery.\n";
			g_Girls.UpdateStat(girl, STAT_HEALTH, g_Dice.bell(0, 10));
			g_Girls.UpdateStat(girl, STAT_HAPPINESS, g_Dice.bell(0, 5));
			g_Girls.UpdateStat(girl, STAT_SPIRIT, g_Dice.bell(0, 5));
			g_Girls.UpdateStat(girl, STAT_MANA, g_Dice.bell(0, 10));
			g_Girls.UpdateStat(girl, STAT_BEAUTY, g_Dice % 2);
			g_Girls.UpdateStat(girl, STAT_CHARISMA, g_Dice % 2);
		}
		else
		{
			ss << "She is sad and has lost some health during the operation.\n";
			g_Girls.UpdateStat(girl, STAT_HEALTH, g_Dice.bell(-20, 2));
			g_Girls.UpdateStat(girl, STAT_HAPPINESS, g_Dice.bell(-10, 1));
			g_Girls.UpdateStat(girl, STAT_SPIRIT, g_Dice.bell(-5, 1));
			g_Girls.UpdateStat(girl, STAT_MANA, g_Dice.bell(-20, 3));
			g_Girls.UpdateStat(girl, STAT_BEAUTY, g_Dice.bell(-1, 1));
			g_Girls.UpdateStat(girl, STAT_CHARISMA, g_Dice.bell(-1, 1));
		}

		if (girl->has_trait( "Flat Chest"))
		{
			ss << girlName << "'s breasts are as small as they can get so she was sent to the waiting room.";
			girl->m_PrevDayJob = girl->m_PrevNightJob = girl->m_YesterDayJob = girl->m_YesterNightJob = girl->m_DayJob = girl->m_NightJob = JOB_CLINICREST;
		}
	}

#pragma endregion
#pragma region	//	Finish the shift			//

	girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, msgtype);

	// Improve girl
	int libido = 1;
	if (girl->has_trait( "Lesbian"))		libido += numnurse;
	if (girl->has_trait( "M*******t"))	libido += 1;
	if (girl->has_trait( "Nymphomaniac"))	libido += 2;
	g_Girls.UpdateStatTemp(girl, STAT_LIBIDO, libido);
	if (g_Dice % 10 == 0)
		g_Girls.UpdateSkill(girl, SKILL_MEDICINE, 1);	// `J` she watched what the doctors and nurses were doing

#pragma endregion
	return false;
}
예제 #5
0
// `J` Job Clinic - Surgery
bool cJobManager::WorkRepairShop(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
	int actiontype = ACTION_GENERAL;
	stringstream ss; string girlName = girl->m_Realname; ss << girlName;
	g_Girls.UnequipCombat(girl);	// not for patients

	if (!g_Girls.HasTrait(girl, "Construct") && !g_Girls.HasTrait(girl, "Half-Construct"))
	{
		ss << girlName << " has no artificial parts so she was sent to the Healing center.";
		if (Day0Night1 == SHIFT_DAY) girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_WARNING);
		if (girl->m_DayJob == JOB_GETREPAIRS)	girl->m_DayJob = JOB_GETHEALING;
		if (girl->m_NightJob == JOB_GETREPAIRS)	girl->m_NightJob = JOB_GETHEALING;
		return false;	// not refusing
	}

	int nummecs = g_Clinic.GetNumGirlsOnJob(0, JOB_MECHANIC, Day0Night1);
	int numnurse = g_Clinic.GetNumGirlsOnJob(0, JOB_NURSE, Day0Night1);

	// `J` base recovery copied freetime recovery
	int health = 10 + (girl->constitution() / 10);
	int tiredness = 10 + g_Dice % 21;	// build up as positive then apply as negative
	int happy = 10 + g_Dice % 11;
	int mana = 5 + (girl->magic() / 5);
	int libido = (g_Girls.HasTrait(girl, "Nymphomaniac") ? 15 : 5);

	if (nummecs + numnurse < 1)
	{
		ss << "You don't have any Mechanics or Nurses on duty so " << girlName << " just rests in a hospital bed.";
	}
	else
	{
		ss << girlName << " does nothing while ";
	}
	if (nummecs > 0)
	{
		ss << "the Mechanic" << (nummecs > 1 ? "s" : "");
		if (g_Girls.HasTrait(girl, "Half-Construct") && girl->m_DayJob == JOB_GETREPAIRS && girl->m_NightJob == JOB_GETREPAIRS)
		{	// if fixed by Mechanic for both shifts.
			health += 20;	// Total 40 healing per day, heals less because Mechanic does not fix living tissue.
		}
		else
		{
			health += 30;
		}
	}
	if (nummecs > 0 && numnurse > 0) { ss << " and"; }
	if (numnurse > 0)
	{
		ss << " the Nurse" << (numnurse > 1 ? "s" : "");
		health += 10;
		tiredness += 10;
		happy += 10;
		mana += (girl->magic() / 5);
	}
	if (nummecs + numnurse >= 4 && g_Dice.percent(50))	// lots of people making sure she is in good working order
	{
		g_Girls.UpdateStat(girl, STAT_CONSTITUTION, 1);
	}
	ss << (((nummecs > 1 && numnurse < 1) || numnurse > 1) ? " take" : " takes") << " care of her.";

	// Improve girl
	if (g_Girls.HasTrait(girl, "Lesbian"))		libido += numnurse;
	if (g_Girls.HasTrait(girl, "M*******t"))	libido += 1;
	if (g_Girls.HasTrait(girl, "Nymphomaniac"))	libido += 2;

	g_Girls.UpdateStat(girl, STAT_HEALTH, health, false);
	g_Girls.UpdateStat(girl, STAT_TIREDNESS, -tiredness, false);
	g_Girls.UpdateStat(girl, STAT_HAPPINESS, happy);
	g_Girls.UpdateStat(girl, STAT_MANA, mana);
	g_Girls.UpdateStatTemp(girl, STAT_LIBIDO, libido);
	if (g_Dice % 10 == 0) g_Girls.UpdateSkill(girl, SKILL_MEDICINE, 1);	// `J` she watched what the doctors and nurses were doing

	g_Girls.UpdateStat(girl, STAT_EXP, 1);   // Just because!

	// send her to the waiting room when she is healthy
	if (girl->health() > 90 && girl->tiredness() < 10)
	{
		if (nummecs + numnurse < 1)	ss << "\n\nShe wanders out of the Clinic when she is feeling better.";
		else						ss << "\n\nShe has been released from the Clinic.";
		if (girl->m_DayJob == JOB_GETHEALING)	girl->m_DayJob = JOB_CLINICREST;
		if (girl->m_NightJob == JOB_GETHEALING)	girl->m_NightJob = JOB_CLINICREST;
		if (girl->m_DayJob == JOB_GETREPAIRS)	girl->m_DayJob = JOB_CLINICREST;
		if (girl->m_NightJob == JOB_GETREPAIRS)	girl->m_NightJob = JOB_CLINICREST;
	}

	girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, Day0Night1);

	return false;
}
예제 #6
0
// `J` Job Clinic - Staff - job_is_cleaning
bool cJobManager::WorkJanitor(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary)
{
	int actiontype = ACTION_WORKCLEANING;
	stringstream ss; string girlName = girl->m_Realname; ss << girlName;
	int roll_a = g_Dice.d100(), roll_b = g_Dice.d100(), roll_c = g_Dice.d100();
	if (roll_a <= 50 && g_Girls.DisobeyCheck(girl, actiontype, brothel))
	{
		ss << " refused to clean the Clinic.";
		girl->m_Events.AddMessage(ss.str(), IMGTYPE_PROFILE, EVENT_NOWORK);
		return true;
	}
	ss << " worked cleaning the Clinic.\n\n";

	g_Girls.UnequipCombat(girl);	// put that shit away

	double CleanAmt = JP_Janitor(girl, false);
	int enjoy = 0;
	int wages = 0;
	int tips = 0;
	int imagetype = IMGTYPE_MAID;
	int msgtype = Day0Night1;
	bool playtime = false;

	if (roll_a <= 10)
	{
		enjoy -= g_Dice % 3 + 1;
		CleanAmt *= 0.8;
		if (roll_b < 50)	ss << "She spilled a bucket of something unpleasant all over herself.";
		else				ss << "She did not like cleaning the Clinic today.";
	}
	else if (roll_a >= 90)
	{
		enjoy += g_Dice % 3 + 1;
		CleanAmt *= 1.1;
		if (roll_b < 50)	ss << "She cleaned the building while humming a pleasant tune.";
		else				ss << "She had a great time working today.";
	}
	else
	{
		enjoy += g_Dice % 2;
		ss << "The shift passed uneventfully.";
	}
	ss << "\n\n";

	// slave girls not being paid for a job that normally you would pay directly for do less work
	if ((girl->is_slave() && !cfg.initial.slave_pay_outofpocket()))
	{
		CleanAmt *= 0.9;
		wages = 0;
	}
	else
	{
		wages = min(30, int(30 + (CleanAmt / 10))); // `J` Pay her based on how much she cleaned
	}

	// `J` if she can clean more than is needed, she has a little free time after her shift
	if (brothel->m_Filthiness < CleanAmt / 2) playtime = true;
	ss << "\n\nCleanliness rating improved by " << (int)CleanAmt;
	if (playtime)	// `J` needs more variation
	{
		ss << "\n\n" << girlName << " finished her cleaning early so she ";
		if (girl->is_pregnant() && girl->health() < 90)
		{
			ss << "got a quick checkup and made sure her unborn baby was doing OK.";
			g_Girls.UpdateStat(girl, STAT_HEALTH, 10);
			g_Girls.UpdateStat(girl, STAT_HAPPINESS, (g_Dice % 4) + 2);
		}
		else if (girl->health() < 80)
		{
			ss << "got a quick checkup.";
			g_Girls.UpdateStat(girl, STAT_HEALTH, 10);
		}
		else if (girl->is_pregnant() || g_Dice.percent(40))
		{
			ss << "hung out in the maternity ward watching the babies.";
			g_Girls.UpdateStat(girl, STAT_HAPPINESS, (g_Dice % 6) - 2);
		}
		else if (girl->tiredness() > 50 && brothel->free_rooms() > 10)
		{
			ss << "found an empty room and took a nap.";
			g_Girls.UpdateStat(girl, STAT_TIREDNESS, -((g_Dice % 10) + 5));
		}
		else
		{
			int d = g_Clinic.GetNumGirlsOnJob(brothel->m_id, JOB_DOCTOR, Day0Night1);
			int n = g_Clinic.GetNumGirlsOnJob(brothel->m_id, JOB_NURSE, Day0Night1);
			ss << "watched the ";
			if (d + n < 1)
			{
				ss << "people wander about the Clinic.";
				g_Girls.UpdateStat(girl, STAT_HAPPINESS, (g_Dice % 3) - 1);
			}
			else
			{
				if (d > 0)			ss << "doctor" << (d > 1 ? "s" : "");
				if (d > 0 && n > 0)	ss << " and ";
				if (n > 0)			ss << "nurse" << (n > 1 ? "s" : "");
				ss << " do their job" << (d + n > 1 ? "s" : "");
				g_Girls.UpdateSkill(girl, SKILL_MEDICINE, (g_Dice % 2));
			}
		}
	}

	// do all the output
	girl->m_Events.AddMessage(ss.str(), IMGTYPE_MAID, Day0Night1);
	brothel->m_Filthiness -= (int)CleanAmt;
	// Money
	girl->m_Tips = max(0, tips);
	girl->m_Pay = max(0, wages);

	// Improve girl
	int xp = 5, libido = 1, skill = 3;
	if (enjoy > 1)										{ xp += 1; skill += 1; }
	if (girl->has_trait( "Quick Learner"))		{ skill += 1; xp += 3; }
	else if (girl->has_trait( "Slow Learner"))	{ skill -= 1; xp -= 3; }
	if (girl->has_trait( "Nymphomaniac"))			{ libido += 2; }

	g_Girls.UpdateStat(girl, STAT_EXP, (g_Dice % xp) + 2);
	g_Girls.UpdateSkill(girl, SKILL_SERVICE, (g_Dice % skill) + 2);
	g_Girls.UpdateStatTemp(girl, STAT_LIBIDO, libido);

	g_Girls.UpdateEnjoyment(girl, actiontype, enjoy);
	// Gain Traits
	if (g_Dice.percent(girl->service()))
		g_Girls.PossiblyGainNewTrait(girl, "Maid", 70, actiontype, girlName + " has cleaned enough that she could work professionally as a Maid anywhere.", Day0Night1);
	// Lose Traits
	if (g_Dice.percent(girl->service()))
		g_Girls.PossiblyLoseExistingTrait(girl, "Clumsy", 30, actiontype, "It took her spilling hundreds of buckets, and just as many reprimands, but " + girl->m_Realname + " has finally stopped being so Clumsy.", Day0Night1);

	return false;
}