/* $Id: FishSoupForHughie.java,v 1.3 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.MathHelper;
import games.stendhal.common.parser.Sentence;
import games.stendhal.server.core.engine.SingletonRepository;
import games.stendhal.server.entity.item.Item;
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.IncreaseKarmaAction;
import games.stendhal.server.entity.npc.action.IncreaseXPAction;
import games.stendhal.server.entity.npc.action.MultipleActions;
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;
import marauroa.common.game.IRPZone;
/**
* QUEST: FishSoupForHughie
*
* PARTICIPANTS:
* <ul>
* <li> Anastasia, a worried mother in Ados farmhouse</li>
* <li> Hughie, her son</li>
* </ul>
*
* STEPS:
* <ul>
* <li> Anastasia asks for some fish soup for her sick boy</li>
* <li> You collect the fish soup</li>
* <li> You give the fish soup to Anastasia.</li>
* <li> Anastasia rewards you.<li>
* </ul>
*
* REWARD:
* <ul>
* <li> 10 potions</li>
* <li> xp </li>
* <li> Karma: 5</li>
* </ul>
*
* REPETITIONS:
* <ul>
* <li> Unlimited, but 7 days of waiting are required between repetitions</li>
* </ul>
*/
public class FishSoupForHughie extends AbstractQuest {
private static final int REQUIRED_MINUTES = 7 * MathHelper.MINUTES_IN_ONE_DAY;
private static final String QUEST_SLOT = "fishsoup_for_hughie";
@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("Anastasia asked me to bring fish soup for her boy Hughie.");
final String questState = player.getQuest(QUEST_SLOT);
if ("rejected".equals(questState)) {
res.add("I do not want to help Hughie.");
return res;
}
res.add("I do want to help Hughie and Anastasia.");
if ((player.isEquipped("fish soup")) || isCompleted(player)) {
res.add("I have fetched the fish soup needed to heal Hughie.");
}
if (isCompleted(player)) {
res.add("Hughie ate his soup and Anastasia gave me potions.");
}
if(isRepeatable(player)){
res.add("Its been a while since I checked on Hughie and Anastasia, I should remember to go see them again.");
}
return res;
}
private void prepareRequestingStep() {
final SpeakerNPC npc = npcs.get("Anastasia");
// player returns with the promised fish soup
npc.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
new QuestInStateCondition(QUEST_SLOT, "start"), new PlayerHasItemWithHimCondition("fish soup")),
ConversationStates.QUEST_ITEM_BROUGHT,
"Hi, you've got fish soup, I see, is that for Hughie?",
null);
//player returns without promised fish soup
npc.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
new QuestInStateCondition(QUEST_SLOT, "start"), new NotCondition(new PlayerHasItemWithHimCondition("fish soup"))),
ConversationStates.ATTENDING,
"You're back already? Hughie is getting sicker! Don't forget the fish soup for him, please. I promise to reward you.",
null);
// first chat of player with Anastasia
npc.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
new QuestNotStartedCondition(QUEST_SLOT)),
ConversationStates.ATTENDING, "Hi, I really could do with a #favor, please.",
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,
"Hello 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 fish soup for Hughie! Please hurry!",
null);
// first time player asks/ player had rejected
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new QuestNotStartedCondition(QUEST_SLOT),
ConversationStates.QUEST_OFFERED,
"My poor boy is sick and the potions I give him aren't working! Please could you fetch him some fish soup?",
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 Hughie is getting sick again! Please could you bring another bowl of fish soup? It helped last time.",
null);
// player returns - not 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,
"Hughie is sleeping off his fever now and I'm hopeful he recovers. Thank you so much.",
null);
// player is willing to help
npc.add(ConversationStates.QUEST_OFFERED,
ConversationPhrases.YES_MESSAGES,
null,
ConversationStates.ATTENDING,
"Thank you! You can ask Florence Bouillabaisse to make you fish soup. I think she's in Ados market somewhere.",
new SetQuestAndModifyKarmaAction(QUEST_SLOT, "start", 2.0));
// player is not willing to help
npc.add(ConversationStates.QUEST_OFFERED,
ConversationPhrases.NO_MESSAGES,
null,
ConversationStates.ATTENDING,
"Oh no, please, he's so sick.",
new SetQuestAndModifyKarmaAction(QUEST_SLOT, "rejected", -5.0));
}
private void prepareBringingStep() {
final SpeakerNPC npc = npcs.get("Anastasia");
// player has fish soup and tells Anastasia, yes, it is for her
final List<ChatAction> reward = new LinkedList<ChatAction>();
reward.add(new DropItemAction("fish soup"));
reward.add(new IncreaseXPAction(200));
reward.add(new SetQuestToTimeStampAction(QUEST_SLOT));
reward.add(new IncreaseKarmaAction(5));
reward.add(new EquipItemAction("potion",10));
reward.add(new ChatAction() {
public void fire(final Player player, final Sentence sentence, final EventRaiser npc) {
final Item soup = SingletonRepository.getEntityManager()
.getItem("fish soup");
final IRPZone zone = SingletonRepository.getRPWorld().getZone("int_ados_farm_house_1");
// place on table
soup.setPosition(32, 5);
// only allow Hughie, our npc, to eat the soup
soup.setBoundTo("Hughie");
zone.add(soup);
}
});
npc.add(ConversationStates.QUEST_ITEM_BROUGHT,
ConversationPhrases.YES_MESSAGES,
new PlayerHasItemWithHimCondition("fish soup"),
ConversationStates.ATTENDING, "Thank you! I will always be in your favour. I will feed it to Hughie when he wakes. Please take these potions, they did nothing for him.",
new MultipleActions(reward));
//player said the fish soup 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("fish soup")),
ConversationStates.ATTENDING,
"Oh! Where did you put the fish soup?",
null);
// player had fish soup but said it is not for Hughie
npc.add(
ConversationStates.QUEST_ITEM_BROUGHT,
ConversationPhrases.NO_MESSAGES,
null,
ConversationStates.ATTENDING,
"Oh...but my poor boy ... ",
null);
}
@Override
public void addToWorld() {
super.addToWorld();
fillQuestInfo(
"Fish Soup For Hughie",
"Anastasia's son Hughie is sick and needs something to heal him.",
true);
prepareRequestingStep();
prepareBringingStep();
}
@Override
public String getName() {
return "Fish Soup For Hughie";
}
@Override
public int getMinLevel() {
return 10;
}
}