/* $Id: ChocolateForElisabeth.java,v 1.7 2011/05/18 20:20:33 kymara 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.DecreaseKarmaAction;
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.SetQuestAction;
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.QuestActiveCondition;
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.QuestStartedCondition;
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.ArrayList;
import java.util.Arrays;
import java.util.LinkedList;
import java.util.List;
/**
* Quest to buy chocolate for a little girl called Elisabeth.
* Ask her mother Carey for a quest and she will ask you to get some chocolate for her daughter.
* Get some chocolate and bring it to Elisabeth.
*
* @author Vanessa Julius idea by miasma
*/
public class ChocolateForElisabeth extends AbstractQuest {
// constants
private static final String QUEST_SLOT = "chocolate_for_elisabeth";
/** The delay between repeating quests. */
private static final int REQUIRED_MINUTES = 60;
@Override
public String getSlotName() {
return QUEST_SLOT;
}
private void chocolateStep() {
final SpeakerNPC npc = npcs.get("Elisabeth");
// first conversation with Elisabeth.
npc.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
new QuestNotStartedCondition(QUEST_SLOT), new QuestNotInStateCondition(QUEST_SLOT, "rejected")),
ConversationStates.ATTENDING,
"I can't remember when I smelt the good taste of #chocolate the last time...",
null);
npc.addReply("chocolate", "My mom told me, that chocolate can be found in an assassin school, which is quite #dangerous. She said also that someone sells it in Ados...");
npc.addReply("dangerous", "Some bandits wait on the road to the school and assassins guard the way there, so mom and I have to stay in Kirdneh because it's safe here...");
// player is supposed to speak to mummy now
npc.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
new QuestInStateCondition(QUEST_SLOT, "start"), new PlayerHasItemWithHimCondition("chocolate bar")),
ConversationStates.IDLE,
"My mum wants to know who I was asking for chocolate from now :(",
null);
// player didn't get chocolate, meanie
npc.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
new QuestInStateCondition(QUEST_SLOT, "start"), new NotCondition(new PlayerHasItemWithHimCondition("chocolate bar"))),
ConversationStates.ATTENDING,
"I hope that someone will bring me some chocolate soon...:(",
null);
// player got chocolate and spoke to mummy
npc.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
new QuestInStateCondition(QUEST_SLOT, "mummy"), new PlayerHasItemWithHimCondition("chocolate bar")),
ConversationStates.QUESTION_1,
"Awesome! Is that chocolate for me?",
null);
// player spoke to mummy and hasn't got chocolate
npc.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
new QuestInStateCondition(QUEST_SLOT, "mummy"), new NotCondition(new PlayerHasItemWithHimCondition("chocolate bar"))),
ConversationStates.ATTENDING,
"I hope that someone will bring me some chocolate soon...:(",
null);
// player is in another state like eating
npc.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
new QuestStartedCondition(QUEST_SLOT), new QuestNotInStateCondition(QUEST_SLOT, "start"), new QuestNotInStateCondition(QUEST_SLOT, "mummy")),
ConversationStates.ATTENDING,
"Hello.",
null);
// player rejected quest
npc.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
new QuestInStateCondition(QUEST_SLOT, "rejected")),
ConversationStates.ATTENDING,
"Hello.",
null);
// player asks about quest for first time (or rejected)
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new QuestNotStartedCondition(QUEST_SLOT),
ConversationStates.QUEST_OFFERED,
"I would really love to have some chocolate. I'd like one bar, please. A dark brown one or a sweet white one or some with flakes. Will you get me one?",
null);
// shouldn't happen
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new QuestCompletedCondition(QUEST_SLOT),
ConversationStates.ATTENDING,
"I still enjoy the last chocolate bar you brought me, thanks!",
null);
// player can repeat quest
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new AndCondition(new QuestStateStartsWithCondition(QUEST_SLOT, "eating;"), new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES)),
ConversationStates.QUEST_OFFERED,
"I hope another chocolate bar wouldn't be greedy. Can you get me another one?",
null);
// player can't repeat quest
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new AndCondition(new QuestStateStartsWithCondition(QUEST_SLOT, "eating;"), new NotCondition(new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES))),
ConversationStates.ATTENDING,
"I've had too much chocolate. I feel sick.",
null);
// player should be bringing chocolate not asking about the quest
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new AndCondition(new QuestActiveCondition(QUEST_SLOT), new NotCondition(new QuestStateStartsWithCondition(QUEST_SLOT, "eating;"))),
ConversationStates.ATTENDING,
"Waaaaaaaa! Where is my chocolate ...",
null);
// Player agrees to get the chocolate
npc.add(ConversationStates.QUEST_OFFERED,
ConversationPhrases.YES_MESSAGES,
null,
ConversationStates.ATTENDING,
"Thank you!",
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,
"Ok, I'll wait till mommy finds some helpers...",
new SetQuestAndModifyKarmaAction(QUEST_SLOT, "rejected", -5.0));
// Player has got chocolate bar and spoken to mummy
final List<ChatAction> reward = new LinkedList<ChatAction>();
reward.add(new DropItemAction("chocolate bar"));
reward.add(new ChatAction() {
public void fire(final Player player, final Sentence sentence, final EventRaiser npc) {
// pick a random flower
String rewardClass = Rand.rand(Arrays.asList("daisies","zantedeschia","pansy"));
final StackableItem reward = (StackableItem) SingletonRepository.getEntityManager().getItem(rewardClass);
reward.setQuantity(1);
player.equipOrPutOnGround(reward);
player.notifyWorldAboutChanges();
}
});
reward.add(new IncreaseXPAction(500));
reward.add(new SetQuestAction(QUEST_SLOT, "eating;"));
reward.add(new SetQuestToTimeStampAction(QUEST_SLOT,1));
reward.add(new IncreaseKarmaAction(10.0));
npc.add(ConversationStates.QUESTION_1,
ConversationPhrases.YES_MESSAGES,
new PlayerHasItemWithHimCondition("chocolate bar"),
ConversationStates.ATTENDING,
"Thank you EVER so much! You are very kind. Here, take a fresh flower as a present.",
new MultipleActions(reward));
// player did have chocolate but put it on ground after question?
npc.add(ConversationStates.QUESTION_1,
ConversationPhrases.YES_MESSAGES,
new NotCondition(new PlayerHasItemWithHimCondition("chocolate bar")),
ConversationStates.ATTENDING,
"Hey, where's my chocolate gone?!",
null);
// Player says no, they've lost karma
npc.add(ConversationStates.QUESTION_1,
ConversationPhrases.NO_MESSAGES,
null,
ConversationStates.IDLE,
"Waaaaaa! You're a big fat meanie.",
new DecreaseKarmaAction(5.0));
}
private void meetMummyStep() {
final SpeakerNPC mummyNPC = npcs.get("Carey");
// player speaks to mummy before Elisabeth
mummyNPC.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(mummyNPC.getName()),
new QuestNotStartedCondition(QUEST_SLOT)),
ConversationStates.ATTENDING, "Hello, nice to meet you.",
null);
// player is supposed to begetting chocolate
mummyNPC.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(mummyNPC.getName()),
new QuestInStateCondition(QUEST_SLOT, "start")),
ConversationStates.ATTENDING,
"Oh you met my daughter Elisabeth already. You seem like a nice person so it would be really kind, if you can bring her a chocolate bar because I'm not #strong enough for that.",
new SetQuestAction(QUEST_SLOT, "mummy"));
mummyNPC.addReply("strong", "I tried to get some chocolate for Elisabeth a few times, but I couldn't make my way through the assassins and bandits running around #there.");
mummyNPC.addReply("there", "They live in and around the Ados castle. Take care there! I also heard about #someone who sells chocolate bars.");
mummyNPC.addReply("someone", "I never visited that guy because he seems to be really... well he works somewhere where I don't want to be in Ados.");
// any other state
mummyNPC.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES, new GreetingMatchesNameCondition(mummyNPC.getName()), true,
ConversationStates.ATTENDING, "Hello again.", null);
}
@Override
public void addToWorld() {
super.addToWorld();
fillQuestInfo(
"Chocolate for Elisabeth",
"Sweet sweet chocolate! Noone can live without it! And Elisabeth loooves to have some...",
true);
chocolateStep();
meetMummyStep();
}
@Override
public List<String> getHistory(final Player player) {
final List<String> res = new ArrayList<String>();
if (!player.hasQuest(QUEST_SLOT)) {
return res;
}
res.add("Elisabeth is a sweet little girl who lives in Kirdneh together with her family.");
final String questState = player.getQuest(QUEST_SLOT);
if ("rejected".equals(questState)) {
res.add("I don't like sweet little girls.");
}
if (player.isQuestInState(QUEST_SLOT, "start","mummy") || isCompleted(player)) {
res.add("Little Elisabeth wants a chocolate bar.");
}
if (player.isQuestInState(QUEST_SLOT, "start","mummy") && player.isEquipped("chocolate") || isCompleted(player)) {
res.add("I found a tasty chocolate bar for Elisabeth.");
}
if ("mummy".equals(questState) || isCompleted(player)) {
res.add("I spoke to Carey, Elisabeth's mom and she agreed I could give a chocolate bar to her daughter.");
}
if (isCompleted(player)) {
if (isRepeatable(player)) {
res.add("I took some chocolate to Elisabeth, she gave me some flowers in return. Perhaps she'd like more chocolate now.");
} else {
res.add("Elisabeth is eating the chocolate bar I gave her, and she gave me some flowers in return.");
}
}
return res;
}
@Override
public String getName() {
return "ChocolateForElisabeth";
}
// Getting to Kirdneh is not too feasible till this level
@Override
public int getMinLevel() {
return 10;
}
@Override
public boolean isRepeatable(final Player player) {
return new AndCondition(new QuestStateStartsWithCondition(QUEST_SLOT,"eating;"),
new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES)).fire(player,null, null);
}
@Override
public boolean isCompleted(final Player player) {
return new QuestStateStartsWithCondition(QUEST_SLOT,"eating;").fire(player, null, null);
}
@Override
public String getRegion() {
return Region.KIRDNEH_CITY;
}
}