/* $Id: CoalForHaunchy.java,v 1.14 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.ArrayList;
import java.util.Arrays;
import java.util.List;
/**
* QUEST: Coal for Haunchy
*
* PARTICIPANTS:
* <ul>
* <li>Haunchy Meatoch, the BBQ grillmaster on the Ados market</li>
* </ul>
*
* STEPS:
* <ul>
* <li>Haunchy Meatoch asks you to fetch coal for his BBQ</li>
* <li>Find some coal in Semos Mine or buy some from other players</li>
* <li>Take the coal to Haunchy</li>
* <li>Haunchy gives you a tasty reward</li>
* </ul>
*
* REWARD:
* <ul>
* <li>Karma +20 in all</li>
* <li>XP +200 in all</li>
* <li>Some grilled steaks, random between 1 and 4.</li>
* </ul>
*
* REPETITIONS:
* <ul>
* <li>You can repeat it each 2 days.</li>
* </ul>
*
* @author Vanessa Julius and storyteller
*/
public class CoalForHaunchy extends AbstractQuest {
private static final String QUEST_SLOT = "coal_for_haunchy";
// The delay between repeating quests is 48 hours or 2880 minutes
private static final int REQUIRED_MINUTES = 2880;
private void offerQuestStep() {
final SpeakerNPC npc = npcs.get("Haunchy Meatoch");
// player says quest when he has not ever done the quest before (rejected or just new)
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new QuestNotStartedCondition(QUEST_SLOT),
ConversationStates.QUEST_OFFERED,
"I cannot use wood for this huge BBQ. To keep the heat I need some really old stone coal but there isn't much left. The problem is, that I can't fetch it myself because my steaks would burn then so I have to stay here. Can you bring me 25 pieces of #coal for my BBQ please?",
null);
npc.add(
ConversationStates.QUEST_OFFERED,
Arrays.asList("coal"),
null,
ConversationStates.QUEST_OFFERED,
"Coal isn't easy to find. You normally can find it somewhere in the ground but perhaps you are lucky and find some in the old Semos Mine tunnels...",
null);
// player has completed the quest (doesn't happen here)
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new QuestCompletedCondition(QUEST_SLOT),
ConversationStates.ATTENDING,
"I can go on with grilling my tasty steaks now! Thank you!",
null);
// player asks about quest which he has done already and he is allowed to repeat it
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new AndCondition(new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES), new QuestStateStartsWithCondition(QUEST_SLOT, "waiting;")),
ConversationStates.QUEST_OFFERED,
"The last coal you brought me is mostly gone again. Will you bring me some more?",
null);
// player asks about quest which he has done already but it is not time to repeat it
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new AndCondition(new NotCondition(new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES)), new QuestStateStartsWithCondition(QUEST_SLOT, "waiting;")),
ConversationStates.ATTENDING,
null,
new SayTimeRemainingAction(QUEST_SLOT, 1, REQUIRED_MINUTES, "The coal amount behind my counter is still high enough. I will not need more for"));
// Player agrees to get the coal
npc.add(ConversationStates.QUEST_OFFERED,
ConversationPhrases.YES_MESSAGES, null,
ConversationStates.ATTENDING,
"Thank you! If you have found 25 pieces, say #coal to me so I know you have it. I'll be sure to give you a nice and tasty 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. I thought you love BBQs like I do. Bye then.",
new SetQuestAndModifyKarmaAction(QUEST_SLOT, "rejected", -10.0));
}
/*
* Get Coal Step :
* Players will get some coal in Semos Mine and with buying some from other players.
*
*/
private void bringCoalStep() {
final SpeakerNPC npc = npcs.get("Haunchy Meatoch");
final List<String> triggers = new ArrayList<String>();
triggers.add("coal");
triggers.add("stone coal");
triggers.addAll(ConversationPhrases.QUEST_MESSAGES);
// player asks about quest or says coal when they are supposed to bring some coal and they have it
npc.add(
ConversationStates.ATTENDING, triggers,
new AndCondition(new QuestInStateCondition(QUEST_SLOT, "start"), new PlayerHasItemWithHimCondition("coal",25)),
ConversationStates.ATTENDING,
null,
new MultipleActions(
new DropItemAction("coal",25),
new ChatAction() {
public void fire(final Player player,
final Sentence sentence,
final EventRaiser npc) {
int grilledsteakAmount = Rand.rand(4) + 1;
new EquipItemAction("grilled steak", grilledsteakAmount, true).fire(player, sentence, npc);
npc.say("Thank you!! Take " + Grammar.thisthese(grilledsteakAmount) + " " +
Grammar.quantityNumberStrNoun(grilledsteakAmount, "grilled steak") + " from my grill!");
new SetQuestAndModifyKarmaAction(getSlotName(), "waiting;"
+ System.currentTimeMillis(), 10.0).fire(player, sentence, npc);
}
}));
// player asks about quest or says coal when they are supposed to bring some coal and they don't have it
npc.add(
ConversationStates.ATTENDING, triggers,
new AndCondition(new QuestInStateCondition(QUEST_SLOT, "start"), new NotCondition(new PlayerHasItemWithHimCondition("coal",25))),
ConversationStates.ATTENDING,
"You don't have the coal amount which I need yet. Go and pick some more pieces up, please.",
null);
npc.add(
ConversationStates.ATTENDING,
Arrays.asList("coal","stone coal"),
new QuestNotInStateCondition(QUEST_SLOT,"start"),
ConversationStates.ATTENDING,
"Sometime you could do me a #favour ...", null);
}
@Override
public void addToWorld() {
super.addToWorld();
fillQuestInfo(
"Coal for Haunchy",
"Haunchy Meatoch is afraid of his BBQ grillfire. Will his coal last till the steaks are ready or will he need some more?",
true);
offerQuestStep();
bringCoalStep();
}
@Override
public List<String> getHistory(final Player player) {
final List<String> res = new ArrayList<String>();
if (!player.hasQuest(QUEST_SLOT)) {
return res;
}
res.add("Haunchy Meatoch welcomed me to the Ados market.");
final String questState = player.getQuest(QUEST_SLOT);
if ("rejected".equals(questState)) {
res.add("He asked me to fetch him some pieces of coal but I don't have time to collect some.");
}
if (player.isQuestInState(QUEST_SLOT, "start") || isCompleted(player)) {
res.add("The BBQ grill-heat is low and I promised Haunchy to help him out with 25 pieces of coal.");
}
if (("start".equals(questState) && player.isEquipped("coal",25)) || isCompleted(player)) {
res.add("I found 25 pieces of coal for the Haunchy and think he will be happy.");
}
if (isCompleted(player)) {
if (isRepeatable(player)) {
res.add("I took 25 pieces of coal to the Haunchy, but I'd bet his amount is low again and needs more. Maybe I'll get more grilled tasty steaks.");
} else {
res.add("Haunchy Meatoch was really happy when I gave him the coal, he has enough for now. He gave me some of the best steaks which I ever ate!");
}
}
return res;
}
@Override
public String getSlotName() {
return QUEST_SLOT;
}
@Override
public String getName() {
return "CoalForHaunchy";
}
@Override
public boolean isRepeatable(final Player player) {
return new AndCondition(new QuestStateStartsWithCondition(QUEST_SLOT,"waiting;"),
new TimePassedCondition(QUEST_SLOT, 1, REQUIRED_MINUTES)).fire(player,null, null);
}
@Override
public boolean isCompleted(final Player player) {
return new QuestStateStartsWithCondition(QUEST_SLOT,"waiting;").fire(player, null, null);
}
@Override
public String getRegion() {
return Region.ADOS_CITY;
}
}