Package games.stendhal.server.entity.npc.condition

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


        null);
   
    // player can repeat quest
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new QuestStateStartsWithCondition(QUEST_SLOT, "eating;"), new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES)),
        ConversationStates.QUEST_OFFERED,
        "I hope another chocolate bar wouldn't be greedy. Can you get me another one?",
        null)
   
    // player can't repeat quest
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new QuestStateStartsWithCondition(QUEST_SLOT, "eating;"), new NotCondition(new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES))),
        ConversationStates.ATTENDING,
        "I've had too much chocolate. I feel sick.",
        null)
   
    // player should be bringing chocolate not asking about the quest
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  }
 
  @Override
  public boolean isRepeatable(final Player player) {
    return new AndCondition(new QuestStateStartsWithCondition(QUEST_SLOT,"eating;"),
         new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES)).fire(player,null, null);
  }
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        ConversationPhrases.QUEST_MESSAGES,
        new OrCondition(
          new QuestNotStartedCondition(QUEST_SLOT),
          new AndCondition(
            new QuestCompletedCondition(QUEST_SLOT),
            new TimePassedCondition(QUEST_SLOT, 1, delay))),
        ConversationStates.ATTENDING,
        null,
        new GiveQuestAction());

    // time is not over
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(
            new QuestCompletedCondition(QUEST_SLOT),
            new NotCondition(
                new TimePassedCondition(QUEST_SLOT, 1, delay))),
        ConversationStates.ATTENDING,
        null,
        new SayTimeRemainingAction(QUEST_SLOT, 1, delay, "You have to check again in"));

    // explanations
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  @Override
  public boolean isRepeatable(final Player player) {
    return  new AndCondition(new QuestCompletedCondition(QUEST_SLOT),
             new TimePassedCondition(QUEST_SLOT,1,delay)).fire(player, null, null);
  }
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    "I'm drunken now thank you!",
    null);

npc.add(ConversationStates.ATTENDING,
    ConversationPhrases.QUEST_MESSAGES,
    new AndCondition(new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES), new QuestStateStartsWithCondition(QUEST_SLOT, "drinking;")),
    ConversationStates.QUEST_OFFERED,
    "The last cocktail you brought me was so lovely. Will you bring me another?",
    null);

npc.add(ConversationStates.ATTENDING,
    ConversationPhrases.QUEST_MESSAGES,
    new AndCondition(new NotCondition(new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES)), new QuestStateStartsWithCondition(QUEST_SLOT, "drinking;")),
    ConversationStates.ATTENDING,
    null,
    new SayTimeRemainingAction(QUEST_SLOT, 1, REQUIRED_MINUTES, "I'm sure I'll be too drunk to have another for at least "));
   
    npc.add(ConversationStates.ATTENDING,
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  }
 
  @Override
  public boolean isRepeatable(final Player player) {
    return new AndCondition(new QuestStateStartsWithCondition(QUEST_SLOT,"drinking;"),
         new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES)).fire(player,null, null);
  }
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    return player.hasQuest(QUEST_SLOT) && !"start".equals(player.getQuest(QUEST_SLOT)) && !"rejected".equals(player.getQuest(QUEST_SLOT));
  }

  @Override
  public boolean isRepeatable(final Player player) {
    return new AndCondition(new QuestNotInStateCondition(QUEST_SLOT, "start"), new QuestStartedCondition(QUEST_SLOT), new TimePassedCondition(QUEST_SLOT,REQUIRED_MINUTES)).fire(player, null, null);
  }
View Full Code Here

        null);
   
    // player returns - enough time has passed
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new QuestNotInStateCondition(QUEST_SLOT, "start"), new QuestStartedCondition(QUEST_SLOT), new TimePassedCondition(QUEST_SLOT,REQUIRED_MINUTES)),
        ConversationStates.QUEST_OFFERED,
        "My campfire needs wood again! Could you please get some from the forest for me? I need ten pieces.",
        null);

    // player returns - enough time has passed
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new QuestNotInStateCondition(QUEST_SLOT, "start"), new QuestStartedCondition(QUEST_SLOT), new NotCondition(new TimePassedCondition(QUEST_SLOT,REQUIRED_MINUTES))),
        ConversationStates.ATTENDING,
        null,
        new SayTimeRemainingAction(QUEST_SLOT,REQUIRED_MINUTES,"Thanks, but I think the wood you brought me already will last me another"));
   
    // player is willing to help
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    final SpeakerNPC npc = npcs.get("Alrak");
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestStateStartsWithCondition(QUEST_SLOT, "reading;"),
            new NotCondition(new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_DAYS * MINUTES_IN_DAYS))),
        ConversationStates.IDLE,
        null,
        new SayTimeRemainingAction(QUEST_SLOT, 1, REQUIRED_DAYS * MINUTES_IN_DAYS, "I haven't finished reading that book. Maybe I'll be done in"));
   
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestStateStartsWithCondition(QUEST_SLOT, "reading;"),
            new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_DAYS * MINUTES_IN_DAYS)),
        ConversationStates.QUEST_2_OFFERED,
        "I've finished reading! That was really interesting. I learned how to make a special #knife from #obsidian.",
        new SetQuestAction(QUEST_SLOT, "book_read"));
           

    npc.add(ConversationStates.QUEST_2_OFFERED,
        "obsidian",
        new LevelGreaterThanCondition(REQUIRED_LEVEL),
        ConversationStates.QUEST_2_OFFERED,
        "That book says that the black gem, obsidian, can be used to make a very sharp cutting edge. Fascinating! If you slay a black dragon to bring it, I'll make a #knife for you.",
        new SetQuestAction(QUEST_SLOT, "knife_offered"));

    npc.add(ConversationStates.QUEST_2_OFFERED,
        "knife",
        new LevelGreaterThanCondition(REQUIRED_LEVEL),
        ConversationStates.QUEST_2_OFFERED,
        "I'll make an obsidian knife if you can slay a black dragon and get the gem which makes the blade. Bring a "
            + FISH
            + " so that I can make the bone handle, too.",
        new SetQuestAction(QUEST_SLOT, "knife_offered"));
   
    npc.add(ConversationStates.QUEST_2_OFFERED,
        Arrays.asList("obsidian", "knife"),
        new NotCondition(new LevelGreaterThanCondition(REQUIRED_LEVEL)),
        ConversationStates.ATTENDING,
        "Well, I don't think you're quite ready for such a dangerous weapon yet. How about you come back when you're above level " + Integer.toString(REQUIRED_LEVEL) + "?",
        null);
   
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "book_read")),
        ConversationStates.QUEST_2_OFFERED,
        "Hi! Perhaps you have come to ask about that #knife again ... ",
        null);
           
    // player says hi to NPC when equipped with the fish and the gem and
    // he's killed a black dragon
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "knife_offered"),
            new KilledCondition("black dragon"),
            new PlayerHasItemWithHimCondition("obsidian"),
            new PlayerHasItemWithHimCondition(FISH)),
        ConversationStates.IDLE,
        "You found the gem for the blade and the fish bone to make the handle! I'll start work right away. Come back in "
        + REQUIRED_MINUTES + " minutes.",
        new MultipleActions(
        new DropItemAction("obsidian"),
        new DropItemAction(FISH),
        new SetQuestAction(QUEST_SLOT, "forging;"),
        new SetQuestToTimeStampAction(QUEST_SLOT, 1)));

    // player says hi to NPC when equipped with the fish and the gem and
    // he's not killed a black dragon
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "knife_offered"),
            new NotCondition(new KilledCondition("black dragon")),
            new PlayerHasItemWithHimCondition("obsidian"),
            new PlayerHasItemWithHimCondition(FISH)),
        ConversationStates.ATTENDING,
        "Didn't you hear me properly? I told you to go slay a black dragon for the obsidian, not buy it! How do I know this isn't a fake gem? *grumble* I'm not making a special knife for someone who is scared to face a dragon.",
        null);

    // player says hi to NPC when not equipped with the fish and the gem
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "knife_offered"),
            new NotCondition(
                new AndCondition(
                    new PlayerHasItemWithHimCondition("obsidian"),
                    new PlayerHasItemWithHimCondition(FISH)))),
        ConversationStates.ATTENDING,
        "Hello again. Don't forget I offered to make that obsidian knife, if you bring me a "
          + FISH
          + " and a piece of obsidian from a black dragon you killed. In the meantime if I can #help you, just say the word.",
        null);

    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestStateStartsWithCondition(QUEST_SLOT, "forging;"),
            new NotCondition(new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES))),
        ConversationStates.IDLE,
        null,
        new SayTimeRemainingAction(QUEST_SLOT, 1, REQUIRED_MINUTES, "I haven't finished making the knife. Please check back in"));
   
    final List<ChatAction> reward = new LinkedList<ChatAction>();
    reward.add(new IncreaseXPAction(10000));
    reward.add(new SetQuestAction(QUEST_SLOT, "done"));
    reward.add(new EquipItemAction("obsidian knife", 1, true));
   
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestStateStartsWithCondition(QUEST_SLOT, "forging;"),
            new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES)),
        ConversationStates.IDLE,
        "The knife is ready! You know, that was enjoyable. I think I'll start making things again. Thanks!",
        new MultipleActions(reward));   
  }
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    // Returned too early; still forging
    npc.add(ConversationStates.IDLE, ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestStateStartsWithCondition(QUEST_SLOT, "forging;"),
            new NotCondition(new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES))),
        ConversationStates.IDLE, null,
        new SayTimeRemainingAction(QUEST_SLOT, 1, REQUIRED_MINUTES, "I haven't finished forging the sword. Please check back in" +
                ""));
   
    final List<ChatAction> reward = new LinkedList<ChatAction>();
    reward.add(new IncreaseXPAction(5000));
    reward.add(new IncreaseKarmaAction(15.0));
    // here true means: yes, bound to player, in which case we also have to speciy the amount: 1
    reward.add(new EquipItemAction("vampire sword", 1, true));
    reward.add(new SetQuestAction(QUEST_SLOT, "done"));

    npc.add(ConversationStates.IDLE, ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestStateStartsWithCondition(QUEST_SLOT, "forging;"),
            new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES)),
      ConversationStates.IDLE,
      "I have finished forging the mighty Vampire Sword. You deserve this. Now i'm going back to work, goodbye!",
      new MultipleActions(reward));

    npc.add(
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