/// <summary> /// checks whether a given stage one quest has been completed /// </summary> /// <returns><c>true</c>, if the quest was completed, <c>false</c> otherwise.</returns> /// <param name="quest">Quest.</param> public static bool stage1Complete(Stage1QuestTypes quest) { GameStateManager state = GameStateManager.getGameStateManager(); switch (quest) { case Stage1QuestTypes.GoosyKongScore1: int highScore = int.Parse(state.getGameVar("GoosyKongHighScore")); if (highScore >= 1) { return(true); } break; case Stage1QuestTypes.FightDoors: if (state.getGameVar("Closed") == "false") { return(true); } break; case Stage1QuestTypes.TalkBarkeep: if (state.getGameVar("GlassHouseDialog") == "None") { return(true); } break; default: return(false); } return(false); }
/// <summary> /// gets the description of a given stage one quest. /// </summary> /// <returns>The description.</returns> /// <param name="quest">Quest.</param> public static string stage1Text(Stage1QuestTypes quest) { switch (quest) { case Stage1QuestTypes.FightDoors: return("Fight the Nisa Doors"); case Stage1QuestTypes.GoosyKongScore1: return("Score at least 1 on the Goosy Kong machine at the Glasshouse"); case Stage1QuestTypes.TalkBarkeep: return("Talk to the Barkeep at the Glasshouse"); default: return("error"); } }