Exemplo n.º 1
0
        public string Process(INonPlayerCharacter npc, string command)
        {
            if (command == null)
            {
                //check if it is night
                if (GlobalReference.GlobalValues.GameDateTime.GameDateTime.Hour >= 12)
                {
                    //check to see if they are not in the house
                    if (npc.Room.Id != 26)
                    {
                        if (npc.Room.South != null)
                        {
                            npc.EnqueueCommand("South");
                        }
                        else if (npc.Room.East != null)
                        {
                            npc.EnqueueCommand("East");
                        }
                    }
                }
                else
                {
                    foreach (IItem item in npc.Room.Items)
                    {
                        if (item is ICorpse)
                        {
                            step++;
                            if (stateMachine == State.LookForCorpse)
                            {
                                stateMachine = State.BuryingCorpse;
                                return($"Get {item.KeyWords[0]}");
                            }
                            else if (stateMachine == State.BuryingCorpse)
                            {
                                switch (step)
                                {
                                case 2:
                                    return("Emote starts digging a grave for the corpse.");

                                case 4:
                                    return("Emote places the body in the grave.");

                                case 6:
                                    step = 0;
                                    return("Say And stay there this time.");

                                default:
                                    return("Wait");
                                }
                            }


                            return("");
                        }
                    }
                }
            }

            return(command);
        }
Exemplo n.º 2
0
        private IResult BuildItem(INonPlayerCharacter craftsman, IMobileObject performer, Equipment.AvalableItemPosition position, int level, string keyword, string sentenceDescription, string shortDescription, string lookDescription, string examineDescription, IEquipment equipment)
        {
            IResult result = null;

            result = CheckMoney(craftsman, performer, level, equipment);
            if (result != null)
            {
                return(result);
            }

            equipment.ItemPosition = position;
            equipment.KeyWords.Add(keyword);
            equipment.SentenceDescription = sentenceDescription;
            equipment.ShortDescription    = shortDescription;
            equipment.LookDescription     = lookDescription;
            equipment.ExamineDescription  = examineDescription;

            equipment.FinishLoad();

            DateTime      completionDate = DateTime.UtcNow.AddMinutes(equipment.Level); //make it take 1 hour game for each level
            IGameDateTime gameDateTime   = GlobalReference.GlobalValues.GameDateTime.GetDateTime(completionDate);

            craftsman.EnqueueCommand($"Tell {performer.KeyWords[0]} I will have this finished for you on {gameDateTime}.");


            result = new Result("", false);

            return(result);
        }
Exemplo n.º 3
0
        public string Process(INonPlayerCharacter npc, string command)
        {
            if (command == null)
            {
                if (npc.FollowTarget == null)
                {
                    if (npc.Room.Zone == 16 && npc.Room.Id == 7) //don't start following in the room with the goblin chief
                    {
                        return(command);
                    }

                    bool guardFound = false;
                    foreach (INonPlayerCharacter nonPlayerCharacter in npc.Room.NonPlayerCharacters)
                    {
                        if (nonPlayerCharacter.Zone == npc.Zone && nonPlayerCharacter.Id == 11)
                        {
                            guardFound = true;
                            break;
                        }
                    }

                    if (!guardFound)
                    {
                        if (npc.Room.PlayerCharacters.Count > 0)
                        {
                            npc.EnqueueCommand($"Follow {npc.Room.PlayerCharacters[0].KeyWords[0]}");
                        }
                    }
                }
            }

            return(command);
        }
Exemplo n.º 4
0
 private static void EnqueueWait(INonPlayerCharacter npc, int times)
 {
     for (int i = 0; i < times; i++)
     {
         npc.EnqueueCommand("Wait");
     }
 }
Exemplo n.º 5
0
        public string Process(INonPlayerCharacter npc, string command)
        {
            if (command == null)
            {
                foreach (INonPlayerCharacter otherNpc in npc.Room.NonPlayerCharacters)
                {
                    if (otherNpc.Zone == 23 && otherNpc.Id == 10) //chief daughter info
                    {
                        if (otherNpc.FollowTarget != null)        //don't keep giving the reward over and over
                        {
                            npc.EnqueueCommand("say You have brought my daughter back to me.  I am most grateful.");
                            npc.EnqueueCommand("say Please accept this gift as a reward.");


                            //generate a reward;
                            int        level     = GlobalReference.GlobalValues.Random.Next(18, 22);
                            int        bonus     = GlobalReference.GlobalValues.Random.Next(4);
                            IEquipment equipment = GlobalReference.GlobalValues.RandomDropGenerator.GenerateRandomEquipment(level, level + bonus);

                            npc.EnqueueCommand($"say Servant, fetch me my best {equipment.KeyWords[0]} for our hero.");
                            npc.EnqueueCommand("Wait");
                            npc.EnqueueCommand("Wait");

                            npc.Items.Add(equipment);
                            npc.EnqueueCommand($"say Please accept this {equipment.KeyWords[0]} as a reward for rescuing my daughter.");
                            npc.EnqueueCommand($"Give {equipment.KeyWords[0]} {otherNpc.FollowTarget.KeyWords[0]}");

                            otherNpc.FollowTarget = null; //make daughter stop flowing
                        }
                    }
                }
            }

            return(command);
        }
Exemplo n.º 6
0
        private IResult PerformRecall(IMobileObject performer)
        {
            if (performer.RecallPoint != null)
            {
                IRoom currentRoom = performer.Room;

                if (currentRoom.Attributes.Contains(Room.Room.RoomAttribute.NoRecall))
                {
                    return(new Result(false, "You try to recall but your body is held in place."));
                }

                IRoom targetRoom = null;
                try
                {
                    targetRoom = GlobalReference.GlobalValues.World.Zones[performer.RecallPoint.Zone].Rooms[performer.RecallPoint.Id];
                }
                catch
                {
                }

                if (targetRoom != null)
                {
                    IPlayerCharacter pc = performer as IPlayerCharacter;
                    if (pc != null)
                    {
                        currentRoom.RemoveMobileObjectFromRoom(pc);
                        targetRoom.AddMobileObjectToRoom(pc);
                        pc.Room = targetRoom;
                        pc.EnqueueCommand("Look");

                        return(SuccesfulRecallResult);
                    }
                    else
                    {
                        INonPlayerCharacter npc = performer as INonPlayerCharacter;
                        currentRoom.RemoveMobileObjectFromRoom(npc);
                        targetRoom.AddMobileObjectToRoom(npc);
                        npc.Room = targetRoom;
                        npc.EnqueueCommand("Look");

                        return(SuccesfulRecallResult);
                    }
                }
                else
                {
                    return(new Result(false, "Invalid recall point defined."));
                }
            }
            else
            {
                return(new Result(false, "No recall point defined."));
            }
        }
Exemplo n.º 7
0
        public IResult Build(INonPlayerCharacter craftsman, IPlayerCharacter performer, AvalableItemPosition position, int level, string keyword, string sentenceDescription, string shortDescription, string lookDescription, string examineDescription, DamageType damageType = DamageType.Slash)
        {
            IResult result;
            IItem   item = null;

            switch (position)
            {
            case Equipment.AvalableItemPosition.Held:
                IEquipment equipment = new Equipment();
                result = BuildItem(craftsman, performer, position, level, keyword, sentenceDescription, shortDescription, lookDescription, examineDescription, equipment);
                item   = equipment;
                break;

            case Equipment.AvalableItemPosition.Wield:
                IWeapon weapon = new Weapon();
                result = BuildItem(craftsman, performer, position, level, keyword, sentenceDescription, shortDescription, lookDescription, examineDescription, weapon);
                IDamage damage = new Damage.Damage(GlobalReference.GlobalValues.DefaultValues.DiceForWeaponLevel(weapon.Level));
                damage.Type = damageType;
                weapon.DamageList.Add(damage);
                item = weapon;
                break;

            case Equipment.AvalableItemPosition.NotWorn:
                craftsman.EnqueueCommand($"Tell {performer.KeyWords[0]} I can not build that.");
                result = new Result("", true);
                break;

            default:
                IArmor armor = new Armor();
                result = BuildItem(craftsman, performer, position, level, keyword, sentenceDescription, shortDescription, lookDescription, examineDescription, armor);
                item   = armor;
                break;
            }

            if (!result.AllowAnotherCommand)
            {
                ICraftsmanObject craftsmanObject = new CraftsmanObject();
                craftsmanObject.CraftsmanId          = new BaseObjectId(craftsman);
                craftsmanObject.CraftmanDescripition = craftsman.ShortDescription;
                craftsmanObject.Completion           = DateTime.Now.AddMinutes(item.Level); //make it take 1 hour game for each level
                craftsmanObject.Item = item;
                performer.CraftsmanObjects.Add(craftsmanObject);
            }

            return(result);
        }
Exemplo n.º 8
0
        private void ProcessMobPersonality(IMobileObject mob)
        {
            INonPlayerCharacter npc = mob as INonPlayerCharacter;

            if (npc != null && npc.PossingMob == null)  //don't process the npc personalities if possessed
            {
                string command = null;
                foreach (IPersonality personality in npc.Personalities)
                {
                    command = personality.Process(npc, command);
                }

                if (command != null)
                {
                    npc.EnqueueCommand(command);
                }
            }
        }
Exemplo n.º 9
0
        public string Process(INonPlayerCharacter npc, string command)
        {
            if (command != null)
            {
                return(command);
            }

            #region Combat
            if (npc.IsInCombat)
            {
                int howManyKingsGuards = GlobalReference.GlobalValues.FindObjects.FindNpcInRoom(npc.Room, "Queen's guard").Count;
                if (howManyKingsGuards < 4)
                {
                    npc.EnqueueCommand("Say GUARDS!");
                    SummonQueensGuards(4 - howManyKingsGuards, npc.Room);
                }
                return("Flee");
            }
            #endregion Combat

            if (!GreetedKing && npc.Room.Id == 21)
            {
                if (GlobalReference.GlobalValues.FindObjects.FindNpcInRoom(npc.Room, "king").Count > 0)
                {
                    GreetedKing = true;
                    return(GreetingForKing[GlobalReference.GlobalValues.Random.Next(GreetingForKing.Count)]);
                }
            }

            Step++;

            int hour = GlobalReference.GlobalValues.GameDateTime.GameDateTime.Hour;

            if (hour < 13)
            {
                return(DayTimeThings(npc));
                //return NightTimeThings(npc);
            }
            else
            {
                return(NightTimeThings(npc));
            }
        }
Exemplo n.º 10
0
        public IResult PerformCommand(IMobileObject performer, ICommand command)
        {
            IResult result = base.PerfomCommand(performer, command);

            if (result != null)
            {
                return(result);
            }

            if (!(performer is IPlayerCharacter pc))
            {
                return(new Result("Only player characters can have craftsman craft items.", true));
            }

            INonPlayerCharacter craftsman            = null;
            ICraftsman          craftsmanPersonality = null;

            FindCraftsman(performer, ref craftsman, ref craftsmanPersonality);

            if (craftsman == null)
            {
                return(new Result("There is no craftsman to make anything for you.", true));
            }

            if (command.Parameters.Count < 7)
            {
                return(new Result("Please provide all the parameters needed for the craftsman to make your item.", true));
            }

            try
            {
                AvalableItemPosition position = GetPosition(command.Parameters[0].ParameterValue);
                if (position == AvalableItemPosition.Wield && command.Parameters.Count < 8)
                {
                    return(new Result("Damage type is required for weapons.", true));
                }

                int        level               = int.Parse(command.Parameters[1].ParameterValue);
                string     keyword             = command.Parameters[2].ParameterValue;
                string     sentenceDescription = command.Parameters[3].ParameterValue;
                string     shortDescription    = command.Parameters[4].ParameterValue;
                string     lookDescription     = command.Parameters[5].ParameterValue;
                string     examineDescription  = command.Parameters[6].ParameterValue;
                DamageType damageType          = DamageType.Acid;
                if (position == AvalableItemPosition.Wield)
                {
                    damageType = GetDamageType(command.Parameters[7].ParameterValue);
                }

                if (level > craftsman.Level)
                {
                    craftsman.EnqueueCommand($"Tell {performer.KeyWords[0]} That is above my skill level.  You will need to find someone a higher level to craft such an item.");
                    return(new Result(null, true));
                }

                return(craftsmanPersonality.Build(craftsman, pc, position, level, keyword, sentenceDescription, shortDescription, lookDescription, examineDescription, damageType));
            }
            catch (Exception ex)
            {
                if (ex is ArgumentException)
                {
                    return(new Result(ex.Message, true));
                }
                else
                {
                    return(new Result("Please verify all parameters and try again.", true));
                }
            }
        }
Exemplo n.º 11
0
        private string NightTimeThings(INonPlayerCharacter npc)
        {
            if (npc.Room.Id == 20)
            {
                string message = null;
                StateMachine = State.GotoBalcony;

                while ((message = npc.DequeueMessage()) != null)
                {
                    if (message == "<Communication>King says Court is closed for the day. Please come back tomorrow.</Communication>")
                    {
                        npc.EnqueueCommand("Say Its about time.");
                        return("West");
                    }
                }

                if (GlobalReference.GlobalValues.GameDateTime.GameDateTime.Hour == 14)
                {
                    npc.EnqueueCommand("Say Court is closed for the day. Please come back tomorrow.");
                    return("West");
                }
            }

            if (StateMachine == State.GotoBalcony)
            {
                if (npc.Room.Zone == 24 &&
                    npc.Room.Id == 22)
                {
                    Step = 0;
                    return("North");
                }

                if (GlobalReference.GlobalValues.FindObjects.FindNpcInRoom(npc.Room, "King").Count > 0)
                {
                    StateMachine = State.SpendTimeWithKing;
                    Step         = 0;
                    return("Say Hello dear.");
                }
            }
            else if (StateMachine == State.SpendTimeWithKing)
            {
                if (Step % 5 == 0)
                {
                    string message = null;

                    while ((message = npc.DequeueMessage()) != null)
                    {
                        if (message == "<Communication>King says Hello my beautify Queen.</Communication>")
                        {
                            return("Say I wish we could just leave this all behind.");
                        }
                        else if (message == "<Communication>King says That sounds nice.  We should take a trip to the country to get away for a while.</Communication>")
                        {
                            return("Say A trip to the country sounds great  We can goto the villa.");
                        }
                        else if (message == "<Communication>King says Lets plan to do this when the weather gets a little nicer.</Communication>")
                        {
                            return("Say Agreed.");
                        }
                        else if (message == "<Communication>King says Good night my love.</Communication>")
                        {
                            StateMachine = State.Bath;
                            Step         = 0;
                            return("Say Goodnight my dear.");
                        }
                    }
                }
            }
            else if (StateMachine == State.Bath)
            {
                if (npc.Room.Zone == 24 &&
                    npc.Room.Id == 23)
                {
                    return("South");
                }
                else if (npc.Room.Zone == 24 &&
                         npc.Room.Id == 22)
                {
                    return("South");
                }
                else if (npc.Room.Zone == 24 &&
                         npc.Room.Id == 24)
                {
                    if (Step % 5 == 0)
                    {
                        StateMachine        = State.Undress;
                        Step                = 0;
                        npc.LookDescription = "The Queen's hair falls gently down the back of her naked figure.";
                        return("Emote removes her dress.");
                    }
                }
            }
            else if (StateMachine == State.Undress)
            {
                if (Step % 5 == 0)
                {
                    StateMachine        = State.InTub;
                    npc.LookDescription = "The Queen relaxes in the tub almost floating with only her head above the water.";

                    return("Emote climbs into bath tub.");
                }
            }
            else if (StateMachine == State.InTub)
            {
                if (GlobalReference.GlobalValues.GameDateTime.GameDateTime.Hour == 20)
                {
                    StateMachine        = State.GetDress;
                    Step                = 0;
                    npc.LookDescription = "The Queen's hair falls gently down the back of her naked figure.";
                    return("Emote slowly rises out of the tub.");
                }
            }
            else if (StateMachine == State.GetDress)
            {
                if (Step % 5 == 0)
                {
                    StateMachine        = State.GotoSleep;
                    npc.LookDescription = "The Queen is dressed in her white sleep gown.";

                    return("Emote puts on her night gown.");
                }
            }
            else if (StateMachine == State.GotoSleep)
            {
                if (Step % 5 == 0)
                {
                    if (npc.Room.Zone == 24 &&
                        npc.Room.Id == 24)
                    {
                        return("North");
                    }
                    else if (npc.Room.Zone == 24 &&
                             npc.Room.Id == 22)
                    {
                        return("Sleep");
                    }
                }
            }

            return(null);
        }
Exemplo n.º 12
0
        public string Process(INonPlayerCharacter npc, string command)
        {
            if (command != null)
            {
                return(command);
            }

            if (npc.IsInCombat)
            {
                return(null);
            }

            Step++;

            if (StateMachine == State.Wait)
            {
                string message = null;
                while ((message = npc.DequeueMessage()) != null)
                {
                    if (message == "<Communication>King says Servant, bring me my meal.</Communication>")
                    {
                        npc.EnqueueCommand("Wait");
                        npc.EnqueueCommand("Wait");
                        npc.EnqueueCommand("Emote bows.");
                        npc.EnqueueCommand("Wait");
                        npc.EnqueueCommand("Wait");
                        npc.EnqueueCommand("Say Your Honorable Majestic Majesty Graciousness, what would you like to eat?");
                        StateMachine = State.AskedWhatWanted;
                    }
                }
            }
            else if (StateMachine == State.AskedWhatWanted)
            {
                string message = null;
                while ((message = npc.DequeueMessage()) != null)
                {
                    if (message == "<Communication>King says Bring me hasenpfeffer.</Communication>")
                    {
                        npc.EnqueueCommand("Wait");
                        npc.EnqueueCommand("Wait");
                        npc.EnqueueCommand("Say Right away Your Honorable Royal Majestic Graciousness.");
                        npc.EnqueueCommand("Wait");
                        StateMachine = State.KingToldHasenpfeffer;
                    }
                }
            }
            else if (StateMachine == State.KingToldHasenpfeffer)
            {
                npc.EnqueueCommand("East");
                npc.EnqueueCommand("Wait");
                npc.EnqueueCommand("Down");
                npc.EnqueueCommand("Wait");
                npc.EnqueueCommand("North");
                npc.EnqueueCommand("Wait");
                StateMachine = State.OnWayToKitchen;
            }
            else if (StateMachine == State.OnWayToKitchen)
            {
                if (npc.Room.Id == 19)
                {
                    List <INonPlayerCharacter> nonPlayerCharacters = GlobalReference.GlobalValues.FindObjects.FindNpcInRoom(npc.Room, "cook");
                    if (nonPlayerCharacters.Count > 0)
                    {
                        StateMachine = State.AskCookForHasenpfeffer;
                        return("Say The King wants hasenpfeffer to eat.");
                    }
                    else
                    {
                        StateMachine = State.EmptyKitchen;
                        Step         = 0;
                    }
                }
            }
            else if (StateMachine == State.EmptyKitchen)
            {
                switch (Step)
                {
                case 1:
                    return("Say Hello?");

                case 5:
                    return("Say Is there anyone here?");

                case 10:
                    return("Say Great how am I going to make hasenpfeffer?");

                case 15:
                    return("Emote scurries around the kitchen looking for something to give the King.");

                case 20:
                    return("Emote scurries around the kitchen looking for something to give the King.");

                case 25:
                    return("Say Ah Ha!");

                case 30:
                    return("Say This carrot will work.");

                case 35:
                    npc.EnqueueCommand("Wait");
                    npc.EnqueueCommand("South");
                    npc.EnqueueCommand("Wait");
                    npc.EnqueueCommand("Up");
                    npc.EnqueueCommand("Wait");
                    npc.EnqueueCommand("West");
                    StateMachine = State.GiveToKingCarrot;
                    break;
                }
            }
            else if (StateMachine == State.AskCookForHasenpfeffer)
            {
                string message = null;
                while ((message = npc.DequeueMessage()) != null)
                {
                    if (message == "<Communication>Cook says here you go. Hasenpfeffer for the King.</Communication>")
                    {
                        npc.EnqueueCommand("Wait");
                        npc.EnqueueCommand("South");
                        npc.EnqueueCommand("Wait");
                        npc.EnqueueCommand("Up");
                        npc.EnqueueCommand("Wait");
                        npc.EnqueueCommand("West");
                        StateMachine = State.GiveToKingHasenpfeffer;
                    }
                }
            }
            else if (StateMachine == State.GiveToKingHasenpfeffer)
            {
                if (npc.Room.Id == 21 &&
                    GlobalReference.GlobalValues.FindObjects.FindNpcInRoom(npc.Room, "King").Count > 0)
                {
                    StateMachine = State.Wait;
                    return("Bon appetit Most Gracious Majesty.");
                }
            }
            else if (StateMachine == State.GiveToKingCarrot)
            {
                if (npc.Room.Id == 21 &&
                    GlobalReference.GlobalValues.FindObjects.FindNpcInRoom(npc.Room, "King").Count > 0)
                {
                    StateMachine = State.Wait;
                    return("Your hasenpfeffer Your Magisty.");
                }
            }

            return(null);
        }
Exemplo n.º 13
0
        private string CheckForTrigger(INonPlayerCharacter npc)
        {
            string message;

            while ((message = npc.DequeueMessage()) != null)
            {
                if (message == "<Communication>kings servant says The king wants hasenpfeffer to eat.</Communication>")
                {
                    List <INonPlayerCharacter> nonPlayerCharacters = new List <INonPlayerCharacter>(npc.Room.NonPlayerCharacters);
                    for (int i = 0; i < nonPlayerCharacters.Count; i++)
                    {
                        if (nonPlayerCharacters[i] == npc)
                        {
                            switch (cookId)
                            {
                            case 0:
                                npc.EnqueueCommand("Say Right away.");
                                EnqueueWait(npc, 2);
                                npc.EnqueueCommand("Emote begins to cut up a rabbit.");
                                EnqueueWait(npc, 5);
                                npc.EnqueueCommand("Emote puts the rabbit in the pot.");
                                break;

                            case 1:
                                npc.EnqueueCommand("Say As the king wishes.");
                                EnqueueWait(npc, 2);
                                npc.EnqueueCommand("Emote begins to cut up a potatoes.");
                                EnqueueWait(npc, 3);
                                npc.EnqueueCommand("Emote puts the potatoes in the pot.");
                                break;

                            case 2:
                                npc.EnqueueCommand("Say Sure.");
                                EnqueueWait(npc, 2);
                                npc.EnqueueCommand("Emote begins to cut up a carrots.");
                                EnqueueWait(npc, 4);
                                npc.EnqueueCommand("Emote puts the carrots in the pot.");
                                break;

                            case 3:
                                npc.EnqueueCommand("Say As the king wishes.");
                                EnqueueWait(npc, 2);
                                npc.EnqueueCommand("Emote stokes the cooking fire.");
                                EnqueueWait(npc, 4);
                                npc.EnqueueCommand("Emote stirs the pot.");
                                EnqueueWait(npc, 4);
                                npc.EnqueueCommand("Emote stirs the pot.");
                                EnqueueWait(npc, 4);
                                npc.EnqueueCommand("Emote stirs the pot.");
                                EnqueueWait(npc, 4);
                                npc.EnqueueCommand("Emote stirs the pot.");
                                EnqueueWait(npc, 2);
                                npc.EnqueueCommand("Say here you go.  Hasenpfeffer for the king.");
                                break;
                            }

                            break;
                        }
                    }
                }
            }

            return(message);
        }
Exemplo n.º 14
0
        private string NightTimeThings(INonPlayerCharacter npc)
        {
            if (npc.Room.Id == 21)
            {
                npc.EnqueueCommand("Say Court is closed for the day. Please come back tomorrow.");
                StateMachine = State.SpendTimeWithQueen;
                return("West");
            }

            if (npc.Room.Id != 21 && npc.Room.Zone == 24)
            {
                if (npc.Room.PlayerCharacters.Count > 0)
                {
                    foreach (IPlayerCharacter pc in npc.Room.PlayerCharacters)
                    {
                        if (GlobalReference.GlobalValues.CanMobDoSomething.SeeObject(npc, pc))
                        {
                            int howManyKingsGuards = GlobalReference.GlobalValues.FindObjects.FindNpcInRoom(npc.Room, "King's guard").Count;
                            if (howManyKingsGuards < 4)
                            {
                                SummonKingsGuards(4 - howManyKingsGuards, npc.Room);
                                return("Say GUARDS!");
                            }
                        }
                    }
                }
            }

            if (StateMachine == State.SpendTimeWithQueen)
            {
                if (npc.Room.Id == 22)
                {
                    Step = 0;
                    return("North");
                }

                if (Step % 5 == 0)
                {
                    string message = null;

                    while ((message = npc.DequeueMessage()) != null)
                    {
                        if (message == "<Communication>Queen says Hello dear.</Communication>")
                        {
                            return("Say Hello my beautify queen.");
                        }
                        else if (message == "<Communication>Queen says I wish we could just leave this all behind.</Communication>")
                        {
                            return("Say That sounds nice.  We should take a trip to the country to get away for a while.");
                        }
                        else if (message == "<Communication>Queen says A trip to the country sounds great  We can goto the villa.</Communication>")
                        {
                            return("Say Lets plan to do this when the weather gets a little nicer.");
                        }
                        else if (message == "<Communication>Queen says Agreed.</Communication>")
                        {
                            return("Say Good night my love.");
                        }
                        else if (message == "<Communication>Queen says Goodnight my dear.</Communication>")
                        {
                            StateMachine = State.Sleep;
                            return("South");
                        }
                    }
                }
            }
            else if (StateMachine == State.Sleep)
            {
                if (npc.Room.Zone == 24 &&
                    npc.Room.Id == 14)
                {
                    if (npc.Position != MobileObject.CharacterPosition.Sleep)
                    {
                        return("Sleep");
                    }
                }
            }

            return(null);
        }