/* $Id: FarmerNPC.java,v 1.5 2010/12/29 23:39:13 martinfuchs 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.maps.ados.forest;
import games.stendhal.server.core.config.ZoneConfigurator;
import games.stendhal.server.core.engine.StendhalRPZone;
import games.stendhal.server.core.pathfinder.FixedPath;
import games.stendhal.server.core.pathfinder.Node;
import games.stendhal.server.entity.npc.SpeakerNPC;
import games.stendhal.server.entity.npc.behaviour.adder.SellerAdder;
import games.stendhal.server.entity.npc.behaviour.impl.SellerBehaviour;
import java.util.HashMap;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
/**
* Builds Karl, the farmer NPC.
* He gives horse hairs needed for the BowsForOuchit quest
* He gives help to newcomers about the area
* He suggests you can buy milk from his wife Philomena
* @author kymara
*/
public class FarmerNPC implements ZoneConfigurator {
/**
* Configure a zone.
*
* @param zone The zone to be configured.
* @param attributes Configuration attributes.
*/
public void configureZone(final StendhalRPZone zone, final Map<String, String> attributes) {
buildFarmer(zone);
}
private void buildFarmer(final StendhalRPZone zone) {
final SpeakerNPC npc = new SpeakerNPC("Karl") {
/*
* Karl walks around near the red barn and along the path some way.
*/
@Override
protected void createPath() {
final List<Node> nodes = new LinkedList<Node>();
nodes.add(new Node(64, 75));
nodes.add(new Node(64, 86));
nodes.add(new Node(68, 86));
nodes.add(new Node(68, 84));
nodes.add(new Node(76, 84));
nodes.add(new Node(68, 84));
nodes.add(new Node(68, 86));
nodes.add(new Node(60, 86));
nodes.add(new Node(60, 89));
nodes.add(new Node(60, 86));
nodes.add(new Node(64, 86));
setPath(new FixedPath(nodes, true));
}
@Override
protected void createDialog() {
addGreeting("Heyho! Nice to see you here at our farm.");
addJob("Oh, working here is hard, I don't think that you can help me here.");
addOffer("Our milk is really tasty. Ask my wife #Philomena for some.");
addReply("Philomena","She's in the farm house just south west from here.");
addHelp("You need help? I can tell you a bit about the #neighborhood.");
addReply("neighborhood.","In the north is a cave with bears and other creatures. If you go to the north-east " +
"you will reach after some time the great city Ados. At the east is a biiig rock. Does Balduin " +
"still live there? You want to go south-east? Well.. you can reach Ados there too, but I think the " +
"way is a bit harder.");
addQuest("I don't have time for those things, sorry. Working.. working.. working..");
addReply("empty sack","Oh, I got plenty of those to sell. Ask me for an #offer.");
final Map<String, Integer> offerings = new HashMap<String, Integer>();
offerings.put("empty sack", 10);
new SellerAdder().addSeller(this, new SellerBehaviour(offerings));
addGoodbye("Bye bye. Be careful on your way.");
}
};
npc.setDescription("You see Karl, a friendly elderly farmer.");
npc.setEntityClass("beardmannpc");
npc.setPosition(64, 75);
npc.initHP(100);
zone.add(npc);
}
}