Uses of Enum Class
games.stendhal.server.entity.npc.ConversationStates
Packages that use ConversationStates
Package
Description
Events are notifications send from the server to the clients.
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Uses of ConversationStates in games.stendhal.server.entity.npc
Methods in games.stendhal.server.entity.npc that return ConversationStatesModifier and TypeMethodDescriptionstatic ConversationStatesReturns the enum constant of this class with the specified name.static ConversationStates[]ConversationStates.values()Returns an array containing the constants of this enum class, in the order they are declared.Methods in games.stendhal.server.entity.npc with parameters of type ConversationStatesModifier and TypeMethodDescriptionvoidSpeakerNPC.add(ConversationStates[] states, String trigger, ChatCondition condition, ConversationStates nextState, String reply, ChatAction action) Adds a new set of transitions to the FSM.voidSpeakerNPC.add(ConversationStates[] states, Collection<String> triggerStrings, ChatCondition condition, ConversationStates nextState, String reply, ChatAction action) Adds a new set of transitions to the FSM.voidSpeakerNPC.add(ConversationStates state, String trigger, ChatCondition condition, ConversationStates nextState, String reply, ChatAction action) Adds a new transition to the FSM.voidSpeakerNPC.add(ConversationStates state, String trigger, ChatCondition condition, ConversationStates nextState, String reply, ChatAction action, String label) Adds a new transition to the FSM.voidSpeakerNPC.add(ConversationStates state, Collection<String> triggerStrings, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action) Adds a new set of transitions to the FSM.voidSpeakerNPC.add(ConversationStates state, Collection<String> triggerStrings, ChatCondition condition, ConversationStates nextState, String reply, ChatAction action) Adds a new set of transitions to the FSM.voidSpeakerNPC.add(ConversationStates state, Collection<String> triggerStrings, ChatCondition condition, ConversationStates nextState, String reply, ChatAction action, String label) Adds a new set of transitions to the FSM.voidSpeakerNPC.add(ConversationStates state, Collection<String> triggerStrings, ConversationStates nextState, String reply, ChatAction action) voidSpeakerNPC.add(ConversationStates state, Collection<String> triggerStrings, ConversationStates nextState, String reply, ChatAction action, String label) voidSpeakerNPC.addMatching(ConversationStates state, String trigger, ExpressionMatcher matcher, ChatCondition condition, ConversationStates nextState, String reply, ChatAction action) Adds a new transition with explicit ExpressionMatcher to the FSM.ConversationBuilder.changingStateTo(ConversationStates endState) Specify the final state of the npc after the conversation.SpeakerNPC.getReply(String trigger, ConversationStates state, String expressionType) Retrieves string reply to trigger word.ConversationBuilder.inState(ConversationStates state) Specifies an initial state of the NPC for which the conversation is used.ConversationBuilder.inStates(ConversationStates[] states) Specifies multiple initial states of the NPC for which the conversation is used.voidEventRaiser.setCurrentState(ConversationStates stateAfterCompletion) sets the state of the FSM used by SpeakerNPCsvoidSpeakerNPC.setCurrentState(ConversationStates state) -
Uses of ConversationStates in games.stendhal.server.entity.npc.action
Constructors in games.stendhal.server.entity.npc.action with parameters of type ConversationStatesModifierConstructorDescriptionCollectRequestedItemsAction(String itemName, String quest, int position, String questionForMore, String alreadyBrought, ChatAction completionAction, ConversationStates stateAfterCompletion) CollectRequestedItemsAction(String itemName, String quest, String questionForMore, String alreadyBrought, ChatAction completionAction, ConversationStates stateAfterCompletion) create a new CollectRequestedItemsAction -
Uses of ConversationStates in games.stendhal.server.entity.npc.fsm
Methods in games.stendhal.server.entity.npc.fsm that return ConversationStatesModifier and TypeMethodDescriptionEngine.getCurrentState()Gets the current state.Transition.getNextState()Transition.getState()Methods in games.stendhal.server.entity.npc.fsm that return types with arguments of type ConversationStatesMethods in games.stendhal.server.entity.npc.fsm with parameters of type ConversationStatesModifier and TypeMethodDescriptionvoidEngine.add(ConversationStates state, String triggerString, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action) Adds a new transition to FSM.voidEngine.add(ConversationStates state, String triggerString, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action, String label) Adds a new transition to FSM.voidEngine.add(ConversationStates state, Collection<String> triggerStrings, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action) Adds a new set of transitions to the FSM.voidEngine.add(ConversationStates state, Collection<String> triggerStrings, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action, String label) Adds a new set of transitions to the FSM.voidEngine.add(Collection<Expression> triggerExpressions, ConversationStates state, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action) Adds a new set of transitions to the FSM.voidEngine.add(Collection<Expression> triggerExpressions, ConversationStates state, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action, String label) Adds a new set of transitions to the FSM.voidEngine.addMatching(ConversationStates state, String triggerString, ExpressionMatcher matcher, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action) Adds a new transition with explicit ExpressionMatcher to FSM.voidEngine.addMatching(ConversationStates state, Collection<String> triggerStrings, ExpressionMatcher matcher, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action) Adds a new set of transitions to the FSM.TransitionList.getTransitionsForStateAndTrigger(ConversationStates state, Expression trigger) returns a list of transitions for this state-trigger pair.TransitionList.getTriggersForState(ConversationStates state) returns a set of triggers for a given source state.booleanMatchType.match(Transition transition, ConversationStates currentState, Sentence sentence) booleanTransition.matches(ConversationStates state, Expression trigger) Checks whether this transition is possible now.booleanTransition.matches(ConversationStates currentState, Sentence sentence) Checks whether this transition is possible now.booleanTransition.matchesNormalized(ConversationStates state, Expression trigger) Checks whether this transition is possible now by using matching of the normalized expression.booleanTransition.matchesNormalized(ConversationStates state, Sentence sentence) Checks whether this transition is possible now by using matching of the normalized expression.booleanTransition.matchesNormalizedWithCondition(ConversationStates state, Expression trigger, PreTransitionCondition condition) Checks for normalized match with the given state/trigger/condition combination.booleanTransition.matchesSimilar(ConversationStates state, Sentence sentence) Checks whether this transition is possible now by checking the similarity of the normalized expression.booleanTransition.matchesWithCondition(ConversationStates state, Expression trigger, PreTransitionCondition condition) Checks for match with the given state/trigger/condition combination.voidEngine.setCurrentState(ConversationStates currentState) Sets the current State without doing a normal transition.Constructors in games.stendhal.server.entity.npc.fsm with parameters of type ConversationStatesModifierConstructorDescriptionTransition(ConversationStates currentState, Collection<Expression> triggers, PreTransitionCondition condition, boolean secondary, ConversationStates nextState, String reply, PostTransitionAction action) Creates a new transition.Transition(ConversationStates currentState, Collection<Expression> triggers, PreTransitionCondition condition, boolean secondary, ConversationStates nextState, String reply, PostTransitionAction action, String label) Creates a new transition. -
Uses of ConversationStates in games.stendhal.server.events
Constructors in games.stendhal.server.events with parameters of type ConversationStatesModifierConstructorDescriptionChatOptionsEvent(SpeakerNPC npc, Player player, ConversationStates currentState)