/* $Id: CloaksCollectorNPC.java,v 1.16 2010/09/19 02:28:16 nhnb 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.outside;
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 java.util.LinkedList;
import java.util.List;
import java.util.Map;
public class CloaksCollectorNPC 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) {
buildZooSub3Area(zone, attributes);
}
private void buildZooSub3Area(final StendhalRPZone zone, final Map<String, String> attributes) {
final SpeakerNPC npc = new SpeakerNPC("Bario") {
@Override
protected void createPath() {
final List<Node> nodes = new LinkedList<Node>();
// to stove
nodes.add(new Node(7, 44));
// to table
nodes.add(new Node(7, 52));
// around couch
nodes.add(new Node(14, 57));
nodes.add(new Node(22, 57));
// into the floor
nodes.add(new Node(18, 50));
nodes.add(new Node(19, 42));
// into the bathroom
nodes.add(new Node(39, 42));
// into the floor
nodes.add(new Node(18, 42));
// into the bedroom
nodes.add(new Node(18, 29));
// to the chest
nodes.add(new Node(17, 24));
// through the floor
nodes.add(new Node(18, 34));
nodes.add(new Node(18, 51));
// back to the kitchen
nodes.add(new Node(7, 51));
nodes.add(new Node(4, 44));
nodes.add(new Node(4, 47));
setPath(new FixedPath(nodes, true));
}
@Override
protected void createDialog() {
addJob("There is a quite high unemployment rate down here.");
addHelp("I have heard rumors that an elven city lies South West of here, in a vast forest. The locals call it Nalwor.");
addGoodbye();
// remaining behaviour is defined in maps.quests.CloaksForBario.
}
};
npc.setEntityClass("beardmannpc");
npc.setPosition(4, 47);
npc.initHP(100);
npc.setDescription("You see Bario. His face is a bit blue and his knees are shaking.");
zone.add(npc);
}
}