/* $Id: AmazonPrincess.java,v 1.42 2011/05/01 19:50:05 martinfuchs Exp $ */
/***************************************************************************
* (C) Copyright 2003-2011 - 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.quests;
import games.stendhal.common.Rand;
import games.stendhal.common.grammar.Grammar;
import games.stendhal.common.parser.Sentence;
import games.stendhal.server.entity.npc.ChatAction;
import games.stendhal.server.entity.npc.ConversationPhrases;
import games.stendhal.server.entity.npc.ConversationStates;
import games.stendhal.server.entity.npc.EventRaiser;
import games.stendhal.server.entity.npc.SpeakerNPC;
import games.stendhal.server.entity.npc.action.DropItemAction;
import games.stendhal.server.entity.npc.action.EquipItemAction;
import games.stendhal.server.entity.npc.action.MultipleActions;
import games.stendhal.server.entity.npc.action.SayTimeRemainingAction;
import games.stendhal.server.entity.npc.action.SetQuestAndModifyKarmaAction;
import games.stendhal.server.entity.npc.condition.AndCondition;
import games.stendhal.server.entity.npc.condition.NotCondition;
import games.stendhal.server.entity.npc.condition.PlayerHasItemWithHimCondition;
import games.stendhal.server.entity.npc.condition.QuestCompletedCondition;
import games.stendhal.server.entity.npc.condition.QuestInStateCondition;
import games.stendhal.server.entity.npc.condition.QuestNotInStateCondition;
import games.stendhal.server.entity.npc.condition.QuestNotStartedCondition;
import games.stendhal.server.entity.npc.condition.QuestStateStartsWithCondition;
import games.stendhal.server.entity.npc.condition.TimePassedCondition;
import games.stendhal.server.entity.player.Player;
import games.stendhal.server.maps.Region;
import java.util.Arrays;
import java.util.ArrayList;
import java.util.List;
/**
* QUEST: The Amazon Princess
*
* PARTICIPANTS:
* <ul>
* <li>Princess Esclara, the Amazon Princess in a Hut on Amazon Island</li>
* </ul>
*
* STEPS:
* <ul>
* <li>The princess asks you for an exotic drink</li>
* <li>Find someone who serves exotic drinks</li>
* <li>Take exotic drink back to princess</li>
* <li>Princess gives you a reward</li>
* </ul>
*
* REWARD:
* <ul>
* <li>Karma +25 in all</li>
* <li>Some fish pie, random between 2 and 7.</li>
* </ul>
*
* REPETITIONS:
* <ul>
* <li>You can repeat it once an hour.</li>
* </ul>
*/
public class AmazonPrincess extends AbstractQuest {
private static final String QUEST_SLOT = "amazon_princess";
// The delay between repeating quests is 60 minutes
private static final int REQUIRED_MINUTES = 60;
private static final List<String> triggers = Arrays.asList("drink", "pina colada", "cocktail", "cheers", "pina");
private void offerQuestStep() {
final SpeakerNPC npc = npcs.get("Princess Esclara");
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new QuestNotStartedCondition(QUEST_SLOT),
ConversationStates.QUEST_OFFERED,
"I'm looking for a drink, should be an exotic one. Can you bring me one?",
null);
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new QuestCompletedCondition(QUEST_SLOT),
ConversationStates.ATTENDING,
"I'm drunken now thank you!",
null);
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new AndCondition(new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES), new QuestStateStartsWithCondition(QUEST_SLOT, "drinking;")),
ConversationStates.QUEST_OFFERED,
"The last cocktail you brought me was so lovely. Will you bring me another?",
null);
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new AndCondition(new NotCondition(new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES)), new QuestStateStartsWithCondition(QUEST_SLOT, "drinking;")),
ConversationStates.ATTENDING,
null,
new SayTimeRemainingAction(QUEST_SLOT, 1, REQUIRED_MINUTES, "I'm sure I'll be too drunk to have another for at least "));
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES, null,
ConversationStates.ATTENDING,
"I like these exotic drinks, I forget the name of my favourite one.",
null);
// Player agrees to get the drink
npc.add(ConversationStates.QUEST_OFFERED,
ConversationPhrases.YES_MESSAGES, null,
ConversationStates.ATTENDING,
"Thank you! If you have found some, say #drink to me so I know you have it. I'll be sure to give you a nice reward.",
new SetQuestAndModifyKarmaAction(QUEST_SLOT, "start", 10.0));
// Player says no, they've lost karma.
npc.add(ConversationStates.QUEST_OFFERED,
ConversationPhrases.NO_MESSAGES, null, ConversationStates.IDLE,
"Oh, never mind. Bye then.",
new SetQuestAndModifyKarmaAction(QUEST_SLOT, "rejected", -10.0));
}
/*
* Get Drink Step :
* src/games/stendhal/server/maps/athor/cocktail_bar/BarmanNPC.java he
* serves drinks to all, not just those with the quest
*/
private void bringCocktailStep() {
final SpeakerNPC npc = npcs.get("Princess Esclara");
npc.add(
ConversationStates.ATTENDING, triggers,
new AndCondition(new QuestInStateCondition(QUEST_SLOT, "start"), new PlayerHasItemWithHimCondition("pina colada")),
ConversationStates.ATTENDING,
null,
new MultipleActions(
new DropItemAction("pina colada"),
new ChatAction() {
public void fire(final Player player,
final Sentence sentence,
final EventRaiser npc) {
int pieAmount = Rand.roll1D6() + 1;
new EquipItemAction("fish pie", pieAmount, true).fire(player, sentence, npc);
npc.say("Thank you!! Take " +
Grammar.thisthese(pieAmount) + " " +
Grammar.quantityplnoun(pieAmount, "fish pie", "") +
" from my cook, and this kiss, from me.");
new SetQuestAndModifyKarmaAction(getSlotName(), "drinking;"
+ System.currentTimeMillis(), 15.0).fire(player, sentence, npc);
}
}));
npc.add(
ConversationStates.ATTENDING, triggers,
new AndCondition(new QuestInStateCondition(QUEST_SLOT, "start"), new NotCondition(new PlayerHasItemWithHimCondition("pina colada"))),
ConversationStates.ATTENDING,
"You don't have any drink I like yet. Go, and you better get an exotic one!",
null);
npc.add(
ConversationStates.ATTENDING, triggers,
new QuestNotInStateCondition(QUEST_SLOT, "start"),
ConversationStates.ATTENDING,
"Sometime you could do me a #favour ...", null);
}
@Override
public void addToWorld() {
super.addToWorld();
fillQuestInfo(
"Amazon Princess",
"A thirsty princess wants a drink.",
true);
offerQuestStep();
bringCocktailStep();
}
@Override
public List<String> getHistory(final Player player) {
final List<String> res = new ArrayList<String>();
if (!player.hasQuest(QUEST_SLOT)) {
return res;
}
res.add("Princess Esclara welcomed me to her home on Amazon Island.");
final String questState = player.getQuest(QUEST_SLOT);
if ("rejected".equals(questState)) {
res.add("She asked me to fetch her a drink but I didn't think she should have one.");
}
if (player.isQuestInState(QUEST_SLOT, "start") || isCompleted(player)) {
res.add("The Princess is thirsty, I promised her an exotic drink, and should tell her 'drink' when I have it.");
}
if (("start".equals(questState) && player.isEquipped("pina colada")) || isCompleted(player)) {
res.add("I found a pina colada for the Princess, I think she'd like that.");
}
if (isCompleted(player)) {
if (isRepeatable(player)) {
res.add("I took a pina colada to the Princess, but I'd bet she's ready for another. Maybe I'll get more fish pies.");
} else {
res.add("Princess Esclara loved the pina colada I took her, she's not thirsty now. She gave me fish pies and a kiss!!");
}
}
return res;
}
@Override
public String getSlotName() {
return QUEST_SLOT;
}
@Override
public String getName() {
return "AmazonPrincess";
}
// Amazon is dangerous below this level - don't hint to go there
@Override
public int getMinLevel() {
return 70;
}
@Override
public boolean isRepeatable(final Player player) {
return new AndCondition(new QuestStateStartsWithCondition(QUEST_SLOT,"drinking;"),
new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES)).fire(player,null, null);
}
@Override
public boolean isCompleted(final Player player) {
return new QuestStateStartsWithCondition(QUEST_SLOT,"drinking;").fire(player, null, null);
}
@Override
public String getRegion() {
return Region.AMAZON_ISLAND;
}
}