Package games.stendhal.server.maps.quests

Source Code of games.stendhal.server.maps.quests.Campfire

/* $Id: Campfire.java,v 1.61 2011/05/01 19:50:05 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.quests;

import games.stendhal.common.Rand;
import games.stendhal.common.parser.Sentence;
import games.stendhal.server.core.engine.SingletonRepository;
import games.stendhal.server.entity.item.StackableItem;
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.IncreaseKarmaAction;
import games.stendhal.server.entity.npc.action.IncreaseXPAction;
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.action.SetQuestToTimeStampAction;
import games.stendhal.server.entity.npc.condition.AndCondition;
import games.stendhal.server.entity.npc.condition.GreetingMatchesNameCondition;
import games.stendhal.server.entity.npc.condition.NotCondition;
import games.stendhal.server.entity.npc.condition.PlayerHasItemWithHimCondition;
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.QuestStartedCondition;
import games.stendhal.server.entity.npc.condition.TimePassedCondition;
import games.stendhal.server.entity.player.Player;

import java.util.ArrayList;
import java.util.LinkedList;
import java.util.List;

/**
* QUEST: Campfire
*
* PARTICIPANTS:
* <ul>
* <li> Sally, a scout sitting next to a campfire near Or'ril</li>
* </ul>
*
* STEPS:
* <ul>
* <li> Sally asks you for wood for her campfire</li>
* <li> You collect 10 pieces of wood in the forest</li>
* <li> You give the wood to Sally.</li>
* <li> Sally gives you 10 meat or ham in return.<li>
* </ul>
*
* REWARD:
* <ul>
* <li> 10 meat or ham</li>
* <li> 50 XP</li>
* <li> Karma: 10</li>
* </ul>
*
* REPETITIONS:
* <ul>
* <li> Unlimited, but 5 minutes of waiting are required between repetitions</li>
* </ul>
*/
public class Campfire extends AbstractQuest {

  private static final int REQUIRED_WOOD = 10;
 
  private static final int REQUIRED_MINUTES = 5;

  private static final String QUEST_SLOT = "campfire";

  @Override
  public String getSlotName() {
    return QUEST_SLOT;
  }
 
  @Override
  public boolean isCompleted(final Player player) {
    return player.hasQuest(QUEST_SLOT) && !"start".equals(player.getQuest(QUEST_SLOT)) && !"rejected".equals(player.getQuest(QUEST_SLOT));
  }

  @Override
  public boolean isRepeatable(final Player player) {
    return new AndCondition(new QuestNotInStateCondition(QUEST_SLOT, "start"), new QuestStartedCondition(QUEST_SLOT), new TimePassedCondition(QUEST_SLOT,REQUIRED_MINUTES)).fire(player, null, null);
  }

  @Override
  public List<String> getHistory(final Player player) {
    final List<String> res = new ArrayList<String>();
    if (!player.hasQuest(QUEST_SLOT)) {
      return res;
    }
    res.add("I have met Sally");
    final String questState = player.getQuest(QUEST_SLOT);
    if ("rejected".equals(questState)) {
      res.add("I do not want to help Sally");
      return res;
    }
    res.add("I do want to help Sally");
    if ((player.isEquipped("wood", REQUIRED_WOOD)) || isCompleted(player)) {
      res.add("I have found the 10 wood needed to start the fire");
    }
    if (isCompleted(player)) {
      res.add("I have given Sally the wood. She gave me some food in return. I also gained 50 xp");
    }
    if(isRepeatable(player)){
      res.add("Sally's fire needs some wood again.");
    }
    return res;
  }



  private void prepareRequestingStep() {
    final SpeakerNPC npc = npcs.get("Sally");

    // player returns with the promised wood
    npc.add(ConversationStates.IDLE,
      ConversationPhrases.GREETING_MESSAGES,
      new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
          new QuestInStateCondition(QUEST_SLOT, "start"), new PlayerHasItemWithHimCondition("wood", REQUIRED_WOOD)),
      ConversationStates.QUEST_ITEM_BROUGHT,
      "Hi again! You've got wood, I see; do you have those 10 pieces of wood I asked about earlier?",
      null);

    //player returns without promised wood
    npc.add(ConversationStates.IDLE,
      ConversationPhrases.GREETING_MESSAGES,
      new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
          new QuestInStateCondition(QUEST_SLOT, "start"), new NotCondition(new PlayerHasItemWithHimCondition("wood", REQUIRED_WOOD))),
      ConversationStates.ATTENDING,
      "You're back already? Don't forget that you promised to collect ten pieces of wood for me!",
      null);

    // first chat of player with sally
    npc.add(ConversationStates.IDLE,
      ConversationPhrases.GREETING_MESSAGES,
      new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
          new QuestNotStartedCondition(QUEST_SLOT)),
      ConversationStates.ATTENDING, "Hi! I need a little #favor ... ",
      null);

    // player who is rejected or 'done' but waiting to start again, returns
    npc.add(ConversationStates.IDLE,
      ConversationPhrases.GREETING_MESSAGES,
      new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
          new QuestNotInStateCondition(QUEST_SLOT, "start"),
          new QuestStartedCondition(QUEST_SLOT)),
      ConversationStates.ATTENDING,
      "Hi again!",
      null);
   
    // if they ask for quest while on it, remind them
    npc.add(ConversationStates.ATTENDING,
      ConversationPhrases.QUEST_MESSAGES,
      new QuestInStateCondition(QUEST_SLOT, "start"),
      ConversationStates.ATTENDING,
      "You already promised me to bring me some wood! Ten pieces, remember?",
      null);

    // first time player asks/ player had rejected
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new QuestNotStartedCondition(QUEST_SLOT),
        ConversationStates.QUEST_OFFERED,
        "I need more wood to keep my campfire running, But I can't leave it unattended to go get some! Could you please get some from the forest for me? I need ten pieces.",
        null);
   
    // player returns - enough time has passed
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new QuestNotInStateCondition(QUEST_SLOT, "start"), new QuestStartedCondition(QUEST_SLOT), new TimePassedCondition(QUEST_SLOT,REQUIRED_MINUTES)),
        ConversationStates.QUEST_OFFERED,
        "My campfire needs wood again! Could you please get some from the forest for me? I need ten pieces.",
        null);

    // player returns - enough time has passed
    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
        new AndCondition(new QuestNotInStateCondition(QUEST_SLOT, "start"), new QuestStartedCondition(QUEST_SLOT), new NotCondition(new TimePassedCondition(QUEST_SLOT,REQUIRED_MINUTES))),
        ConversationStates.ATTENDING,
        null,
        new SayTimeRemainingAction(QUEST_SLOT,REQUIRED_MINUTES,"Thanks, but I think the wood you brought me already will last me another"));
   
    // player is willing to help
    npc.add(ConversationStates.QUEST_OFFERED,
      ConversationPhrases.YES_MESSAGES,
      null,
      ConversationStates.ATTENDING,
      "Okay. You can find wood in the forest north of here. Come back when you get ten pieces of wood!",
      new SetQuestAndModifyKarmaAction(QUEST_SLOT, "start", 5.0));

    // player is not willing to help
    npc.add(ConversationStates.QUEST_OFFERED,
      ConversationPhrases.NO_MESSAGES,
      null,
      ConversationStates.ATTENDING,
      "Oh dear, how am I going to cook all this meat? Perhaps I'll just have to feed it to the animals...",
      new SetQuestAndModifyKarmaAction(QUEST_SLOT, "rejected", -5.0));
  }

  private void prepareBringingStep() {
    final SpeakerNPC npc = npcs.get("Sally");
    // player has wood and tells sally, yes, it is for her
   
    final List<ChatAction> reward = new LinkedList<ChatAction>();
    reward.add(new DropItemAction("wood", REQUIRED_WOOD));
    reward.add(new IncreaseXPAction(50));
    reward.add(new SetQuestToTimeStampAction(QUEST_SLOT));
    reward.add(new IncreaseKarmaAction(10));
    reward.add(new ChatAction() {
      public void fire(final Player player, final Sentence sentence, final EventRaiser npc) {
        String rewardClass;
        if (Rand.throwCoin() == 1) {
          rewardClass = "meat";
        } else {
          rewardClass = "ham";
        }
        npc.say("Thank you! Here, take some " + rewardClass + "!");
        final StackableItem reward = (StackableItem) SingletonRepository.getEntityManager().getItem(rewardClass);
        reward.setQuantity(REQUIRED_WOOD);
        player.equipOrPutOnGround(reward);
        player.notifyWorldAboutChanges();
      }
    });
   
    npc.add(ConversationStates.QUEST_ITEM_BROUGHT,
      ConversationPhrases.YES_MESSAGES,
      new PlayerHasItemWithHimCondition("wood", REQUIRED_WOOD),
      ConversationStates.ATTENDING, null,
      new MultipleActions(reward));

    //player said the wood was for her but has dropped it from his bag or hands
    npc.add(ConversationStates.QUEST_ITEM_BROUGHT,
      ConversationPhrases.YES_MESSAGES,
      new NotCondition(new PlayerHasItemWithHimCondition("wood", REQUIRED_WOOD)),
      ConversationStates.ATTENDING,
      "Hey! Where did you put the wood?",
      null);

    // player had wood but said it is not for sally
    npc.add(
      ConversationStates.QUEST_ITEM_BROUGHT,
      ConversationPhrases.NO_MESSAGES,
      null,
      ConversationStates.ATTENDING,
      "Oh... well, I hope you find some quickly; this fire's going to burn out soon!",
      null);
  }

  @Override
  public void addToWorld() {
    super.addToWorld();
    fillQuestInfo(
        "Campfire",
        "Sally wants to build a campfire, but she doesn't have any wood.",
        true);
    prepareRequestingStep();
    prepareBringingStep();
  }

  @Override
  public String getName() {
    return "Campfire";
  }
 
  @Override
  public int getMinLevel() {
    return 0;
  }
}
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