/* $Id: BoyNPC.java,v 1.34 2011/05/01 19:50:08 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.semos.townhall;
import games.stendhal.common.Direction;
import games.stendhal.common.parser.Sentence;
import games.stendhal.server.core.config.ZoneConfigurator;
import games.stendhal.server.core.engine.StendhalRPZone;
import games.stendhal.server.entity.Entity;
import games.stendhal.server.entity.RPEntity;
import games.stendhal.server.entity.npc.ChatAction;
import games.stendhal.server.entity.npc.ChatCondition;
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.SayTextWithPlayerNameAction;
import games.stendhal.server.entity.npc.condition.AndCondition;
import games.stendhal.server.entity.npc.condition.GreetingMatchesNameCondition;
import games.stendhal.server.entity.npc.condition.QuestCompletedCondition;
import games.stendhal.server.entity.npc.condition.QuestNotStartedCondition;
import games.stendhal.server.entity.player.Player;
import java.util.Map;
public class BoyNPC implements ZoneConfigurator {
/**
* Configure a zone.
*
* @param zone The zone to be configured.
* @param attributes Configuration attributes.
*/
public void configureZone(final StendhalRPZone zone, final Map<String, String> attributes) {
buildSemosTownhallArea(zone, attributes);
}
private void buildSemosTownhallArea(final StendhalRPZone zone, final Map<String, String> attributes) {
final SpeakerNPC npc = new SpeakerNPC("Tad") {
@Override
protected void createPath() {
setPath(null);
}
@Override
protected void createDialog() {
add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(
new GreetingMatchesNameCondition(getName()),
new QuestNotStartedCondition("introduce_players"),
new ChatCondition() {
public boolean fire(final Player player, final Sentence sentence, final Entity entity) {
return !player.isGhost();
}
}),
ConversationStates.ATTENDING,
null,
new SayTextWithPlayerNameAction("Ssshh! Come here, [name]! I have a #task for you."));
// this is the condition for any other case while the quest is active, not covered by the quest.
add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new GreetingMatchesNameCondition(getName()), true,
ConversationStates.ATTENDING,
"*sniff* *sniff* I still feel ill, please hurry with that #favour for me.",
null);
add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
new AndCondition(new GreetingMatchesNameCondition(getName()),
new QuestCompletedCondition("introduce_players")),
ConversationStates.ATTENDING,
null,
new SayTextWithPlayerNameAction("Hi again, [name]! Thanks again, I'm feeling much better now."));
addGoodbye();
}
/*
* (non-Javadoc)
* @see games.stendhal.server.entity.npc.SpeakerNPC#onGoodbye(games.stendhal.server.entity.RPEntity)
*/
@Override
protected void onGoodbye(RPEntity player) {
setDirection(Direction.RIGHT);
}
};
npc.addInitChatMessage(null, new ChatAction() {
public void fire(final Player player, final Sentence sentence, final EventRaiser raiser) {
if (!player.hasQuest("TadFirstChat")) {
player.setQuest("TadFirstChat", "done");
((SpeakerNPC) raiser.getEntity()).listenTo(player, "hi");
}
}
});
npc.setEntityClass("childnpc");
npc.setDescription("The young boy you see is Tad. He looks ill and his face is pale.");
npc.setPosition(13, 38);
npc.setDirection(Direction.RIGHT);
npc.initHP(100);
zone.add(npc);
}
}