:: Cellblock Report [nobr]

<<set _brokenSlaves = 0, _idleBonus = 0, _softenedQuirks = 0, _trustMalis = 0, _FLsFetish = 0, _DL = $CellBiIDs.length, $cellblockSlaves = _DL, _SL = $slaves.length, _FLs = -1>>

<<for _dI = 0; _dI < _DL; _dI++>>
<<set _i = $CellBiIDs[_dI].Index, _ID = $CellBiIDs[_dI].ID>>
<<if _ID != $slaves[_i].ID>>
	/% Slaves.ID and $CellBiIDs.ID's don't match-up so let's find her %/
	<<for _i = 0; _i < _SL; _i++>>
	<<if (_ID == $slaves[_i].ID)>>
		/% Correct the Index %/
		<<set $CellBiIDs[_dI].Index = _i>>
	<</if>>
	<</for>>
<</if>>
<</for>>
<<SlaveSort $CellBiIDs>>

<<if $cellblockDecoration != "standard">>
	<<set _devBonus = 1>>
<<else>>
	<<set _devBonus = 0>>
<</if>>

<<if ($Wardeness != 0)>>
	<<for _FLs = 0; _FLs < _SL; _FLs++>>
	<<if ($slaves[_FLs].ID == $Wardeness.ID)>>
		<<break>>
	<</if>>
	<</for>>
	<<if ($slaves[_FLs].health < -80)>>
	<<set $slaves[_FLs].health += 20>>
	<<elseif ($slaves[_FLs].health < -40)>>
	<<set $slaves[_FLs].health += 15>>
	<<elseif ($slaves[_FLs].health < 0)>>
	<<set $slaves[_FLs].health += 10>>
	<<elseif ($slaves[_FLs].health < 90)>>
	<<set $slaves[_FLs].health += 7>>
	<</if>>
	<<if ($slaves[_FLs].devotion <= 60)>>
	<<set $slaves[_FLs].devotion += 2>>
	<</if>>
	<<set $slaves[_FLs].devotion += _devBonus>>
	<<if $slaves[_FLs].trust < 60>>
	<<set $slaves[_FLs].trust += 3>>
	<</if>>
	<<if $slaves[_FLs].fetishStrength <= 95>>
	<<if $slaves[_FLs].fetish != "sadist">>
		<<fetishChangeChance $slaves[_FLs]>>
		<<if $fetishChangeChance > random(0,100)>>
			<<set _FLsFetish = 1, $slaves[_FLs].fetishKnown = 1, $slaves[_FLs].fetish = "sadist">>
		<</if>>
	<<elseif $slaves[_FLs].fetishKnown == 0>>
		<<set _FLsFetish = 1, $slaves[_FLs].fetishKnown = 1>>
	<<else>>
		<<set _FLsFetish = 2, $slaves[_FLs].fetishStrength += 4>>
	<</if>>
	<</if>>
	<<set $Wardeness = $slaves[_FLs], $i = _FLs>>
	<<if ($Wardeness.energy > 95) || ($Wardeness.fetish == "sadist")>>
		<<set _devBonus++, _trustMalis++, _idleBonus++>>
	<</if>>
	&nbsp;&nbsp;&nbsp;&nbsp;$Wardeness.slaveName is serving as the wardeness.
	<<if $Wardeness.relationship == -3>>
		<<set _devBonus++, _trustMalis++, _idleBonus++>>
		As your wife, she tries her best to break the disobedient slaves to your will.
	<</if>>
	<<if (_FLsFetish == 1)>>
		One day she demands obedience. The next day she strikes a slave when it isn't given. The next, she seems more excited than embarrassed when beating a prisoner. Soon, she's looking for an excuse to punish. She's @@color:pink;become more of a sadist.@@
	<<elseif (_FLsFetish == 2)>>
		Being not only allowed but encouraged to get off while punishing prisoners @@color:lightsalmon;deepens her sadism.@@
	<</if>>
	<<if $wardenessCareers.includes($Wardeness.career)>>
		<<set _devBonus++, _trustMalis++, _idleBonus++>>
		She has experience with detecting security issues and grinding down potential miscreants from her life before she was a slave, making her more effective.
	<</if>>
	<<if $Wardeness.fetish == "sadist">>
		She uses the prisoners to gratify her sadism, terrifying them and quickly breaking their resistance.
	<<elseif $Wardeness.energy > 95>>
		She is so sexually depraved that she constantly molests the prisoners, breaking them to a life of servitude.
	<</if>>
	<<if $Wardeness.sexualFlaw == "malicious">>
		<<set _devBonus++, _trustMalis += 2, _idleBonus += 2>>
		Sexual abuse of prisoners has become an end for her, not a means. She inspires her prisoners to do everything possible to qualify to get away from her, even as she slowly grinds away their interest in sex to do it.
	<</if>>
	<<if ($Wardeness.dick > 2) && (canPenetrate($Wardeness))>>
		<<set _devBonus++, _trustMalis++, _idleBonus++>>
		Her molestation of the prisoners is more varied and effective because she has a dick to fuck them with.
	<</if>>
	<<if ($Wardeness.muscles > 35)>>
		<<set _devBonus++, _trustMalis++, _idleBonus++>>
		She is strong enough to restrain anyone that tries anything with her own hands.
	<</if>>
	<<if ($Wardeness.devotion > 95)>>
		<<set _devBonus++, _trustMalis++, _idleBonus++>>
		Her devotion to you is so absolute that she sees breaking bitches for your service as a noble calling.
	<</if>>
	<<if $cellblockSlaves > 0>>
	<<for _dI = 0; _dI < _DL; _dI++>>
		<<set _i = $CellBiIDs[_dI].Index>>
		<<if $familyTesting == 1>>
			<<if $slaves[_i].mother == $Wardeness.ID>>
				She spares no mercy for her daughter, $slaves[_i].slaveName, making sure she understands her place.
				<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
			<</if>>
			<<if $slaves[_i].father == $Wardeness.ID>>
				She spares no mercy for her daughter, $slaves[_i].slaveName, making sure she understands her place.
				<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
			<</if>>
			<<if $slaves[_i].ID == $Wardeness.father>>
				She spares no mercy for her father, $slaves[_i].slaveName, making sure she understands her place.
				<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
			<</if>>
			<<if $slaves[_i].ID == $Wardeness.mother>>
				She spares no mercy for her mother, $slaves[_i].slaveName, making sure she understands her place.
				<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
			<</if>>
			<<if areSisters($slaves[_i], $Wardeness) == 1>>
				She spares no mercy for her twin, $slaves[_i].slaveName, making sure she understands her place.
				<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
			<<elseif areSisters($slaves[_i], $Wardeness) == 2>>
				She spares no mercy for her sister, $slaves[_i].slaveName, making sure she understands her place.
				<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
			<<elseif areSisters($slaves[_i], $Wardeness) == 3>>
				She spares no mercy for her half-sister, $slaves[_i].slaveName, making sure she understands her place.
				<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
			<</if>>
		<<else>>
		<<if $Wardeness.relationTarget == $slaves[_i].ID>>
			She spares no mercy for her $slaves[_i].relation, $slaves[_i].slaveName, making sure she understands her place.
			<<set $slaves[_i].devotion++, $slaves[_i].trust-->>
		<</if>>
		<</if>> /*closes extended family mode*/
		<<if $Wardeness.relationshipTarget == $slaves[_i].ID>>
			She hates having to break her <<if $Wardeness.relationship == 1>>friend<<elseif $Wardeness.relationship == 2>>best friend<<elseif $Wardeness.relationship == 3>>friend with benefits<<elseif $Wardeness.relationship == 4>>lover<<elseif $Wardeness.relationship == 5>>slave wife<</if>>, $slaves[_i].slaveName, but her devotion to you wins out in the end.
			<<set $slaves[_i].devotion++, $slaves[_i].trust -= 3>>
			<<if random(1,100) >= 50>>
				Her and $slaves[_i].slaveName's relationship has been shattered by these events.
				<<set $Wardeness.relationship = 0, $Wardeness.relationshipTarget = 0, $slaves[_FLs].relationship = 0, $slaves[_FLs].relationshipTarget = 0, $slaves[_i].relationship = 0, $slaves[_i].relationshipTarget = 0>>
			<</if>>
		<</if>>
		<<if $Wardeness.rivalryTarget == $slaves[_i].ID>>
			She greatly enjoys breaking her <<if $Wardeness.rivalry == 1>>growing rival<<elseif $Wardeness.rivalry == 2>>rival<<elseif $Wardeness.rivalry >= 3>>bitter rival<</if>>, $slaves[_i].slaveName's will.
			<<set $slaves[_i].devotion++, $slaves[_i].trust -= 3>>
			<<if random(1,100) > 30>>
				<<set $Wardeness.rivalry++, $slaves[_FLs].rivalry++, $slaves[_i].rivalry++>>
			<</if>>
		<</if>>
	<</for>>
	<</if>>
	<<if ($cellblockSlaves < $cellblock)>>
		<<set _seed = random(1,10)+(($cellblock-$cellblockSlaves)*(random(150,170)+(_idleBonus*10))), $cash += _seed>>
		<br>&nbsp;&nbsp;&nbsp;&nbsp;Since she doesn't have enough prisoners to manage to keep her busy, she works on citizens' slaves, earning @@color:yellowgreen;¤_seed.@@
	<</if>>
	<<if ($cellblockSlaves)>><br><</if>>
<</if>>

<<if ($cellblockSlaves > 0)>>
	&nbsp;&nbsp;&nbsp;&nbsp;<<if ($cellblockSlaves == 1)>>''One slave is being confined in $cellblockName until she is willing to obey.''<<else>>''$cellblockSlaves slaves are being confined in $cellblockName until they are willing to obey.''<</if>>
<</if>>

<<if ($Wardeness != 0)>>
	<<if $showEWD != 0>>
		<br><br>
		/* 000-250-006 */
		<<if $seeImages == 1 && $imageChoice == 0>>
		<div class="imageRef tinyImg">
			<<SlaveArt $slaves[_FLs] 0 0>>
		</div>
		<</if>>
		/* 000-250-006 */
		''__@@color:pink;$slaves[$i].slaveName@@__'' is serving as the Wardeness in $cellblockName.
		<br>&nbsp;&nbsp;&nbsp;
		<<if $slaves[$i].choosesOwnClothes == 1>>
		<<include "SA chooses own clothes">>
		<<if ($slaves[$i].devotion <= 20)>>
			<<set $slaves[$i].devotion -= 5>>
		<<else>>
			<<set $slaves[$i].devotion++>>
		<</if>>
		<</if>>
		<<include "SA diet">>
		<<include "SA long term effects">>
		<<include "SA drugs">>
		<<include "SA relationships">>
		<<include "SA rivalries">>
		<br><<include "SA devotion">>
	<<else>>
		<<silently>>
		<<if $slaves[$i].choosesOwnClothes == 1>>
		<<include "SA chooses own clothes">>
		<<if ($slaves[$i].devotion <= 20)>>
			<<set $slaves[$i].devotion -= 5>>
		<<else>>
			<<set $slaves[$i].devotion++>>
		<</if>>
		<</if>>
		<<include "SA diet">>
		<<include "SA long term effects">>
		<<include "SA drugs">>
		<<include "SA relationships">>
		<<include "SA rivalries">>
		<<include "SA devotion">>
		<</silently>>
	<</if>>
	<<set $Wardeness = $slaves[_FLs]>>
<</if>>

<<if ($cellblockSlaves > 0)>>
<<for _dI = 0; _dI < _DL; _dI++>>
	<<set _i = $CellBiIDs[_dI].Index, $i = _i>>
	<<if ($slaves[_i].devotion <= 20)>>
	<<if ($slaves[_i].trust > -20)>>
		<<set $slaves[_i].devotion -= 4, $slaves[_i].trust -= 4>>
	<<else>>
		<<set $slaves[_i].devotion++>>
	<</if>>
	<</if>>
	<<if $cellblockUpgrade == 1>>
	<<if ($slaves[_i].behavioralFlaw != "none") && ($slaves[_i].behavioralQuirk == "none")>>
		<<switch $slaves[_i].behavioralFlaw>>
		<<case "arrogant">>
			<<set $slaves[_i].behavioralQuirk = "confident", _softenedQuirks++>>
		<<case "bitchy">>
			<<set $slaves[_i].behavioralQuirk = "cutting", _softenedQuirks++>>
		<<case "odd">>
			<<set $slaves[_i].behavioralQuirk = "funny", _softenedQuirks++>>
		<<case "hates men">>
			<<set $slaves[_i].behavioralQuirk = "adores women", _softenedQuirks++>>
		<<case "hates women">>
			<<set $slaves[_i].behavioralQuirk = "adores men", _softenedQuirks++>>
		<<case "gluttonous">>
			<<set $slaves[_i].behavioralQuirk = "fitness", _softenedQuirks++>>
		<<case "anorexic">>
			<<set $slaves[_i].behavioralQuirk = "insecure", _softenedQuirks++>>
		<<case "devout">>
			<<set $slaves[_i].behavioralQuirk = "sinful", _softenedQuirks++>>
		<<case "liberated">>
			<<set $slaves[_i].behavioralQuirk = "advocate", _softenedQuirks++>>
		<</switch>>
		<<set $slaves[_i].behavioralFlaw = "none", $slaves[_i].devotion -= 10>>
	<<elseif ($slaves[_i].sexualFlaw != "none") && ($slaves[_i].sexualQuirk == "none")>>
		<<switch $slaves[_i].sexualFlaw>>
		<<case "hates oral">>
			<<set $slaves[_i].sexualQuirk = "gagfuck queen", _softenedQuirks++>>
		<<case "hates anal">>
			<<set $slaves[_i].sexualQuirk = "painal queen", _softenedQuirks++>>
		<<case "hates penetration">>
			<<set $slaves[_i].sexualQuirk = "strugglefuck queen", _softenedQuirks++>>
		<<case "shamefast">>
			<<set $slaves[_i].sexualQuirk = "tease", _softenedQuirks++>>
		<<case "idealistic">>
			<<set $slaves[_i].sexualQuirk = "romantic", _softenedQuirks++>>
		<<case "repressed">>
			<<set $slaves[_i].sexualQuirk = "perverted", _softenedQuirks++>>
		<<case "apathetic">>
			<<set $slaves[_i].sexualQuirk = "caring", _softenedQuirks++>>
		<<case "crude">>
			<<set $slaves[_i].sexualQuirk = "unflinching", _softenedQuirks++>>
		<<case "judgemental">>
			<<set $slaves[_i].sexualQuirk = "size queen", _softenedQuirks++>>
		<</switch>>
		<<set $slaves[_i].sexualFlaw = "none", $slaves[_i].devotion -= 10>>
	<</if>>
	<</if>>
	<<set $slaves[_i].devotion += _devBonus, $slaves[_i].trust -= _trustMalis>>
	<<if ($Wardeness != 0) && ($Wardeness.sexualFlaw == "malicious") && ($slaves[_i].energy >= 2)>>
		<<set $slaves[_i].energy -= 2>>
	<</if>>
	<<if ($slaves[_i].health < -80)>>
	<<set $slaves[_i].health += 20>>
	<<elseif ($slaves[_i].health < -40)>>
	<<set $slaves[_i].health += 15>>
	<<elseif ($slaves[_i].health < 0)>>
	<<set $slaves[_i].health += 10>>
	<<elseif ($slaves[_i].health < 40)>>
	<<set $slaves[_i].health += 7>>
	<<elseif ($slaves[_i].health < 100)>>
	<<set $slaves[_i].health += 3>>
	<</if>>
	<<if ($slaves[_i].devotion > 20) || (($slaves[_i].devotion >= -20) && ($slaves[_i].trust < -20)) || (($slaves[_i].devotion >= -50) && ($slaves[_i].trust < -50))>>
		<<removeJob $slaves[_i] "be confined in the cellblock">>
		<<set _brokenSlaves++, _DL--, _dI-->>
		<<continue>> /% Stops slave from appearing in this summary and as resting in main at same time. %/
	<</if>>
	<<if $showEWD != 0>>
		<br><br>
		/* 000-250-006 */
		<<if $seeImages == 1 && $imageChoice == 0>>
		<div class="imageRef tinyImg">
			<<SlaveArt $slaves[_i] 0 0>>
		</div>
		<</if>>
		/* 000-250-006 */
		''__@@color:pink;$slaves[$i].slaveName@@__'' is confined in $cellblockName.
		<br>&nbsp;&nbsp;&nbsp;&nbsp;She <<include "SA stay confined">>
		<br>&nbsp;&nbsp;&nbsp;
		<<include "SA diet">>
		<<include "SA long term effects">>
		<<include "SA drugs">>
		<<include "SA relationships">>
		<<include "SA rivalries">>
		<br><<include "SA devotion">>
	<<else>>
		<<silently>>
		<<include "SA stay confined">>
		<<include "SA diet">>
		<<include "SA long term effects">>
		<<include "SA drugs">>
		<<include "SA relationships">>
		<<include "SA rivalries">>
		<<include "SA devotion">>
		<</silently>>
	<</if>>
<</for>>
	<<if (_softenedQuirks) || (_brokenSlaves)>>
		<br><br>&nbsp;&nbsp;&nbsp;
	<</if>>
	<<if (_softenedQuirks > 0)>>
		$cellblockName's advanced compliance systems successfully softened
	<<if (_softenedQuirks == 1)>>
		one slave's mental flaw into an @@color:green;appealing quirk,@@ though the constant correction caused her @@color:mediumorchid;considerable anguish.@@
	<<else>>
		_softenedQuirks slaves' mental flaws into @@color:green;appealing quirks,@@ though the constant correction caused them @@color:mediumorchid;considerable anguish.@@
	<</if>>
	<</if>>
	<<if (_brokenSlaves > 0)>>
	<<if (_brokenSlaves == 1)>>
		One slave is now willing to @@color:hotpink;do as she's told@@ and has been released.
	<<else>>
		_brokenSlaves slaves are now willing to @@color:hotpink;do as they're told@@ and have been released.
	<</if>>
	<<if $cellblockDecoration != "standard">>
		$cellblockNameCaps's $cellblockDecoration atmosphere @@color:hotpink;had an impact on <<if _brokenSlaves == 1>>her while she<<else>>them while they<</if>>@@ were imprisoned.
	<</if>>
	<</if>>
<</if>>
<<if $cellblockSlaves || $Wardeness>>
	<br><br>
<</if>>
