Examples of NotCondition


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

   
    // player didn't get chocolate, meanie
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "start"), new NotCondition(new PlayerHasItemWithHimCondition("chocolate bar"))),
        ConversationStates.ATTENDING,
        "I hope that someone will bring me some chocolate soon...:(",
        null);
   
    // player got chocolate and spoke to mummy
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "mummy"), new PlayerHasItemWithHimCondition("chocolate bar")),
        ConversationStates.QUESTION_1,
        "Awesome! Is that chocolate for me?",
        null);
   
    // player spoke to mummy and hasn't got chocolate
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "mummy"), new NotCondition(new PlayerHasItemWithHimCondition("chocolate bar"))),
        ConversationStates.ATTENDING,
        "I hope that someone will bring me some chocolate soon...:(",
        null);
   
    // player is in another state like eating
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestStartedCondition(QUEST_SLOT), new QuestNotInStateCondition(QUEST_SLOT, "start"), new QuestNotInStateCondition(QUEST_SLOT, "mummy")),
        ConversationStates.ATTENDING,
        "Hello.",
        null);
   
    // player rejected quest
    npc.add(ConversationStates.IDLE,
        ConversationPhrases.GREETING_MESSAGES,
        new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
            new QuestInStateCondition(QUEST_SLOT, "rejected")),
        ConversationStates.ATTENDING,
        "Hello.",
        null);
   
    // player asks about quest for first time (or rejected)
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new QuestNotStartedCondition(QUEST_SLOT),
        ConversationStates.QUEST_OFFERED,
        "I would really love to have some chocolate. I'd like one bar, please. A dark brown one or a sweet white one or some with flakes. Will you get me one?",
        null);
   
    // shouldn't happen
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new QuestCompletedCondition(QUEST_SLOT),
        ConversationStates.ATTENDING,
        "I still enjoy the last chocolate bar you brought me, thanks!",
        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
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new QuestActiveCondition(QUEST_SLOT), new NotCondition(new QuestStateStartsWithCondition(QUEST_SLOT, "eating;"))),
        ConversationStates.ATTENDING, 
        "Waaaaaaaa! Where is my chocolate ...",
        null);
   
    // Player agrees to get the chocolate
    npc.add(ConversationStates.QUEST_OFFERED,
        ConversationPhrases.YES_MESSAGES,
        null,
        ConversationStates.ATTENDING,
        "Thank you!",
        new SetQuestAndModifyKarmaAction(QUEST_SLOT, "start", 10.0));
   
    // Player says no, they've lost karma
    npc.add(ConversationStates.QUEST_OFFERED,
        ConversationPhrases.NO_MESSAGES,
        null,
        ConversationStates.IDLE,
        "Ok, I'll wait till mommy finds some helpers...",
        new SetQuestAndModifyKarmaAction(QUEST_SLOT, "rejected", -5.0));
   
    // Player has got chocolate bar and spoken to mummy
    final List<ChatAction> reward = new LinkedList<ChatAction>();
    reward.add(new DropItemAction("chocolate bar"));
    reward.add(new ChatAction() {
      public void fire(final Player player, final Sentence sentence, final EventRaiser npc) {
        // pick a random flower
        String rewardClass = Rand.rand(Arrays.asList("daisies","zantedeschia","pansy"));
       
        final StackableItem reward = (StackableItem) SingletonRepository.getEntityManager().getItem(rewardClass);
        reward.setQuantity(1);
        player.equipOrPutOnGround(reward);
        player.notifyWorldAboutChanges();
      }
    });
    reward.add(new IncreaseXPAction(500));
    reward.add(new SetQuestAction(QUEST_SLOT, "eating;"));
    reward.add(new SetQuestToTimeStampAction(QUEST_SLOT,1));
    reward.add(new IncreaseKarmaAction(10.0));
           
    npc.add(ConversationStates.QUESTION_1,
        ConversationPhrases.YES_MESSAGES,
        new PlayerHasItemWithHimCondition("chocolate bar"),
        ConversationStates.ATTENDING,
        "Thank you EVER so much! You are very kind. Here, take a fresh flower as a present.",
        new MultipleActions(reward));
   
 
    // player did have chocolate but put it on ground after question?
    npc.add(ConversationStates.QUESTION_1,
        ConversationPhrases.YES_MESSAGES,
        new NotCondition(new PlayerHasItemWithHimCondition("chocolate bar")),
        ConversationStates.ATTENDING,
        "Hey, where's my chocolate gone?!",
        null);
   
    // Player says no, they've lost karma
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

    // 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
    npc.add(ConversationStates.ATTENDING,
        "enemy",
        new QuestInStateCondition(QUEST_SLOT, 0, "start"),
        ConversationStates.ATTENDING,
        null,
        new ChatAction() {
            public void fire(Player player, Sentence sentence, EventRaiser npc) {
              npc.say(enemyForces.get(player.getQuest(QUEST_SLOT, 1)).second());
            }
        });

    // explanations
    npc.add(ConversationStates.ATTENDING,
        "enemy",
        new QuestNotInStateCondition(QUEST_SLOT, 0, "start"),
        ConversationStates.ATTENDING,
        "Yes, my enemies are everywhere, they want to kill me! I guess you are one of them. Stay away from me!",
        null);

    // checking for kills
    final List<String> creatures = new LinkedList<String>(enemyForces.keySet());
    for(int i=0; i<enemyForces.size(); i++) {
      final String enemy = creatures.get(i);

        // player killed enough enemies.
          npc.add(ConversationStates.ATTENDING,
              ConversationPhrases.QUEST_MESSAGES,
              new AndCondition(
                  new QuestInStateCondition(QUEST_SLOT, 1, enemy),
                  new KilledInSumForQuestCondition(QUEST_SLOT, 2, enemyForces.get(enemy).first())),
              ConversationStates.ATTENDING,
              null,
              new MultipleActions(
                  new RewardPlayerAction(),
                  new IncreaseXPAction(100000),
                  new IncrementQuestAction(QUEST_SLOT,3,1),
                  // empty the 2nd index as we use it later
                  new SetQuestAction(QUEST_SLOT,2,""),
                  new SetQuestToTimeStampAction(QUEST_SLOT,1),
                  new SetQuestAction(QUEST_SLOT,0,"done")));

          // player killed not enough enemies.
          npc.add(ConversationStates.ATTENDING,
              ConversationPhrases.QUEST_MESSAGES,
              new AndCondition(
                  new QuestInStateCondition(QUEST_SLOT, 1, enemy),
                  new NotCondition(
                      new KilledInSumForQuestCondition(QUEST_SLOT, 2, enemyForces.get(enemy).first()))),
              ConversationStates.ATTENDING,
              null,
              new ExplainAction());
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

   
    //player fixed the machine but hadn't got mithril shield.
    // they return and ask for quest but they still haven't got mithril shield
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new NotCondition(new QuestCompletedCondition(mithrilcloak.getShieldQuestSlot())),
                 new OrCondition(new QuestInStateCondition(mithrilcloak.getQuestSlot(), "need_mithril_shield"),
                         new QuestInStateCondition(mithrilcloak.getQuestSlot(), "fixed_machine"))
                 ),
        ConversationStates.ATTENDING,
                 "I don't have anything for you until you have proved yourself worthy of carrying mithril items, by getting the mithril shield.",
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

              new IncreaseXPAction(100)));
     
      // we stored the needed part name as part of the quest slot
      npc.add(ConversationStates.QUEST_ITEM_QUESTION,
          ConversationPhrases.YES_MESSAGES,
          new NotCondition(new PlayerHasRecordedItemWithHimCondition(mithrilcloak.getQuestSlot(),1)),
          ConversationStates.ATTENDING,
          null,
          new SayRequiredItemAction(mithrilcloak.getQuestSlot(),1,"No, you don't have [the item] I need. What a shame."));
                 

      // player doesn't have the item to fix machine yet       
       npc.add(ConversationStates.QUEST_ITEM_QUESTION,
           ConversationPhrases.NO_MESSAGES,
           null,
           ConversationStates.ATTENDING,
           null,
           new SayRequiredItemAction(mithrilcloak.getQuestSlot(),1,"Ok, well if there's anything else I can help you with just say. Don't forget to bring [the item] next time though!"));

       //offer cloak
       npc.add(ConversationStates.QUEST_2_OFFERED,
           ConversationPhrases.YES_MESSAGES,
           new QuestCompletedCondition(mithrilcloak.getShieldQuestSlot()),
           ConversationStates.ATTENDING,      
           "I will make you the most amazing cloak of mithril. You just need to get me the fabric and any tools I need! First please bring me a couple yards of " + mithrilcloak.getFabricName() + ". The expert on fabrics is the wizard #Kampusch.",
           new SetQuestAndModifyKarmaAction(mithrilcloak.getQuestSlot(), "need_fabric", 10.0));
         

      // player asks for quest but they haven't completed mithril shield quest
      npc.add(ConversationStates.QUEST_2_OFFERED,
        ConversationPhrases.YES_MESSAGES,
        new AndCondition(
                 new NotCondition(new QuestCompletedCondition(mithrilcloak.getShieldQuestSlot())),
                 new QuestStartedCondition(mithrilcloak.getShieldQuestSlot())
                 ),
        ConversationStates.ATTENDING,
        "Oh, I see you are already on a quest to obtain a mithril shield. You see, I was going to offer you a mithril cloak. But you should finish that first. Come back when you've finished the mithril shield quest and we will speak again.",
        new SetQuestAction(mithrilcloak.getQuestSlot(), "need_mithril_shield"));
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

        new OrCondition(
                new QuestInStateCondition(mithrilcloak.getQuestSlot(), "need_scissors"),
                new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "need_eggshells;"),
                new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "makingscissors;"),
                new AndCondition(new QuestInStateCondition(mithrilcloak.getQuestSlot(), "got_scissors"),
                         new NotCondition(new PlayerHasItemWithHimCondition("magical scissors")))
                ),
        ConversationStates.ATTENDING,
        "Ask #Hogart about #scissors, I'm sure he will remember the messages I've sent him!",       
        null);
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

          ));

    // said he had money but he didn't
    npc.add(ConversationStates.QUEST_ITEM_QUESTION,
        ConversationPhrases.YES_MESSAGES,
        new NotCondition(new PlayerHasItemWithHimCondition("money", NEEDLE_COST)),
        ConversationStates.ATTENDING,
        "What the ... you don't have enough money! Get outta here!",
        null);

    // doesn't want to buy needle
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("needle", "magical needle", "magical", "mithril", "cloak", "mithril cloak", "task", "quest"),
        new OrCondition(new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "need_needle"),
                new AndCondition(
                  new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "told_joke"),
                  new NotCondition(new PlayerHasItemWithHimCondition("magical needle"))
                )
            ),
        ConversationStates.ATTENDING,
        "Please ask Ritati thingummy for his 'specials', or just ask about a #needle.",       
        null);
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

     * Player asks about wood, but hasn't collected any - remind them.
     */
    npc.add(ConversationStates.ATTENDING,
        "wood",
        new AndCondition(new QuestInStateCondition(QUEST_SLOT,"wood"),
                 new NotCondition (new PlayerHasItemWithHimCondition("wood",10))),
        ConversationStates.ATTENDING,
        "Wood is a great item with many purposes. Of course you will " +
        "find some pieces in a forest. Please remember to come back when you " +
        "have ten pieces for me, and say #wood.",
        null);
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

    SpeakerNPC npc = npcs.get("Karl");

    npc.add(ConversationStates.ATTENDING,
        "Ouchit",
        new AndCondition(new QuestInStateCondition(QUEST_SLOT,"hair"),
                new NotCondition (new PlayerHasItemWithHimCondition("horse hair",1))),
        ConversationStates.ATTENDING,
        "Hello, hello! Ouchit needs more horse hairs from my horses? " +
        "No problem, here you are. Send Ouchit greetings from me.",
        new EquipItemAction("horse hair"));
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

     * Player asks about horse hair, but hasn't collected any - remind them.
     */
    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("hair", "horse", "horse hairs"),
        new AndCondition(new QuestInStateCondition(QUEST_SLOT,"hair"),
                new NotCondition (new PlayerHasItemWithHimCondition("horse hair"))),
        ConversationStates.ATTENDING,
        "Horse hairs can be used as a bowstring. Please fetch me some from #Karl.",
        null);

    /*
 
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