Package games.stendhal.server.maps.ados.outside

Source Code of games.stendhal.server.maps.ados.outside.VeterinarianNPC$HealPetsAction

/* $Id: VeterinarianNPC.java,v 1.28 2011/06/27 16:07:57 madmetzger 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.common.ItemTools;
import games.stendhal.common.grammar.Grammar;
import games.stendhal.common.parser.Sentence;
import games.stendhal.server.core.config.ZoneConfigurator;
import games.stendhal.server.core.engine.SingletonRepository;
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.creature.DomesticAnimal;
import games.stendhal.server.entity.npc.ChatAction;
import games.stendhal.server.entity.npc.ConversationStates;
import games.stendhal.server.entity.npc.EventRaiser;
import games.stendhal.server.entity.npc.ShopList;
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 games.stendhal.server.entity.player.Player;

import java.util.LinkedList;
import java.util.List;
import java.util.Map;

public class VeterinarianNPC implements ZoneConfigurator {
  private final ShopList shops = SingletonRepository.getShopList();

    /**
   * 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) {
    buildZooArea(zone, attributes);
  }

  private void buildZooArea(final StendhalRPZone zone, final Map<String, String> attributes) {
    final SpeakerNPC npc = new SpeakerNPC("Dr. Feelgood") {

      @Override
      protected void createPath() {
        final List<Node> nodes = new LinkedList<Node>();
        nodes.add(new Node(53, 28));
        nodes.add(new Node(53, 40));
        nodes.add(new Node(62, 40));
        nodes.add(new Node(62, 32));
        nodes.add(new Node(63, 32));
        nodes.add(new Node(63, 40));
        nodes.add(new Node(51, 40));
        nodes.add(new Node(51, 28));
        setPath(new FixedPath(nodes, true));
      }

      @Override
      protected void createDialog() {
        //Behaviours.addHelp(this,
        //           "...");

        add(ConversationStates.ATTENDING, "heal", null, ConversationStates.ATTENDING, null, new HealPetsAction());

        addJob("I'm the veterinarian.");
       
        new SellerAdder().addSeller(this, new SellerBehaviour(shops.get("healing")) {

          @Override
          public int getUnitPrice(final String item) {
            // Player gets 20 % rebate
            return (int) (0.8f * priceCalculator.calculatePrice(item, null));
          }
        });

        addGoodbye("Bye!");
      }
      // remaining behaviour is defined in maps.quests.ZooFood.
    };

    npc.setEntityClass("doctornpc");
    npc.setPosition(53, 28);
    //npc.setDirection(Direction.DOWN);
    npc.initHP(100);
    npc.setDescription("You see Dr. Feelgood. He is an expert in his job.");
    zone.add(npc);
  }
 
  /**
   * Action for healing pets
   */
  private static class HealPetsAction implements ChatAction {
    public void fire(Player player, Sentence sentence, EventRaiser npc) {
      List<DomesticAnimal> healed = new LinkedList<DomesticAnimal>();
     
      for (DomesticAnimal pet : player.getAnimals()) {
        if (pet.heal() > 0) {
          healed.add(pet);
        }
      }
     
      /*
       * Feelgood is only concerned about the animals if there's some that
       * needs healing, and won't suggest trading in that case.
       */
      int numHealed = healed.size();
      if (numHealed > 0) {
        StringBuilder msg = new StringBuilder("Your ");
        // if we ever get the ability to have more than 2 pets this
        // needs to be changed.
        msg.append(getPetName(healed.get(0)));
        if (numHealed > 1) {
          msg.append(" and ");
          msg.append(getPetName(healed.get(1)));
        }
        msg.append(" ");
        msg.append(Grammar.isare(numHealed));
        msg.append(" healed. Take better care of ");
        msg.append(Grammar.itthem(numHealed));
        msg.append(" in the future.");
       
        npc.say(msg.toString());
      } else {
        npc.say("Sorry, I'm only licensed to heal animals. (But... ssshh! I can make you an #'offer'.)");
      }
    }
   
    /**
     * Get a generic name for a pet that Feelgood can use. He does not
     * know what the player calls the pet so he calls cats cats etc.
     * 
     * @param pet the animal whose name is wanted
     * @return printable name of the animal type
     */
    private String getPetName(DomesticAnimal pet) {
      String type = pet.get("type");
     
      return ItemTools.itemNameToDisplayName(type);
    }
  }
}
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