User talk:Kymara: Difference between revisions

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Revision as of 01:20, 27 November 2010

converting xml path nodes to java

sed 's|</parameter>|));|' node > node2
sed 's|<parameter name="node[0-9]*">|nodes.add(new Node(|' node2 > node3

cleanup postman table

<source lang="sql"> CREATE TABLE IF NOT EXISTS temp_postman ( source VARCHAR(64),

target     VARCHAR(64),
message    TEXT);

LOAD DATA LOCAL INFILE '/home/katie/workspace/stendhal/postmantable.csv' INTO TABLE temp_postman FIELDS TERMINATED BY ',' ENCLOSED BY '"' LINES TERMINATED BY '\n';


insert into postman (source, target, message, timedate, messagetype, delivered) select source, target, message, '2010-07-20 00:00:00', 'P', 0 from temp_postman;

-- yes thats a lie about the message type, some came from npcs update postman set messagetype = 'N' where source in ('MrTaxman','Dagobert','Harold','Wilfred');


-- add indices on target and delivered (combined?)

-- remove messages where the target does not correspond to an existing character name delete postman from postman left join characters on characters.charname = postman.target where characters.charname is null;

-- remove messages where the target account.username is permanently banned (why do this first? it might get more?) delete postman from postman join account on account.username = postman.target where account.status='banned';

-- remove messages where the target character has an account which is is permanently banned delete postman from postman join characters on characters.charname = postman.target join account on account.id = characters.player_id where account.status='banned';

-- remove any uncaught spam? delete from postman where source = 'Harold' and length(message)>1000;

-- postman used to be case sensitive on target and so there were some really ancient messages in there delete postman from postman join characters ON characters.charname = postman.target where characters.charname not like binary postman.target;

-- empty messages (1 was delivered was from new version) delete from postman where message = and delivered =0;

</source>

Stuff to do, over time

  • Correct some of the warnings in findbugs:
    • Blackjack
    • Help tomi string append
    • Portal cast
  • Review golden orc sword quest that's in feature requests
  • Create quests pointing to dungeons
  • Postman on website
  • one player area access portals in banks
  • equipment refactoring (right click equip, swapping items over existing items in slots)
  • Stendhal Quest Histories - can we get some smart default methods in? or use existing actions?

npc to lend kitchen tools

games.stendhal.server.maps.semos.baker.ShopAssistantNPC

Idea: have erna lend out pestle and mortar or sugar mill and expect them back after a certain time. If you don't bring them back but want to borrow another thing, you have to pay for the previous.

I did this without an ide so not all functions or conditions might be right ... will check

<source lang = "java"> // define a COST int 3000 ? // String QUEST_SLOT = "borrow_kitchen_equipment"; // List<String> ITEMS of the items;

addOffer("Our pizza delivery team can #borrow some kitchen equipment from me.");

add(ConversationStates.ATTENDING, "borrow",

   new LevelLessThanCondition(6), 
   ConversationStates.ATTENDING, 
   "Oh sorry, I don't lend equipment to people with so little experience as you.",
   null);

add(ConversationStates.ATTENDING, "borrow",

   new AndCondition(new LevelGreaterThanCondition(5), new QuestNotCompletedCondition("pizza_delivery")),  
   ConversationStates.ATTENDING, 
   "You'll have to speak to Leander and ask if you can help with the pizza before I'm allowed to lend you anything.",
   null);

add(ConversationStates.ATTENDING, "borrow",

   new AndCondition(
       new LevelGreaterThanCondition(5), 
       new QuestCompletedCondition("pizza_delivery"),
       new QuestNotActiveCondition(QUEST_SLOT)), 
   ConversationStates.ATTENDING, 
   // that grammar method or one close to it
   "I lend out " + Grammar.enumerateCollectionWithHash(ITEMS) + ".", 
   null);

// player already has borrowed something it didn't return and will pay for it add(ConversationStates.ATTENDING, "borrow",

   new AndCondition(new QuestActiveCondition(QUEST_SLOT), new NotCondition(new PlayerHasRequiredItemWithHimCondition(QUEST_SLOT))),  
   ConversationStates.QUESTION_1, 
   "You didn't #return what I last lent you! Do you want to pay for it at a cost of " + COST + " money?",
   null);

// player already has borrowed something it didn't return and will return it add(ConversationStates.ATTENDING, "borrow",

   new AndCondition(new QuestActiveCondition(QUEST_SLOT), new PlayerHasRequiredItemWithHimCondition(QUEST_SLOT)),  
   ConversationStates.QUESTION_2, 
   "You didn't #return what I last lent you! Do you want to return it now?",
   null);

// player wants to pay for previous item final List<ChatAction> payment = new LinkedList<ChatAction>(); payment.add(new DropItemAction("money", COST)); payment.add(new SetQuestAction(QUEST_SLOT, "done")); payment.add(new DecreaseKarmaAction(10)); add(ConversationStates.QUESTION_1,

   ConversationPhrases.YES_MESSAGES, 
   new PlayerHasItemWithHimCondition("money", COST),  
   ConversationStates.ATTENDING, 
   "Thanks. Just let me know if you want to #borrow any tools again.",
   new MultipleActions(payment));

// player already has borrowed something and wants to return it final List<ChatAction> return = new LinkedList<ChatAction>(); return.add(new DropRequiredItemAction(QUEST_SLOT)); return.add(new SetQuestAction(QUEST_SLOT, "done")); add(ConversationStates.QUESTION_2,

   ConversationPhrases.YES_MESSAGES, 
   new PlayerHasRequiredItemWithHimCondition(QUEST_SLOT)),  
   ConversationStates.ATTENDING, 
   "Thank you! Just let me know if you want to #borrow any tools again.",
   new MultipleActions(return));

// don't want to pay for it now add(ConversationStates.QUESTION_1,

   ConversationPhrases.NO_MESSAGES, 
   null,  
   ConversationStates.ATTENDING, 
   "No problem. Take as long as you need, but you can't borrow other tools till you return the last, or pay for it.",
   new MultipleActions(payment))

// don't want to return it now add(ConversationStates.QUESTION_2,

   ConversationPhrases.NO_MESSAGES, 
   null,  
   ConversationStates.ATTENDING, 
   "No problem. Take as long as you need, but you can't borrow other tools till you return the last, or pay for it.",
   null)


// saying the item name and storing that item name into the quest slot, and giving the item

// TODO: give the item and store it in the quest slot as item name, or itemname = 1 if you feel better about that add(ConversationStates.ATTENDING,

   new TriggerInListCondition(ITEMS),
   new AndCondition(
       new LevelGreaterThanCondition(5), 
       new QuestCompletedCondition("pizza_delivery"),
       new QuestNotActiveCondition(QUEST_SLOT))
   ConversationStates.ATTENDING, 
   "Here you are! Don't forget to #return it or you have to pay!",
   null);
   

// TODO: say the item name when not in correct conditions should give some appropriate message - or use null condition for a generic message about the item?

// player asks about pay from attending state add(ConversationStates.ATTENDING, "pay",

   new QuestActiveCondition(QUEST_SLOT)),  
   ConversationStates.QUESTION_1, 
   "If you lost what I lent you, you can pay " + COST + " money. Do you want to pay now?",
   null);

// player asks about return from attending state add(ConversationStates.ATTENDING, "return",

   new QuestActiveCondition(QUEST_SLOT)),  
   ConversationStates.QUESTION_2, 
   "Do you want to return what you borrowed now?",
   null);

</source>

stats

File:Bug age 20101127.ods or picture:

https://sourceforge.net/tracker/reporting/index.php?atid=101111&what=aging&span=30&period=month&group_id=1111