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.",
new GiveMapAction(true));