package plugin.dialogue; import org.crandor.game.content.dialogue.DialoguePlugin; import org.crandor.game.content.dialogue.FacialExpression; import org.crandor.game.node.entity.npc.NPC; import org.crandor.plugin.InitializablePlugin; import org.crandor.game.node.entity.player.Player; /** * Represents the dialogue plugin used for the gee npc. * @author 'Vexia * @version 1.0 */ @InitializablePlugin public final class GeeDialogue extends DialoguePlugin { /** * Constructs a new {@code GeeDialogue} {@code Object}. */ public GeeDialogue() { /** * empty. */ } /** * Constructs a new {@code GeeDialogue} {@code Object}. * @param player the player. */ public GeeDialogue(Player player) { super(player); } @Override public DialoguePlugin newInstance(Player player) { return new GeeDialogue(player); } @Override public boolean open(Object... args) { npc = (NPC) args[0]; interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Hello there, can I help you?"); stage = 0; return true; } @Override public boolean handle(int interfaceId, int buttonId) { switch (stage) { case 0: interpreter.sendOptions("Select an Option", "What's up?", "Are there any quests I can do here?", "Can I buy your stick?"); stage = 1; break; case 1: switch (buttonId) { case 1: interpreter.sendDialogues(player, FacialExpression.NORMAL, "What's up?"); stage = 10; break; case 2: interpreter.sendDialogues(player, FacialExpression.NORMAL, "Do you know of any quests I can do?"); stage = 20; break; case 3: interpreter.sendDialogues(player, FacialExpression.NORMAL, "Can I buy your stick?"); stage = 30; break; } break; case 10: interpreter.sendDialogues(npc, FacialExpression.NORMAL, "I assume the sky is up.."); stage = 11; break; case 11: interpreter.sendDialogues(player, FacialExpression.NORMAL, "You assume?"); stage = 12; break; case 12: interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Yeah, unfortunately I don't seem to be able to look up."); stage = 13; break; case 13: end(); break; case 20: interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Nope, sorry."); stage = 21; break; case 21: end(); break; case 30: interpreter.sendDialogues(npc, FacialExpression.ANGRY, "It's not a stick! I'll have you know it's a very powerful", "staff!"); stage = 31; break; case 31: interpreter.sendDialogues(player, FacialExpression.NORMAL, "Really? Show me what it can do!"); stage = 32; break; case 32: interpreter.sendDialogues(npc, FacialExpression.NORMAL, "Um..It's a bit low on power at the moment.."); stage = 33; break; case 33: interpreter.sendDialogues(player, FacialExpression.NORMAL, "It's a stick isn't it?"); stage = 34; break; case 34: interpreter.sendDialogues(npc, FacialExpression.NORMAL, "...Ok it's a stick.. But only while I save up for a staff.", "Zaff in Varrock square sells them in his shop."); stage = 35; break; case 35: interpreter.sendDialogues(player, FacialExpression.NORMAL, "Well good luck with that."); stage = 36; break; case 36: end(); break; } return true; } @Override public int[] getIds() { return new int[] { 2237 }; } }