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dsrc/sku.0/sys.server/compiled/game/script/poi/heromark/mediator.script
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/**
*
* Title: mediator.script
* Description: mediator object script: POI = heromark
*/
//------------------------
// Includes
//------------------------
include library.npc;
include library.ai_lib;
include library.scenario;
include library.badge;
include library.poi;
include library.utils;
include ai.ai_combat;
//-----------------------
// Inherits
//-----------------------
inherits poi.base.scenario_actor;
//------------------------
// Constants
//------------------------
const string SCRIPT_CONVERSE = "npc.converse.npc_converse_menu";
const string LOG_NAME = "poiHeroMark Mediator";
// Conversation states.
const int CONV_GREET = 0; // Player hasn't spoken to anyone and needs a greeting.
const int CONV_SPOKE = 1; // Player spoke to the mediator.
//------------------------
// Methods
//------------------------
//------------------------
// OnAttach
//------------------------
trigger OnAttach()
{
attachScript( self, SCRIPT_CONVERSE );
return SCRIPT_CONTINUE;
}
//------------------------
// OnInitialize
//------------------------
trigger OnInitialize()
{
attachScript( self, SCRIPT_CONVERSE );
return SCRIPT_CONTINUE;
}
//------------------------
// OnStartNpcConversation
//------------------------
trigger OnStartNpcConversation( obj_id speaker )
{
// Ignore conversation in combat.
if ( ai_lib.isInCombat(self) )
return SCRIPT_CONTINUE;
// Get conversation.
string convo = scenario.getConvo();
if ( convo.equals("") )
{
npcEndConversation( speaker );
return SCRIPT_CONTINUE;
}
// Get progress.
int progress = scenario.getPlayerProgress( speaker );
// Msg/response vars.
string_id msg = new string_id( convo, "a_greet" );
resizeable string_id[] responses = new string_id[0];
if ( badge.hasBadge( speaker, "poi_heromark" ) )
{
// A hero has returned.
poi.quickSay( self, "m_heroreturned" );
// Cut off the convo (no responses).
npcEndConversation( speaker );
}
else if ( progress == CONV_SPOKE )
{
int idx = rand( 1, 4 );
poi.quickSay( self, "m_chatter_" + idx );
// Cut off the convo (no responses).
npcEndConversation( speaker );
}
else
{
// Does this player have the badges?
if ( badge.hasBadge( speaker, "poi_prisonbreak" ) &&
badge.hasBadge( speaker, "poi_factoryliberation" ) &&
badge.hasBadge( speaker, "poi_rabidbeast" ) &&
badge.hasBadge( speaker, "poi_twoliars" ) )
{
// Greet this player.
msg = new string_id( convo, "m_youareahero" );
responses = utils.addElement( responses, new string_id(convo, "r_m_relatestory") );
npcStartConversation( speaker, self, convo, msg, responses );
}
else
{
// Greet this player.
msg = new string_id( convo, "m_greet" );
responses = utils.addElement( responses, new string_id(convo, "r_m_greet") );
npcStartConversation( speaker, self, convo, msg, responses );
}
}
return SCRIPT_CONTINUE;
}
//------------------------------------------------
// OnNpcConversationResponse
//------------------------------------------------
trigger OnNpcConversationResponse( string convoName, obj_id speaker, string_id response )
{
// Ignore conversation in combat.
if ( ai_lib.isInCombat(self) )
return SCRIPT_CONTINUE;
// Get reference to conversation.
string convo = scenario.getConvo();
if ( convo.equals("") )
{
npcEndConversation( speaker );
return SCRIPT_CONTINUE;
}
// Validate our conversation.
if ( !convoName.equals(convo) )
return SCRIPT_CONTINUE;
// Respond to the player's comment.
string aId = response.getAsciiId();
resizeable string_id[] responses = new string_id[0];
// Zero out responses.
npcSetConversationResponses( speaker, responses );
if ( ( aId.equals("r_m_greet") ) )
{
// Tell our story.
npcSpeak( speaker, new string_id( convo, "m_herotalk1" ) );
// Set player responses.
responses = utils.addElement( responses, new string_id(convo, "r_m_herotalk1") );
npcSetConversationResponses( speaker, responses );
}
else if ( ( aId.equals("r_m_herotalk1") ) )
{
// Tell our story.
npcSpeak( speaker, new string_id( convo, "m_herotalk2" ) );
// Set player responses.
responses = utils.addElement( responses, new string_id(convo, "r_m_herotalk2") );
npcSetConversationResponses( speaker, responses );
}
else if ( ( aId.equals("r_m_herotalk2") ) )
{
// Tell our story.
npcSpeak( speaker, new string_id( convo, "m_herotalk3" ) );
// Set player responses.
responses = utils.addElement( responses, new string_id(convo, "r_m_herotalk3") );
npcSetConversationResponses( speaker, responses );
}
else if ( ( aId.equals("r_m_herotalk3") ) )
{
// Tell our story.
npcSpeak( speaker, new string_id( convo, "m_herotalk4" ) );
// Set player responses.
responses = utils.addElement( responses, new string_id(convo, "r_m_empirebad") );
responses = utils.addElement( responses, new string_id(convo, "r_m_empiregood") );
npcSetConversationResponses( speaker, responses );
}
else if ( ( aId.equals("r_m_empiregood") ) )
{
// Tell our story.
npcSpeak( speaker, new string_id( convo, "m_herotalk5" ) );
// Set progress.
scenario.setPlayerProgress( speaker, CONV_SPOKE );
}
else if ( ( aId.equals("r_m_empirebad") ) )
{
// Tell our story.
npcSpeak( speaker, new string_id( convo, "m_herotalk6" ) );
// Set player responses.
responses = utils.addElement( responses, new string_id(convo, "r_m_herotalk6") );
npcSetConversationResponses( speaker, responses );
}
else if ( ( aId.equals("r_m_herotalk6") ) )
{
// Tell our story.
npcSpeak( speaker, new string_id( convo, "m_herotalk7" ) );
// Set player responses.
responses = utils.addElement( responses, new string_id(convo, "r_m_herotalk7") );
npcSetConversationResponses( speaker, responses );
}
else if ( ( aId.equals("r_m_herotalk7") ) )
{
// Tell our story.
npcSpeak( speaker, new string_id( convo, "m_herotalk8" ) );
// Set player responses.
responses = utils.addElement( responses, new string_id(convo, "r_m_herotalk8") );
npcSetConversationResponses( speaker, responses );
}
else if ( ( aId.equals("r_m_herotalk8") ) )
{
// Tell our story.
npcSpeak( speaker, new string_id( convo, "m_herotalk9" ) );
// Set player responses.
responses = utils.addElement( responses, new string_id(convo, "r_m_herotalk9") );
npcSetConversationResponses( speaker, responses );
}
else if ( ( aId.equals("r_m_herotalk9") ) )
{
// Tell our story.
npcSpeak( speaker, new string_id( convo, "m_herotalk10" ) );
// Set player responses.
responses = utils.addElement( responses, new string_id(convo, "r_m_herotalk10") );
npcSetConversationResponses( speaker, responses );
}
else if ( ( aId.equals("r_m_herotalk10") ) )
{
// Tell our story.
npcSpeak( speaker, new string_id( convo, "m_herotalk11" ) );
// Set progress.
scenario.setPlayerProgress( speaker, CONV_SPOKE );
}
else if ( ( aId.equals("r_m_relatestory") ) )
{
// Tell our story.
npcSpeak( speaker, new string_id( convo, "m_youareahero2" ) );
// Set progress.
scenario.setPlayerProgress( speaker, CONV_SPOKE );
// Give this person the mark.
badge.grantBadge( speaker, "poi_heromark" );
scenario.complete();
}
return SCRIPT_CONTINUE;
}