/* $Id: WoodCutterNPC.java,v 1.16 2010/09/19 02:30:53 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.fado.forest;
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.npc.ShopList;
import games.stendhal.server.entity.npc.SpeakerNPC;
import games.stendhal.server.entity.npc.behaviour.adder.BuyerAdder;
import games.stendhal.server.entity.npc.behaviour.impl.BuyerBehaviour;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
/**
* Builds an NPC to buy previously un bought axes
* He is a wood cutter.
*
* @author kymara
*/
public class WoodCutterNPC 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) {
buildNPC(zone);
}
private void buildNPC(final StendhalRPZone zone) {
final SpeakerNPC npc = new SpeakerNPC("Woody") {
@Override
protected void createPath() {
final List<Node> nodes = new LinkedList<Node>();
nodes.add(new Node(55, 84));
nodes.add(new Node(68, 84));
nodes.add(new Node(68, 84));
nodes.add(new Node(68, 71));
nodes.add(new Node(57, 71));
nodes.add(new Node(57, 76));
nodes.add(new Node(57, 75));
nodes.add(new Node(53, 75));
nodes.add(new Node(53, 82));
nodes.add(new Node(55, 82));
setPath(new FixedPath(nodes, true));
}
@Override
protected void createDialog() {
addGreeting("Welcome to this forest, south of Or'ril river.");
addJob("I'm a wood cutter by trade. Can you #offer me any axes?");
addHelp("You can sometimes collect wood that's lying around the forest. Oh, and I take #offers of any good axe you might sell.");
addOffer("My axes become blunt fast. Please check the sign I made outside my lodge to see the axes I buy.");
addQuest("What's that you say? I don't need anything, though my young friend Sally over the river might need a hand.");
new BuyerAdder().add(this, new BuyerBehaviour(shops.get("buyaxe")), false);
addGoodbye("Bye.");
}
};
npc.setDescription("You see Woody, an outdoorsy-looking fellow.");
npc.setEntityClass("woodcutternpc");
npc.setPosition(55, 84);
npc.initHP(100);
zone.add(npc);
}
}