Examples of AndCondition


Examples of aima.core.agent.impl.aprog.simplerule.ANDCondition

  private static Set<Rule> getRuleSet() {
    // Note: Using a LinkedHashSet so that the iteration order (i.e. implied
    // precedence) of rules can be guaranteed.
    Set<Rule> rules = new LinkedHashSet<Rule>();

    rules.add(new Rule(new ANDCondition(new EQUALCondition(
        ATTRIBUTE_STATE_LOCATION_A,
        VacuumEnvironment.LocationState.Clean), new EQUALCondition(
        ATTRIBUTE_STATE_LOCATION_B,
        VacuumEnvironment.LocationState.Clean)), NoOpAction.NO_OP));
    rules.add(new Rule(new EQUALCondition(ATTRIBUTE_CURRENT_STATE,
View Full Code Here

Examples of com.lyncode.xoai.dataprovider.filter.conditions.AndCondition

            @Override
            public Filter getFilter() {
                return new DateUntilFilter(DATE);
            }
        };
        scopedFilters.add(new ScopedFilter(new AndCondition(getFilterResolver(),
                fromCondition, untilCondition), Scope.Query));

        String result = underTest.buildQuery(scopedFilters);

        assertThat(result, is("(((item.lastmodified:["+escapedFromDate(DATE)+" TO *]) AND (item.lastmodified:[* TO "+escapedUntilDate(DATE)+"])))"));
View Full Code Here

Examples of games.stendhal.server.entity.npc.condition.AndCondition

          }
        });
    // player returns and says hi while sacs being made
    npc.add(ConversationStates.IDLE,
      ConversationPhrases.GREETING_MESSAGES,
      new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
          new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "makingthread;")),
      ConversationStates.ATTENDING, null,
        new ChatAction() {
          public void fire(final Player player, final Sentence sentence,
              final EventRaiser npc) {
            behaviour.giveProduct(npc, player);
          }
        });
    // player returns and doesn't need fabric and sacs not being made
    npc.add(ConversationStates.IDLE,
      ConversationPhrases.GREETING_MESSAGES,
      new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
          new NotCondition(
              new OrCondition(
                   new QuestInStateCondition(mithrilcloak.getQuestSlot(), "need_fabric"),
                   new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "makingthread;")
              )
          )),
      ConversationStates.IDLE, "Ha ha he he woo hoo!!!",
      null);


    // player returns and needs fabric
    npc.add(ConversationStates.IDLE,
      ConversationPhrases.GREETING_MESSAGES,
      new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
          new QuestInStateCondition(mithrilcloak.getQuestSlot(), "need_fabric")),
      ConversationStates.ATTENDING, "Ha ha he he woo hoo ... ha ... Sorry, I get carried away sometimes. What do you want?",
      null);

View Full Code Here

Examples of games.stendhal.server.entity.npc.condition.AndCondition

    final SpeakerNPC npc = npcs.get("Boris Karlova");

    // player returns and says hi while sacs being made
    npc.add(ConversationStates.IDLE,
      ConversationPhrases.GREETING_MESSAGES,
      new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
          new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "makingthread;")),
      ConversationStates.IDLE, null,
        new ChatAction() {
          public void fire(final Player player, final Sentence sentence,
                   final EventRaiser npc) {
            final String orderString = player.getQuest(mithrilcloak.getQuestSlot());
            final String[] order = orderString.split(";");
            final int numberOfProductItems = Integer.parseInt(order[1]);
            final long orderTime = Long.parseLong(order[3]);
            final long timeNow = new Date().getTime();
            if (timeNow - orderTime < (long)REQUIRED_MINUTES_THREAD * numberOfProductItems * MathHelper.MILLISECONDS_IN_ONE_MINUTE) {
              npc.say("Haaaa heee woooo hoo!");
            } else {
              npc.say("The boss gave me these " 
                  + Grammar.quantityplnoun(numberOfProductItems, "silk thread", "")
                  + ". Price gets his students to do his dirty work for him.");
              final StackableItem products = (StackableItem) SingletonRepository.getEntityManager().getItem(
                                                              "silk thread");
             
              player.addXP(100);
              products.setQuantity(numberOfProductItems);
              products.setBoundTo(player.getName());
              player.setQuest(mithrilcloak.getQuestSlot(), "got_thread");
              player.equipOrPutOnGround(products);
              player.notifyWorldAboutChanges();
            }
          }
        }
        );

    // player returns and doesn't need fabric and sacs not being made
    npc.add(ConversationStates.IDLE,
      ConversationPhrases.GREETING_MESSAGES,
      new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
          new NotCondition(new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "makingthread;"))),
      ConversationStates.IDLE, "Ha ha he he woo hoo!!!",
      null);

  }
View Full Code Here

Examples of games.stendhal.server.entity.npc.condition.AndCondition

      });

    // player returns while fabric is still being woven, or is ready
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "fusingthread;")),
        ConversationStates.ATTENDING, null, new ChatAction() {
          public void fire(final Player player, final Sentence sentence, final EventRaiser npc) {
            final String orderString = player.getQuest(mithrilcloak.getQuestSlot());
            final String[] order = orderString.split(";");
            final long delay = REQUIRED_HOURS_MITHRIL_THREAD * MathHelper.MILLISECONDS_IN_ONE_HOUR;
            final long timeRemaining = (Long.parseLong(order[1]) + delay)
              - System.currentTimeMillis();
            if (timeRemaining > 0L) {
              npc.say("Welcome. I'm still working on your request to fuse mithril thread"
                  + " for you. Come back in "
                  + TimeUtil.approxTimeUntil((int) (timeRemaining / 1000L)) + ".");
            } else {
              final StackableItem products = (StackableItem) SingletonRepository.
                    getEntityManager().getItem("mithril thread");
 
              products.setQuantity(40);
           
              products.setBoundTo(player.getName());
              player.equipOrPutOnGround(products);
              npc.say("Hello again. The magic is completed. Here you have your 40 spools of mithril thread. Now, you must go to #Whiggins to get the #fabric made.");
              player.setQuest(mithrilcloak.getQuestSlot(), "got_mithril_thread");
              // give some XP as a little bonus for industrious workers
              player.addXP(100);
              player.notifyWorldAboutChanges()
          }
          }
        }
    );

    // don't fuse thread unless state correct
    npc.add(
        ConversationStates.ATTENDING,
        "fuse",
        new NotCondition(new QuestInStateCondition(mithrilcloak.getQuestSlot(), "got_thread")),
        ConversationStates.ATTENDING, "I can only create mithril thread when you have got some silk #thread. And remember, I will know if you really need the magic performed or not.", null);
   
    // player returns and hasn't got thread yet/got thread already and
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new NotCondition(
                 new OrCondition(
                         new QuestInStateCondition(mithrilcloak.getQuestSlot(), "got_thread"),
                         new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "fusingthread;")
                         )
            )),
        ConversationStates.ATTENDING, "Greetings. What an interesting place this is.",
        null);

    // player needs thread fused
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(mithrilcloak.getQuestSlot(), "got_thread")),
        ConversationStates.ATTENDING, "Greetings, can I #offer you anything?",
        null);

  }
View Full Code Here

Examples of games.stendhal.server.entity.npc.condition.AndCondition

    final SpeakerNPC npc = npcs.get("Pedinghaus");

    // accept the letter
    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("letter", "note", "whiggins", "apology"),
        new AndCondition(new QuestInStateCondition(mithrilcloak.getQuestSlot(), "taking_letter"), new PlayerHasItemWithHimCondition("sealed envelope")),
        ConversationStates.ATTENDING,
        "*reads* ... *reads* ... Well, I must say, that is a weight off my mind. Thank you ever so much. Please convey my warmest regards to Whiggins. All is forgiven.",
        new MultipleActions(
                   new DropItemAction("sealed envelope"),
                   new SetQuestAndModifyKarmaAction(mithrilcloak.getQuestSlot(), "took_letter", 10.0)
View Full Code Here

Examples of games.stendhal.server.entity.npc.condition.AndCondition

    final SpeakerNPC npc = npcs.get("Ida");

    // accept the fabric and ask for scissors
    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("fabric", "mithril", "cloak", "mithril cloak", "task", "quest"),
        new AndCondition(new QuestInStateCondition(mithrilcloak.getQuestSlot(), "got_fabric"), new PlayerHasItemWithHimCondition(mithrilcloak.getFabricName())),
        ConversationStates.ATTENDING,
        "Wow you got the " + mithrilcloak.getFabricName() + " , that took longer than I expected! Now, to cut it I need magical #scissors, if you would go get them from #Hogart. I will be waiting for you to return.",
        new MultipleActions(
                   new DropItemAction(mithrilcloak.getFabricName()),
                   new SetQuestAndModifyKarmaAction(mithrilcloak.getQuestSlot(), "need_scissors", 10.0)
        ));

    // remind about fabric. there are so many steps to getting fabric
    // that the player could be in many quest states and she still is just waiting for fabric
    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("fabric", "mithril", "cloak", "mithril cloak", "task", "quest"),
        new OrCondition(
                new QuestInStateCondition(mithrilcloak.getQuestSlot(), "need_fabric"),
                new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "makingthread;"),
                new QuestInStateCondition(mithrilcloak.getQuestSlot(), "got_thread"),
                new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "fusingthread;"),
                new QuestInStateCondition(mithrilcloak.getQuestSlot(), "got_mithril_thread"),
                new QuestInStateCondition(mithrilcloak.getQuestSlot(), "taking_letter"),
                new QuestInStateCondition(mithrilcloak.getQuestSlot(), "took_letter"),
                new AndCondition(new QuestInStateCondition(mithrilcloak.getQuestSlot(), "got_fabric"),
                         new NotCondition(new PlayerHasItemWithHimCondition(mithrilcloak.getFabricName()))
                        )
                 ),
        ConversationStates.ATTENDING,
        "I'm still waiting for the " + mithrilcloak.getFabricName()
View Full Code Here

Examples of games.stendhal.server.entity.npc.condition.AndCondition

    final SpeakerNPC npc = npcs.get("Ida");
   
    // Player brought the clasp, don't make them wait any longer for the cloak
    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("clasp", "mithril clasp", "cloak", "mithril cloak", "task", "quest"),
        new AndCondition(new QuestInStateCondition(mithrilcloak.getQuestSlot(), "got_clasp"), new PlayerHasItemWithHimCondition("mithril clasp")),
        ConversationStates.ATTENDING,
        "Wow, Pedinghaus really outdid himself this time. It looks wonderful on your new cloak! Wear it with pride.",
        new MultipleActions(
                   new DropItemAction("mithril clasp"),
                   new SetQuestAndModifyKarmaAction(mithrilcloak.getQuestSlot(), "done", 10.0),
                   new EquipItemAction("mithril cloak", 1, true),
                   new IncreaseXPAction(1000)
                   )
        );

    // remind about getting clasp
    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("clasp", "mithril clasp", "cloak", "mithril cloak", "task", "quest"),
        new OrCondition(
                new QuestInStateCondition(mithrilcloak.getQuestSlot(), "need_clasp"),
                new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "forgingclasp;"),
                new AndCondition(new QuestInStateCondition(mithrilcloak.getQuestSlot(), "got_clasp"),
                         new NotCondition(new PlayerHasItemWithHimCondition("mithril clasp")))
                ),
        ConversationStates.ATTENDING,
        "You haven't got the clasp from #Pedinghaus yet. As soon as I have that your cloak will be finished!",       
        null);
View Full Code Here

Examples of games.stendhal.server.entity.npc.condition.AndCondition

          }
      });
       
    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("blue striped cloak", "mithril", "mithril cloak", "ida"),
        new AndCondition(new QuestInStateCondition(mithrilcloak.getQuestSlot(), "taking_striped_cloak"), new PlayerHasItemWithHimCondition("blue striped cloak")),
        ConversationStates.ATTENDING,
        "Oh that's from Ida isn't it?! Oh yay! Thank you! Please tell her thanks from me!!",
        new MultipleActions(
                   new DropItemAction("blue striped cloak"),
                   new SetQuestAction(mithrilcloak.getQuestSlot(), "gave_striped_cloak")
View Full Code Here

Examples of games.stendhal.server.entity.npc.condition.AndCondition

  private void prepareCowardSoldier() {
    final SpeakerNPC henry = npcs.get("Henry");

    henry.add(ConversationStates.ATTENDING,
      ConversationPhrases.QUEST_MESSAGES,
      new AndCondition(new QuestNotCompletedCondition(QUEST_SLOT),
               new QuestNotInStateCondition(QUEST_SLOT,"map")),
      ConversationStates.QUEST_OFFERED,
      "Find my #group, Peter, Tom, and Charles, prove it and I will reward you. Will you do it?",
      null);
   
    henry.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new OrCondition(new QuestCompletedCondition(QUEST_SLOT),
                 new QuestInStateCondition(QUEST_SLOT,"map")),
        ConversationStates.ATTENDING,
        "I'm so sad that most of my friends are dead.",
        null);
   
    henry.add(ConversationStates.QUEST_OFFERED,
      ConversationPhrases.YES_MESSAGES, null,
      ConversationStates.ATTENDING,
      "Thank you! I'll be waiting for your return.",
      new SetQuestAndModifyKarmaAction(QUEST_SLOT, "start", 5.0));

    henry.add(
      ConversationStates.QUEST_OFFERED,
      "group",
      null,
      ConversationStates.QUEST_OFFERED,
      "The General sent five of us to explore this area in search for #treasure. So, will you help me find them?",
      null);

        henry.add(
        ConversationStates.QUEST_OFFERED,
        "treasure",
        null,
        ConversationStates.QUEST_OFFERED,
        "A big treasure is rumored to be #somewhere in this dungeon. Will you help me find my group?",
        null);

    henry.add(ConversationStates.QUEST_OFFERED,
        ConversationPhrases.NO_MESSAGES, null,
        ConversationStates.ATTENDING,
        "OK. I understand. I'm scared of the #dwarves myself.",
        new SetQuestAndModifyKarmaAction(QUEST_SLOT, "rejected", -5.0));
   
    final List<ChatAction> actions = new LinkedList<ChatAction>();
    actions.add(new IncreaseXPAction(2500));
    actions.add(new DropInfostringItemAction("leather legs","tom"));
    actions.add(new DropInfostringItemAction("scale armor","peter"));
    actions.add(new IncreaseKarmaAction(15.0))
    actions.add(new GiveMapAction(false));
   
    henry.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(henry.getName()),
            new QuestInStateCondition(QUEST_SLOT, "start"),
            new PlayerHasInfostringItemWithHimCondition("leather legs", "tom"),
            new PlayerHasInfostringItemWithHimCondition("note", "charles"),
            new PlayerHasInfostringItemWithHimCondition("scale armor", "peter")),
        ConversationStates.ATTENDING,
        "Oh my! Peter, Tom, and Charles are all dead? *cries*. Anyway, here is your reward. And keep the IOU.",
        new MultipleActions(actions));

    henry.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(henry.getName()),
            new QuestInStateCondition(QUEST_SLOT, "start"),
            new NotCondition(
                new AndCondition(
                    new PlayerHasInfostringItemWithHimCondition("leather legs", "tom"),
                    new PlayerHasInfostringItemWithHimCondition("note", "charles"),
                    new PlayerHasInfostringItemWithHimCondition("scale armor", "peter")))),
        ConversationStates.ATTENDING,
        "You didn't prove that you have found them all!",
        null);

    henry.add(ConversationStates.ATTENDING, Arrays.asList("map", "group", "help"),
        new OrCondition(
          new  QuestCompletedCondition(QUEST_SLOT),
          new AndCondition(new HenryQuestCompletedCondition(),
          new PlayerOwnsItemIncludingBankCondition("map"))),
        ConversationStates.ATTENDING,
        "I'm so sad that most of my friends are dead.", null);

    henry.add(ConversationStates.ATTENDING, Arrays.asList("map"),
        new AndCondition(
          new  QuestNotCompletedCondition(QUEST_SLOT),
          new HenryQuestCompletedCondition(),
          new NotCondition(new PlayerOwnsItemIncludingBankCondition("map"))),
        ConversationStates.ATTENDING,
        "Luckily I drew a copy of the map, but please don't lose this one.",
View Full Code Here
TOP
Copyright © 2018 www.massapi.com. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.