User talk:Kymara
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:
BlackjackHelp 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: