/* $Id: WellSource.java,v 1.6 2011/04/02 15:44:18 kymara Exp $ */
/***************************************************************************
* (C) Copyright 2003-2010 - Stendhal *
***************************************************************************
***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
package games.stendhal.server.entity.mapstuff.useable;
import games.stendhal.common.Rand;
import games.stendhal.common.grammar.Grammar;
import games.stendhal.server.core.engine.SingletonRepository;
import games.stendhal.server.entity.item.Item;
import games.stendhal.server.entity.item.StackableItem;
import games.stendhal.server.entity.player.Player;
import marauroa.common.game.RPClass;
/**
* A well source is a spot where a player can make a wish to gain an item. He
* needs time and luck.
*
* Wishing takes 10 seconds + randomized 4 seconds; during this time, the player keep standing next to
* the well source. At every well are two sources next to each other, so the
* player can actually make 2 wishes at once.
*
* @author kymara (based on FishSource by daniel)
*
*/
public class WellSource extends PlayerActivityEntity {
/**
* The list of possible rewards.
*/
private static final String[] items = { "money", "wood", "iron ore",
"gold nugget", "potion", "home scroll", "greater potion",
"sapphire", "carbuncle", "horned golden helmet", "dark dagger",
"present" };
/**
* The chance that wishing is successful.
*/
private static final double FINDING_PROBABILITY = 0.05;
/**
* How long it takes to wish at a well (in seconds).
*/
private static final int DURATION = 10;
/**
* Create a wishing well source.
*/
public WellSource() {
put("class", "source");
put("name", "well_source");
setMenu("Make a wish");
setDescription("You see a wishing well. Something in it catches your eye.");
setResistance(0);
}
/**
* source name.
*/
@Override
public String getName() {
return("wishing well");
}
//
// WellSource
//
public static void generateRPClass() {
final RPClass rpclass = new RPClass("well_source");
rpclass.isA("entity");
}
//
// PlayerActivityEntity
//
/**
* Get the time it takes to perform this activity.
*
* @return The time to perform the activity (in seconds).
*/
@Override
protected int getDuration() {
return DURATION + Rand.rand(5);
}
/**
* Decides if the activity can be done.
*
* @return <code>true</code> if successful.
*/
@Override
protected boolean isPrepared(final Player player) {
/*
* The player 'throws' money into the well, like a wishing well donation.
* Check they have it before they use the well.
*/
if (player.isEquipped("money", 30)) {
return true;
} else {
player.sendPrivateText("You need 30 coins to make a wish.");
return false;
}
}
/**
* Decides if the activity was successful.
*
* @return <code>true</code> if successful.
*/
@Override
protected boolean isSuccessful(final Player player) {
final int random = Rand.roll1D100();
/*
* Use some karma to help decide if the outcome is successful
* We want to use up quite a bit karma at once, so scale it after
*/
double karma = player.useKarma(FINDING_PROBABILITY*10);
// if player karma is > 0 it will always return at least 20% of FINDING_PROBABILITY*10, or karma, whichever is smaller
// so we can safely say if the karma returned is <= 0, the player had <= 0 karma.
// so we'll penalise these stronger
if (karma <= 0) {
karma = karma - FINDING_PROBABILITY*5;
}
karma = karma / 10;
// right hand side could be negative, if karma was negative but thats ok.
return random <= (FINDING_PROBABILITY + karma) * 100;
}
/**
* Called when the activity has finished.
*
* @param player
* The player that did the activity.
* @param successful
* If the activity was successful.
*/
@Override
protected void onFinished(final Player player, final boolean successful) {
if (successful) {
final String itemName = items[Rand.rand(items.length)];
final Item item = SingletonRepository.getEntityManager().getItem(itemName);
int amount = 1;
if (itemName.equals("dark dagger")
|| itemName.equals("horned golden helmet")) {
/*
* Bound powerful items.
*/
item.setBoundTo(player.getName());
} else if (itemName.equals("money")) {
/*
* Assign a random amount of money from 1 to 100.
*/
amount = Rand.roll1D100();
((StackableItem) item).setQuantity(amount);
}
player.equipOrPutOnGround(item);
player.incObtainedForItem(item.getName(), item.getQuantity());
SingletonRepository.getAchievementNotifier().onObtain(player);
player.sendPrivateText("You were lucky and found "
+ Grammar.quantityplnoun(amount, itemName, "a")+ ".");
} else {
player.sendPrivateText("Your wish didn't come true.");
}
}
/**
* Called when the activity has started.
*
* @param player
* The player starting the activity.
*/
@Override
protected void onStarted(final Player player) {
// remove 30 money from player as they throw a coin into the
// well
player.drop("money", 30);
player.sendPrivateText("You throw 30 coins into the well and make a wish.");
}
}