Server/Server/src/plugin/dialogue/MissSchismDialogue.java
2020-03-27 23:39:52 -05:00

189 lines
5.6 KiB
Java

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 miss schism dialogue plugin.
* @author 'Vexia
* @version 1.0
*/
@InitializablePlugin
public final class MissSchismDialogue extends DialoguePlugin {
/**
* Constructs a new {@code MissSchismDialogue} {@code Object}.
*/
public MissSchismDialogue() {
/**
* empty.
*/
}
/**
* Constructs a new {@code MissSchismDialogue} {@code Object}.
* @param player the player.
*/
public MissSchismDialogue(Player player) {
super(player);
}
@Override
public DialoguePlugin newInstance(Player player) {
return new MissSchismDialogue(player);
}
@Override
public boolean open(Object... args) {
npc = (NPC) args[0];
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oooh, my dear, have you heard the news?");
stage = 0;
return true;
}
@Override
public boolean handle(int interfaceId, int buttonId) {
switch (stage) {
case 0:
interpreter.sendOptions("What would you like to say?", "Ok, tell me about the news.", "Who are you?", "I'm not talking to you, you horrible woman.");
stage = 1;
break;
case 1:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, tell me about the news.");
stage = 10;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Who are you?");
stage = 20;
break;
case 3:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "I'm not talking to you, you horrible woman.");
stage = 30;
break;
}
break;
case 10:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, there's just to much to tell at once! What would", "you like to hear first: the vampire or the bank?");
stage = 11;
break;
case 11:
interpreter.sendOptions("Select an Option", "Tell me about the vampire.", "Tell me about the bank.");
stage = 12;
break;
case 12:
switch (buttonId) {
case 1:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Tell me about the vampire.");
stage = 110;
break;
case 2:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "What about the bank?");
stage = 210;
break;
}
break;
case 110:
if (player.getQuestRepository().isComplete("Vampire Slayer")) {
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Well, there's nothing to tell NOW. You killed it.");
stage = 111;
} else {
npc("There is an evil Vampire terrorizing the city!");
stage = 119;
}
break;
case 111:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "You could sound a little grateful.");
stage = 112;
break;
case 112:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I'm sure I could, but I don't see why. The vampie wasn't", "bothering me.");
stage = 113;
break;
case 113:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "...");
stage = 114;
break;
case 114:
end();
break;
case 119:
player("Oh, that's not good.");
stage = 120;
break;
case 120:
end();
break;
case 210:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "It's terrible, absolutely terrible! Those poor people!");
stage = 211;
break;
case 211:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Ok, yeah.");
stage = 212;
break;
case 212:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "And who'd have ever thought such a sweet old genleman", "would do such a thing?");
stage = 213;
break;
case 213:
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Are we talking about the bank robbery?");
stage = 214;
break;
case 214:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oh yes, my dear. It was terrible! TERRIBLE!");
stage = 215;
break;
case 215:
end();
break;
case 20:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I, my dear, am a concerned citizen of Draynor Village.", "Ever since the Council allowed those farmers to set up", "their stalls here, we've had a constant flow of thieves and", "murderers through our fair village, and I decided that");
stage = 21;
break;
case 21:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "someone HAD to stand up and", "keep an eye on the situation.");
stage = 22;
break;
case 22:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "I also do voluntary work for the Draynor Manor", "Restoration Fund. We're campagning to have", "Draynor manor turned into a museum before the wet-rot", "destroys it completely.");
stage = 23;
break;
case 23:
if(player.getQuestRepository().isComplete("Vampire Slayer")) {
interpreter.sendDialogues(player, FacialExpression.HALF_GUILTY, "Well, now that I've cleared the vampire out of the manor,", "I guess you won't have to mutch trouble turning it into a", "museum.");
stage = 24;
} else {
end();
}
break;
case 24:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "That's all very well dear, but no vampire was ever going to", "stop me making it a museum.");
stage = 25;
break;
case 25:
end();
break;
case 30:
interpreter.sendDialogues(npc, FacialExpression.HALF_GUILTY, "Oooh.");
stage = 31;
break;
case 31:
end();
break;
}
return true;
}
@Override
public int[] getIds() {
return new int[] { 2634 };
}
}