Esempio n. 1
0
        public override void OnTalk(PlayerMobile player, bool contextMenu)
        {
            //Look at the player
            this.Direction = GetDirectionTo(player);

            //New quest proposal
            //Create the quest
            QuestSystem newQuest = new BrianQuest(player);

            //First we check if we have done Bobs Quest
            LoggedQuestState state = LoggedQuestSystem.getQuestState(player, "Alfred's Quest");

            switch (state)
            {
            case LoggedQuestState.FINISHED:
                //Look for this quest's state
                LoggedQuestState Brianstate = LoggedQuestSystem.getQuestState(player, "Brian's Quest");

                //Switch on the state
                switch (Brianstate)
                {
                case LoggedQuestState.NOTINVOLVED:
                    //Are we already doing a quest ?
                    if (!(player.Quest == null && QuestSystem.CanOfferQuest(player, typeof(BrianQuest))))
                    {
                        newQuest.AddConversation(
                            new GenericConversation(
                                "I'm sorry but you are already occupied, come back later<br><br>" +
                                "And I'll have a quest for you"
                                )
                            );
                        return;
                    }

                    newQuest.SendOffer();
                    break;

                case LoggedQuestState.ACCEPTED:
                    BrianQuest bq = player.Quest as BrianQuest;

                    //Being paranoiac, normally bq can't be null be let's be sure
                    if (bq != null)
                    {
                        //Ok we know we have a quest, are we in progress killing bunnies ?
                        if (bq.IsObjectiveInProgress(typeof(BriansKillsObjective)))
                        {
                            bq.AddConversation(new GenericConversation("You have not finished your quest"));
                        }
                        //No then we are wanting the reward
                        else
                        {
                            QuestObjective lastObj = bq.FindObjective(typeof(BriansReturnAfterKillsObjective));

                            //Ok normally it's got to be non null and it shouldn't be completed
                            //Yet another paranoiac test
                            if (lastObj != null && !lastObj.Completed)
                            {
                                //Send the player to Brian
                                this.Say("I told you to go see Charlie when you were finished...");
                            }
                        }
                    }
                    else
                    {
                        //Write to console, if you see this, you made a mistake in the quest name...
                        Console.WriteLine("Quest should not be null, what happenned?");
                    }
                    break;

                case LoggedQuestState.CANCELED:
                    this.Say("You canceled your quest, move along");
                    break;

                case LoggedQuestState.FINISHED:
                    this.Say("You have already finished this quest, move along");
                    break;

                case LoggedQuestState.DECLINED:
                    this.Say("You have refused this quest, move along");
                    break;

                default:
                    break;
                }
                break;

            case LoggedQuestState.ACCEPTED:
                this.Say("Finish Alfred's quest and come and see me");
                break;

            case LoggedQuestState.CANCELED:
                this.Say("You canceled Alfred's quest, move along");
                break;

            case LoggedQuestState.DECLINED:
                this.Say("You declined Alfred's quest, move along");
                break;

            case LoggedQuestState.NOTINVOLVED:
                this.Say("Ahhh, you must prove yourself first to Alfred");
                break;

            default:
                break;
            }
        }
Esempio n. 2
0
        public override void OnTalk(PlayerMobile player, bool contextMenu)
        {
            //Look at the player
            this.Direction = GetDirectionTo(player);

            //Look for the quest state
            LoggedQuestState state = LoggedQuestSystem.getQuestState(player, "Brian's Quest");

            //Switch on the state
            switch (state)
            {
            case LoggedQuestState.ACCEPTED:
                BrianQuest bq = player.Quest as BrianQuest;

                //Being paranoiac, normally bq can't be null be let's be sure
                if (bq != null)
                {
                    QuestObjective lastObj = bq.FindObjective(typeof(BriansReturnAfterKillsObjective));

                    //Ok normally it's got to be non null and it shouldn't be completed
                    //Yet another paranoiac test
                    if (lastObj != null && !lastObj.Completed)
                    {
                        //Give some gold
                        bool gold = true;

                        BrianQuest.GiveRewardTo(player, ref gold);

                        //Check if we gave it all
                        if (!gold)
                        {
                            //Last check, has the player done the Bob's quest ?
                            state = LoggedQuestSystem.getQuestState(player, "Bob's Quest");
                            if (state == LoggedQuestState.FINISHED)
                            {
                                bq.AddConversation(new GenericConversation(
                                                       "Charlie gives you your gold, at last this is over... <br><br>" +
                                                       "He looks up at you and says : <br>" +
                                                       "\"Ahhhh, I see you have also helped Bob! <br><br>" +
                                                       "Why don't you go see David, he'll have a special compensation for you\""));
                            }
                            else
                            {
                                bq.AddConversation(new GenericConversation(
                                                       "Charlie gives you your gold, at last this is over..."
                                                       )
                                                   );
                            }
                            lastObj.Complete();
                        }
                        else         //If not
                        {
                            bq.AddConversation(new GenericConversation("Your backpack is full, make room!"));
                        }
                    }
                }
                else
                {
                    //Write to console, if you see this, you made a mistake in the quest name...
                    Console.WriteLine("Quest should not be null, what happenned?");
                }
                break;

            default:
                this.Say("I have nothing to say to you...");
                break;
            }
        }