Examples of NotCondition


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

        ATTRIBUTE_CAR_IN_FRONT_IS_INDICATING, true)));
  }

  @Test
  public void testNOTRule() {
    Rule r = new Rule(new NOTCondition(new EQUALCondition(
        ATTRIBUTE_CAR_IN_FRONT_IS_BRAKING, true)),
        ACTION_INITIATE_BRAKING);

    Assert.assertEquals(ACTION_INITIATE_BRAKING, r.getAction());
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

        });
    // 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;")
              )
          )),
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

    // 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);

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

    // 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;")
                         )
            )),
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

        + "so that I may weave you a couple yards of fabric?", null);

    // player's quest state is in nothing to do with the letter, thread or weaving.
    npc.add(ConversationStates.ATTENDING,
        Arrays.asList("weave", "fabric", "magical", "mithril fabric", "ida", "mithril", "cloak", "mithril cloak", "pedinghaus", "task", "quest"),
        new NotCondition(
                 new OrCondition(new QuestInStateCondition(mithrilcloak.getQuestSlot(), "got_mithril_thread"),
                         new QuestInStateCondition(mithrilcloak.getQuestSlot(), "taking_letter"),
                         new QuestInStateCondition(mithrilcloak.getQuestSlot(), "took_letter"),
                         new QuestStateStartsWithCondition(mithrilcloak.getQuestSlot(), "weavingfabric;")
                         )
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

                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()
        + " so I can start work on your mithril cloak. You should ask #Kampusch about anything textile related.",       
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

        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);
  }
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

    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));

    henry.add(ConversationStates.ATTENDING, Arrays.asList("map"),
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

        new MultipleActions(actions));
   
    james.add(ConversationStates.ATTENDING,
        Arrays.asList("map", "henry"),
        new AndCondition(new QuestInStateCondition(QUEST_SLOT, "map"),
                new NotCondition(new PlayerHasInfostringItemWithHimCondition("map", "henry"))),
        ConversationStates.ATTENDING,
        "Well, where is the map?",
        null);
   
    james.add(ConversationStates.ATTENDING, ConversationPhrases.QUEST_MESSAGES,
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Examples of games.stendhal.server.entity.npc.condition.NotCondition

    npc.add(
      ConversationStates.IDLE,
      ConversationPhrases.GREETING_MESSAGES,
      new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
          new QuestInStateCondition(QUEST_SLOT, "jynath"),
          new NotCondition(new PlayerHasItemWithHimCondition("black book"))),
      ConversationStates.ATTENDING,
      "Haven't you got that #book back from #Jynath? Please go look for it, quickly!",
      new SetQuestAction(QUEST_SLOT, "start"));
  }
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