/* $Id: Snowballs.java,v 1.30 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.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.GreetingMatchesNameCondition;
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: Snowballs
* <p>
* PARTICIPANTS:
* <li> Mr. Yeti, a creature in a dungeon needs help
* <p>
* STEPS:
* <li> Mr. Yeti asks for some snow, and wants you to get 25 snowballs.
* <li> You collect 25 snowballs from ice golems.
* <li> You give the snowballs to Mr. Yeti.
* <li> Mr. Yeti gives you 20 cod or perch.
* <p>
* REWARD: <li> 20 cod or perch <li> 500 XP <li> 20 karma in total
* <p>
* REPETITIONS: <li> Unlimited, but 12 hours of waiting is
* required between repetitions
*/
public class Snowballs extends AbstractQuest {
private static final int REQUIRED_SNOWBALLS = 25;
private static final int REQUIRED_MINUTES = 120;
private static final String QUEST_SLOT = "snowballs";
@Override
public String getSlotName() {
return QUEST_SLOT;
}
@Override
public boolean isCompleted(final Player player) {
return player.hasQuest(QUEST_SLOT)
&& !player.getQuest(QUEST_SLOT).equals("start")
&& !player.getQuest(QUEST_SLOT).equals("rejected");
}
@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 went down into the icy caves and met Mr. Yeti.");
final String questState = player.getQuest(QUEST_SLOT);
if (questState.equals("rejected")) {
res.add("I didn't want to help Mr. Yeti out this time and he harshly send me away...");
return res;
}
res.add("Mr. Yeti asked me to collect some snowballs for him and I promised it.");
if ((player.isEquipped("snowball", REQUIRED_SNOWBALLS)) || isCompleted(player)) {
res.add("I found some snowballs after killing some ice golems.");
}
if (isCompleted(player)) {
res.add("I made Mr. Yeti happy when I gave him the snowballs he wanted.");
}
if(isRepeatable(player)){
res.add("Mr. Yeti needs snowballs again!");
}
return res;
}
private void prepareRequestingStep() {
final SpeakerNPC npc = npcs.get("Mr. Yeti");
// says hi without having started quest before
npc.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
new QuestNotStartedCondition(QUEST_SLOT)),
ConversationStates.ATTENDING,
"Greetings stranger! Have you seen my snow sculptures? I need a #favor from someone friendly like you.",
null);
// says hi - got the snow yeti asked for
npc.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
new QuestInStateCondition(QUEST_SLOT, "start"),
new PlayerHasItemWithHimCondition("snowball", REQUIRED_SNOWBALLS)),
ConversationStates.QUEST_ITEM_BROUGHT,
"Greetings stranger! I see you have the snow I asked for. Are these snowballs for me?",
null);
// says hi - didn't get the snow yeti asked for
npc.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
new QuestInStateCondition(QUEST_SLOT, "start"),
new NotCondition(new PlayerHasItemWithHimCondition("snowball", REQUIRED_SNOWBALLS))),
ConversationStates.ATTENDING,
"You're back already? Don't forget that you promised to collect a bunch of snowballs for me!",
null);
// says hi - quest was done before and is now repeatable
npc.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
new QuestStartedCondition(QUEST_SLOT),
new QuestNotInStateCondition(QUEST_SLOT, "start"),
new TimePassedCondition(QUEST_SLOT, REQUIRED_MINUTES)),
ConversationStates.ATTENDING,
"Greetings again! Have you seen my latest snow sculptures? I need a #favor again ...",
null);
// says hi - quest was done before and is not yet repeatable
npc.add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(npc.getName()),
new QuestStartedCondition(QUEST_SLOT),
new QuestNotInStateCondition(QUEST_SLOT, "start"),
new NotCondition(new TimePassedCondition(QUEST_SLOT, REQUIRED_MINUTES))),
ConversationStates.ATTENDING,
null,
new SayTimeRemainingAction(QUEST_SLOT, REQUIRED_MINUTES, "I have enough snow for my new sculpture. Thank you for helping! "
+ "I might start a new one in" ));
// asks about quest - has never started it
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new QuestNotStartedCondition(QUEST_SLOT),
ConversationStates.QUEST_OFFERED,
"I like to make snow sculptures, but the snow in this cavern is not good enough. Would you help me and get some snowballs? I need twenty five of them.",
null);
// asks about quest but already on it
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new QuestInStateCondition(QUEST_SLOT, "start"),
ConversationStates.ATTENDING,
"You already promised me to bring some snowballs! Twenty five pieces, remember ...",
null);
// asks about quest - has done it but it's repeatable now
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new AndCondition(new QuestStartedCondition(QUEST_SLOT), new QuestNotInStateCondition(QUEST_SLOT, "start"), new TimePassedCondition(QUEST_SLOT, REQUIRED_MINUTES)),
ConversationStates.QUEST_OFFERED,
"I like to make snow sculptures, but the snow in this cavern is not good enough. Would you help me and get some snowballs? I need twenty five of them.",
null);
// asks about quest - has done it and it's too soon to do again
npc.add(ConversationStates.ATTENDING,
ConversationPhrases.QUEST_MESSAGES,
new AndCondition(new QuestStartedCondition(QUEST_SLOT), new QuestNotInStateCondition(QUEST_SLOT, "start"), new NotCondition(new TimePassedCondition(QUEST_SLOT, REQUIRED_MINUTES))),
ConversationStates.ATTENDING,
"I have enough snow to finish my sculpture, but thanks for asking.",
null);
// player is willing to help
npc.add(ConversationStates.QUEST_OFFERED,
ConversationPhrases.YES_MESSAGES,
null,
ConversationStates.ATTENDING,
"Fine. You can loot the snowballs from the ice golem in this cavern, but be careful there is something huge nearby! Come back when you get twenty five snowballs.",
new SetQuestAndModifyKarmaAction(QUEST_SLOT, "start", 5.0));
// player is not willing to help
npc.add(ConversationStates.QUEST_OFFERED,
ConversationPhrases.NO_MESSAGES,
null,
ConversationStates.ATTENDING,
"So what are you doing here? Go away!",
new SetQuestAndModifyKarmaAction(QUEST_SLOT, "rejected", -5.0));
}
private void prepareBringingStep() {
final SpeakerNPC npc = npcs.get("Mr. Yeti");
final List<ChatAction> reward = new LinkedList<ChatAction>();
reward.add(new DropItemAction("snowball", REQUIRED_SNOWBALLS));
reward.add(new IncreaseXPAction(50));
reward.add(new SetQuestToTimeStampAction(QUEST_SLOT));
reward.add(new IncreaseKarmaAction(15));
// player gets either cod or perch, which we don't have a standard action for
// and the npc says the name of the reward, too
reward.add(new ChatAction() {
public void fire(final Player player, final Sentence sentence, final EventRaiser npc) {
String rewardClass;
if (Rand.throwCoin() == 1) {
rewardClass = "cod";
} else {
rewardClass = "perch";
}
npc.say("Thank you! Here, take some " + rewardClass + "! I do not like to eat them.");
final StackableItem reward = (StackableItem) SingletonRepository.getEntityManager().getItem(rewardClass);
reward.setQuantity(20);
player.equipOrPutOnGround(reward);
player.notifyWorldAboutChanges();
}
});
npc.add(ConversationStates.QUEST_ITEM_BROUGHT,
ConversationPhrases.YES_MESSAGES,
new PlayerHasItemWithHimCondition("snowball", REQUIRED_SNOWBALLS),
ConversationStates.ATTENDING,
null,
new MultipleActions(reward));
npc.add(ConversationStates.QUEST_ITEM_BROUGHT,
ConversationPhrases.YES_MESSAGES,
new NotCondition(new PlayerHasItemWithHimCondition("snowball", REQUIRED_SNOWBALLS)),
ConversationStates.ATTENDING,
"Hey! Where did you put the snowballs?",
null);
npc.add(
ConversationStates.QUEST_ITEM_BROUGHT,
ConversationPhrases.NO_MESSAGES,
null,
ConversationStates.ATTENDING,
"Oh I hope you bring me them soon! I would like to finish my sculpture!",
null);
}
@Override
public void addToWorld() {
super.addToWorld();
fillQuestInfo(
"Snowballs for Mr. Yeti",
"The inhabitant of the icy region in Faiumoni needs your help to collect some snowballs for him.",
false);
prepareRequestingStep();
prepareBringingStep();
}
@Override
public String getName() {
return "Snowballs";
}
// the djinns, ice golems and ice elementals on the way to yeti caves are quite dangerous
@Override
public int getMinLevel() {
return 60;
}
}