/*
* Copyright (C) 2004-2014 L2J Server
*
* This file is part of L2J Server.
*
* L2J Server is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* L2J Server is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
package com.l2jserver.gameserver.model.quest;
import java.sql.Connection;
import java.sql.PreparedStatement;
import java.sql.ResultSet;
import java.util.ArrayList;
import java.util.Collection;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.locks.ReentrantReadWriteLock;
import java.util.concurrent.locks.ReentrantReadWriteLock.ReadLock;
import java.util.concurrent.locks.ReentrantReadWriteLock.WriteLock;
import java.util.function.Predicate;
import java.util.logging.Level;
import java.util.logging.Logger;
import com.l2jserver.Config;
import com.l2jserver.L2DatabaseFactory;
import com.l2jserver.gameserver.cache.HtmCache;
import com.l2jserver.gameserver.enums.CategoryType;
import com.l2jserver.gameserver.enums.Race;
import com.l2jserver.gameserver.enums.TrapAction;
import com.l2jserver.gameserver.instancemanager.QuestManager;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2Party;
import com.l2jserver.gameserver.model.actor.L2Attackable;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.L2Summon;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.actor.instance.L2TrapInstance;
import com.l2jserver.gameserver.model.base.AcquireSkillType;
import com.l2jserver.gameserver.model.base.ClassId;
import com.l2jserver.gameserver.model.events.AbstractScript;
import com.l2jserver.gameserver.model.events.EventType;
import com.l2jserver.gameserver.model.events.listeners.AbstractEventListener;
import com.l2jserver.gameserver.model.events.returns.TerminateReturn;
import com.l2jserver.gameserver.model.interfaces.IIdentifiable;
import com.l2jserver.gameserver.model.items.L2Item;
import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
import com.l2jserver.gameserver.model.olympiad.CompetitionType;
import com.l2jserver.gameserver.model.olympiad.Participant;
import com.l2jserver.gameserver.model.skills.Skill;
import com.l2jserver.gameserver.model.zone.L2ZoneType;
import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
import com.l2jserver.gameserver.network.serverpackets.NpcHtmlMessage;
import com.l2jserver.gameserver.network.serverpackets.NpcQuestHtmlMessage;
import com.l2jserver.gameserver.scripting.ScriptManager;
import com.l2jserver.util.Rnd;
import com.l2jserver.util.Util;
/**
* Quest main class.
* @author Luis Arias
*/
public class Quest extends AbstractScript implements IIdentifiable
{
public static final Logger _log = Logger.getLogger(Quest.class.getName());
/** Map containing lists of timers from the name of the timer. */
private volatile Map> _questTimers = null;
private final ReentrantReadWriteLock _rwLock = new ReentrantReadWriteLock();
private final WriteLock _writeLock = _rwLock.writeLock();
private final ReadLock _readLock = _rwLock.readLock();
/** Map containing all the start conditions. */
private volatile Map, String> _startCondition = null;
private final int _questId;
private final String _name;
private final String _descr;
private final byte _initialState = State.CREATED;
protected boolean _onEnterWorld = false;
private boolean _isCustom = false;
public int[] questItemIds = null;
private static final String DEFAULT_NO_QUEST_MSG = "You are either not on a quest that involves this NPC, or you don't meet this NPC's minimum quest requirements.";
private static final String DEFAULT_ALREADY_COMPLETED_MSG = "This quest has already been completed.";
private static final String QUEST_DELETE_FROM_CHAR_QUERY = "DELETE FROM character_quests WHERE charId=? AND name=?";
private static final String QUEST_DELETE_FROM_CHAR_QUERY_NON_REPEATABLE_QUERY = "DELETE FROM character_quests WHERE charId=? AND name=? AND var!=?";
private static final int RESET_HOUR = 6;
private static final int RESET_MINUTES = 30;
/**
* @return the reset hour for a daily quest, could be overridden on a script.
*/
public int getResetHour()
{
return RESET_HOUR;
}
/**
* @return the reset minutes for a daily quest, could be overridden on a script.
*/
public int getResetMinutes()
{
return RESET_MINUTES;
}
/**
* The Quest object constructor.
* Constructing a quest also calls the {@code init_LoadGlobalData} convenience method.
* @param questId ID of the quest
* @param name String corresponding to the name of the quest
* @param descr String for the description of the quest
*/
public Quest(int questId, String name, String descr)
{
_questId = questId;
_name = name;
_descr = descr;
if (questId > 0)
{
QuestManager.getInstance().addQuest(this);
}
else
{
QuestManager.getInstance().addScript(this);
}
loadGlobalData();
}
/**
* This method is, by default, called by the constructor of all scripts.
* Children of this class can implement this function in order to define what variables to load and what structures to save them in.
* By default, nothing is loaded.
*/
protected void loadGlobalData()
{
}
/**
* The function saveGlobalData is, by default, called at shutdown, for all quests, by the QuestManager.
* Children of this class can implement this function in order to convert their structures
* into tuples and make calls to save them to the database, if needed.
* By default, nothing is saved.
*/
public void saveGlobalData()
{
}
/**
* Gets the quest ID.
* @return the quest ID
*/
@Override
public int getId()
{
return _questId;
}
/**
* Add a new quest state of this quest to the database.
* @param player the owner of the newly created quest state
* @return the newly created {@link QuestState} object
*/
public QuestState newQuestState(L2PcInstance player)
{
return new QuestState(this, player, _initialState);
}
/**
* Get the specified player's {@link QuestState} object for this quest.
* If the player does not have it and initIfNode is {@code true},
* create a new QuestState object and return it, otherwise return {@code null}.
* @param player the player whose QuestState to get
* @param initIfNone if true and the player does not have a QuestState for this quest,
* create a new QuestState
* @return the QuestState object for this quest or null if it doesn't exist
*/
public QuestState getQuestState(L2PcInstance player, boolean initIfNone)
{
final QuestState qs = player.getQuestState(_name);
if ((qs != null) || !initIfNone)
{
return qs;
}
return newQuestState(player);
}
/**
* @return the initial state of the quest
*/
public byte getInitialState()
{
return _initialState;
}
/**
* @return the name of the quest
*/
public String getName()
{
return _name;
}
/**
* @return the description of the quest
*/
public String getDescr()
{
return _descr;
}
/**
* Add a timer to the quest (if it doesn't exist already) and start it.
* @param name the name of the timer (also passed back as "event" in {@link #onAdvEvent(String, L2Npc, L2PcInstance)})
* @param time time in ms for when to fire the timer
* @param npc the npc associated with this timer (can be null)
* @param player the player associated with this timer (can be null)
* @see #startQuestTimer(String, long, L2Npc, L2PcInstance, boolean)
*/
public void startQuestTimer(String name, long time, L2Npc npc, L2PcInstance player)
{
startQuestTimer(name, time, npc, player, false);
}
/**
* Gets the quest timers.
* @return the quest timers
*/
public final Map> getQuestTimers()
{
if (_questTimers == null)
{
synchronized (this)
{
if (_questTimers == null)
{
_questTimers = new ConcurrentHashMap<>(1);
}
}
}
return _questTimers;
}
/**
* Add a timer to the quest (if it doesn't exist already) and start it.
* @param name the name of the timer (also passed back as "event" in {@link #onAdvEvent(String, L2Npc, L2PcInstance)})
* @param time time in ms for when to fire the timer
* @param npc the npc associated with this timer (can be null)
* @param player the player associated with this timer (can be null)
* @param repeating indicates whether the timer is repeatable or one-time.
* If {@code true}, the task is repeated every {@code time} milliseconds until explicitly stopped.
*/
public void startQuestTimer(String name, long time, L2Npc npc, L2PcInstance player, boolean repeating)
{
final List timers = getQuestTimers().computeIfAbsent(name, k -> new ArrayList<>(1));
// if there exists a timer with this name, allow the timer only if the [npc, player] set is unique
// nulls act as wildcards
if (getQuestTimer(name, npc, player) == null)
{
_writeLock.lock();
try
{
timers.add(new QuestTimer(this, name, time, npc, player, repeating));
}
finally
{
_writeLock.unlock();
}
}
}
/**
* Get a quest timer that matches the provided name and parameters.
* @param name the name of the quest timer to get
* @param npc the NPC associated with the quest timer to get
* @param player the player associated with the quest timer to get
* @return the quest timer that matches the specified parameters or {@code null} if nothing was found
*/
public QuestTimer getQuestTimer(String name, L2Npc npc, L2PcInstance player)
{
if (_questTimers == null)
{
return null;
}
final List timers = getQuestTimers().get(name);
if (timers != null)
{
_readLock.lock();
try
{
for (QuestTimer timer : timers)
{
if (timer != null)
{
if (timer.isMatch(this, name, npc, player))
{
return timer;
}
}
}
}
finally
{
_readLock.unlock();
}
}
return null;
}
/**
* Cancel all quest timers with the specified name.
* @param name the name of the quest timers to cancel
*/
public void cancelQuestTimers(String name)
{
if (_questTimers == null)
{
return;
}
final List timers = getQuestTimers().get(name);
if (timers != null)
{
_writeLock.lock();
try
{
for (QuestTimer timer : timers)
{
if (timer != null)
{
timer.cancel();
}
}
timers.clear();
}
finally
{
_writeLock.unlock();
}
}
}
/**
* Cancel the quest timer that matches the specified name and parameters.
* @param name the name of the quest timer to cancel
* @param npc the NPC associated with the quest timer to cancel
* @param player the player associated with the quest timer to cancel
*/
public void cancelQuestTimer(String name, L2Npc npc, L2PcInstance player)
{
final QuestTimer timer = getQuestTimer(name, npc, player);
if (timer != null)
{
timer.cancelAndRemove();
}
}
/**
* Remove a quest timer from the list of all timers.
* Note: does not stop the timer itself!
* @param timer the {@link QuestState} object to remove
*/
public void removeQuestTimer(QuestTimer timer)
{
if ((timer != null) && (_questTimers != null))
{
final List timers = getQuestTimers().get(timer.getName());
if (timers != null)
{
_writeLock.lock();
try
{
timers.remove(timer);
}
finally
{
_writeLock.unlock();
}
}
}
}
// These are methods to call within the core to call the quest events.
/**
* @param npc the NPC that was attacked
* @param attacker the attacking player
* @param damage the damage dealt to the NPC by the player
* @param isSummon if {@code true}, the attack was actually made by the player's summon
* @param skill the skill used to attack the NPC (can be null)
*/
public final void notifyAttack(L2Npc npc, L2PcInstance attacker, int damage, boolean isSummon, Skill skill)
{
String res = null;
try
{
res = onAttack(npc, attacker, damage, isSummon, skill);
}
catch (Exception e)
{
showError(attacker, e);
return;
}
showResult(attacker, res);
}
/**
* @param killer the character that killed the {@code victim}
* @param victim the character that was killed by the {@code killer}
* @param qs the quest state object of the player to be notified of this event
*/
public final void notifyDeath(L2Character killer, L2Character victim, QuestState qs)
{
String res = null;
try
{
res = onDeath(killer, victim, qs);
}
catch (Exception e)
{
showError(qs.getPlayer(), e);
return;
}
showResult(qs.getPlayer(), res);
}
/**
* @param item
* @param player
*/
public final void notifyItemUse(L2Item item, L2PcInstance player)
{
String res = null;
try
{
res = onItemUse(item, player);
}
catch (Exception e)
{
showError(player, e);
return;
}
showResult(player, res);
}
/**
* @param instance
* @param player
* @param skill
*/
public final void notifySpellFinished(L2Npc instance, L2PcInstance player, Skill skill)
{
String res = null;
try
{
res = onSpellFinished(instance, player, skill);
}
catch (Exception e)
{
showError(player, e);
return;
}
showResult(player, res);
}
/**
* Notify quest script when something happens with a trap.
* @param trap the trap instance which triggers the notification
* @param trigger the character which makes effect on the trap
* @param action 0: trap casting its skill. 1: trigger detects the trap. 2: trigger removes the trap
*/
public final void notifyTrapAction(L2TrapInstance trap, L2Character trigger, TrapAction action)
{
String res = null;
try
{
res = onTrapAction(trap, trigger, action);
}
catch (Exception e)
{
if (trigger.getActingPlayer() != null)
{
showError(trigger.getActingPlayer(), e);
}
_log.log(Level.WARNING, "Exception on onTrapAction() in notifyTrapAction(): " + e.getMessage(), e);
return;
}
if (trigger.getActingPlayer() != null)
{
showResult(trigger.getActingPlayer(), res);
}
}
/**
* @param npc the spawned NPC
*/
public final void notifySpawn(L2Npc npc)
{
try
{
onSpawn(npc);
}
catch (Exception e)
{
_log.log(Level.WARNING, "Exception on onSpawn() in notifySpawn(): " + e.getMessage(), e);
}
}
/**
* @param npc the teleport NPC
*/
public final void notifyTeleport(L2Npc npc)
{
try
{
onTeleport(npc);
}
catch (Exception e)
{
_log.log(Level.WARNING, "Exception on onTeleport() in notifyTeleport(): " + e.getMessage(), e);
}
}
/**
* @param event
* @param npc
* @param player
*/
public final void notifyEvent(String event, L2Npc npc, L2PcInstance player)
{
String res = null;
try
{
res = onAdvEvent(event, npc, player);
}
catch (Exception e)
{
showError(player, e);
return;
}
showResult(player, res);
}
/**
* @param player the player entering the world
*/
public final void notifyEnterWorld(L2PcInstance player)
{
String res = null;
try
{
res = onEnterWorld(player);
}
catch (Exception e)
{
showError(player, e);
return;
}
showResult(player, res);
}
/**
* @param npc
* @param killer
* @param isSummon
*/
public final void notifyKill(L2Npc npc, L2PcInstance killer, boolean isSummon)
{
String res = null;
try
{
res = onKill(npc, killer, isSummon);
}
catch (Exception e)
{
showError(killer, e);
return;
}
showResult(killer, res);
}
/**
* @param npc
* @param player
*/
public final void notifyTalk(L2Npc npc, L2PcInstance player)
{
String res = null;
try
{
final String startConditionHtml = getStartConditionHtml(player);
if (!player.hasQuestState(_name) && (startConditionHtml != null))
{
res = startConditionHtml;
}
else
{
res = onTalk(npc, player);
}
}
catch (Exception e)
{
showError(player, e);
return;
}
player.setLastQuestNpcObject(npc.getObjectId());
showResult(player, res, npc);
}
/**
* Override the default NPC dialogs when a quest defines this for the given NPC.
* Note: If the default html for this npc needs to be shown, onFirstTalk should call npc.showChatWindow(player) and then return null.
* @param npc the NPC whose dialogs to override
* @param player the player talking to the NPC
*/
public final void notifyFirstTalk(L2Npc npc, L2PcInstance player)
{
String res = null;
try
{
res = onFirstTalk(npc, player);
}
catch (Exception e)
{
showError(player, e);
return;
}
showResult(player, res, npc);
}
/**
* Notify the quest engine that an skill has been acquired.
* @param npc the NPC
* @param player the player
* @param skill the skill
* @param type the skill learn type
*/
public final void notifyAcquireSkill(L2Npc npc, L2PcInstance player, Skill skill, AcquireSkillType type)
{
String res = null;
try
{
res = onAcquireSkill(npc, player, skill, type);
}
catch (Exception e)
{
showError(player, e);
return;
}
showResult(player, res);
}
/**
* @param item
* @param player
*/
public final void notifyItemTalk(L2ItemInstance item, L2PcInstance player)
{
String res = null;
try
{
res = onItemTalk(item, player);
}
catch (Exception e)
{
showError(player, e);
return;
}
showResult(player, res);
}
/**
* @param item
* @param player
* @return
*/
public String onItemTalk(L2ItemInstance item, L2PcInstance player)
{
return null;
}
/**
* @param item
* @param player
* @param event
*/
public final void notifyItemEvent(L2ItemInstance item, L2PcInstance player, String event)
{
String res = null;
try
{
res = onItemEvent(item, player, event);
if (res != null)
{
if (res.equalsIgnoreCase("true") || res.equalsIgnoreCase("false"))
{
return;
}
}
}
catch (Exception e)
{
showError(player, e);
return;
}
showResult(player, res);
}
/**
* @param npc
* @param caster
* @param skill
* @param targets
* @param isSummon
*/
public final void notifySkillSee(L2Npc npc, L2PcInstance caster, Skill skill, L2Object[] targets, boolean isSummon)
{
String res = null;
try
{
res = onSkillSee(npc, caster, skill, targets, isSummon);
}
catch (Exception e)
{
showError(caster, e);
return;
}
showResult(caster, res);
}
/**
* @param npc
* @param caller
* @param attacker
* @param isSummon
*/
public final void notifyFactionCall(L2Npc npc, L2Npc caller, L2PcInstance attacker, boolean isSummon)
{
String res = null;
try
{
res = onFactionCall(npc, caller, attacker, isSummon);
}
catch (Exception e)
{
showError(attacker, e);
return;
}
showResult(attacker, res);
}
/**
* @param npc
* @param player
* @param isSummon
*/
public final void notifyAggroRangeEnter(L2Npc npc, L2PcInstance player, boolean isSummon)
{
String res = null;
try
{
res = onAggroRangeEnter(npc, player, isSummon);
}
catch (Exception e)
{
showError(player, e);
return;
}
showResult(player, res);
}
/**
* @param npc the NPC that sees the creature
* @param creature the creature seen by the NPC
* @param isSummon
*/
public final void notifySeeCreature(L2Npc npc, L2Character creature, boolean isSummon)
{
L2PcInstance player = null;
if (isSummon || creature.isPlayer())
{
player = creature.getActingPlayer();
}
String res = null;
try
{
res = onSeeCreature(npc, creature, isSummon);
}
catch (Exception e)
{
if (player != null)
{
showError(player, e);
}
return;
}
if (player != null)
{
showResult(player, res);
}
}
/**
* @param eventName - name of event
* @param sender - NPC, who sent event
* @param receiver - NPC, who received event
* @param reference - L2Object to pass, if needed
*/
public final void notifyEventReceived(String eventName, L2Npc sender, L2Npc receiver, L2Object reference)
{
try
{
onEventReceived(eventName, sender, receiver, reference);
}
catch (Exception e)
{
_log.log(Level.WARNING, "Exception on onEventReceived() in notifyEventReceived(): " + e.getMessage(), e);
}
}
/**
* @param character
* @param zone
*/
public final void notifyEnterZone(L2Character character, L2ZoneType zone)
{
L2PcInstance player = character.getActingPlayer();
String res = null;
try
{
res = onEnterZone(character, zone);
}
catch (Exception e)
{
if (player != null)
{
showError(player, e);
}
return;
}
if (player != null)
{
showResult(player, res);
}
}
/**
* @param character
* @param zone
*/
public final void notifyExitZone(L2Character character, L2ZoneType zone)
{
L2PcInstance player = character.getActingPlayer();
String res = null;
try
{
res = onExitZone(character, zone);
}
catch (Exception e)
{
if (player != null)
{
showError(player, e);
}
return;
}
if (player != null)
{
showResult(player, res);
}
}
/**
* @param winner
* @param looser
* @param type
*/
public final void notifyOlympiadMatch(Participant winner, Participant looser, CompetitionType type)
{
try
{
onOlympiadMatchFinish(winner, looser, type);
}
catch (Exception e)
{
_log.log(Level.WARNING, "Execution on onOlympiadMatchFinish() in notifyOlympiadMatch(): " + e.getMessage(), e);
}
}
/**
* @param npc
*/
public final void notifyMoveFinished(L2Npc npc)
{
try
{
onMoveFinished(npc);
}
catch (Exception e)
{
_log.log(Level.WARNING, "Exception on onMoveFinished() in notifyMoveFinished(): " + e.getMessage(), e);
}
}
/**
* @param npc
*/
public final void notifyNodeArrived(L2Npc npc)
{
try
{
onNodeArrived(npc);
}
catch (Exception e)
{
_log.log(Level.WARNING, "Exception on onNodeArrived() in notifyNodeArrived(): " + e.getMessage(), e);
}
}
/**
* @param npc
*/
public final void notifyRouteFinished(L2Npc npc)
{
try
{
onRouteFinished(npc);
}
catch (Exception e)
{
_log.log(Level.WARNING, "Exception on onRouteFinished() in notifyRouteFinished(): " + e.getMessage(), e);
}
}
/**
* @param npc
* @param player
* @return {@code true} if player can see this npc, {@code false} otherwise.
*/
public final boolean notifyOnCanSeeMe(L2Npc npc, L2PcInstance player)
{
try
{
return onCanSeeMe(npc, player);
}
catch (Exception e)
{
_log.log(Level.WARNING, "Exception on onCanSeeMe() in notifyOnCanSeeMe(): " + e.getMessage(), e);
}
return false;
}
// These are methods that java calls to invoke scripts.
/**
* This function is called in place of {@link #onAttack(L2Npc, L2PcInstance, int, boolean, Skill)} if the former is not implemented.
* If a script contains both onAttack(..) implementations, then this method will never be called unless the script's {@link #onAttack(L2Npc, L2PcInstance, int, boolean, Skill)} explicitly calls this method.
* @param npc this parameter contains a reference to the exact instance of the NPC that got attacked the NPC.
* @param attacker this parameter contains a reference to the exact instance of the player who attacked.
* @param damage this parameter represents the total damage that this attack has inflicted to the NPC.
* @param isSummon this parameter if it's {@code false} it denotes that the attacker was indeed the player, else it specifies that the damage was actually dealt by the player's pet.
* @return
*/
public String onAttack(L2Npc npc, L2PcInstance attacker, int damage, boolean isSummon)
{
return null;
}
/**
* This function is called whenever a player attacks an NPC that is registered for the quest.
* If is not overridden by a subclass, then default to the returned value of the simpler (and older) {@link #onAttack(L2Npc, L2PcInstance, int, boolean)} override.
* @param npc this parameter contains a reference to the exact instance of the NPC that got attacked.
* @param attacker this parameter contains a reference to the exact instance of the player who attacked the NPC.
* @param damage this parameter represents the total damage that this attack has inflicted to the NPC.
* @param isSummon this parameter if it's {@code false} it denotes that the attacker was indeed the player, else it specifies that the damage was actually dealt by the player's summon
* @param skill parameter is the skill that player used to attack NPC.
* @return
*/
public String onAttack(L2Npc npc, L2PcInstance attacker, int damage, boolean isSummon, Skill skill)
{
return onAttack(npc, attacker, damage, isSummon);
}
/**
* This function is called whenever an exact instance of a character who was previously registered for this event dies.
* The registration for {@link #onDeath(L2Character, L2Character, QuestState)} events is not done via the quest itself, but it is instead handled by the QuestState of a particular player.
* @param killer this parameter contains a reference to the exact instance of the NPC that killed the character.
* @param victim this parameter contains a reference to the exact instance of the character that got killed.
* @param qs this parameter contains a reference to the QuestState of whomever was interested (waiting) for this kill.
* @return
*/
public String onDeath(L2Character killer, L2Character victim, QuestState qs)
{
return onAdvEvent("", ((killer instanceof L2Npc) ? ((L2Npc) killer) : null), qs.getPlayer());
}
/**
* This function is called whenever a player clicks on a link in a quest dialog and whenever a timer fires.
* If is not overridden by a subclass, then default to the returned value of the simpler (and older) {@link #onEvent(String, QuestState)} override.
* If the player has a quest state, use it as parameter in the next call, otherwise return null.
* @param event this parameter contains a string identifier for the event.
* Generally, this string is passed directly via the link.
* For example:
*
* <a action="bypass -h Quest 626_ADarkTwilight 31517-01.htm">hello</a>
*
* The above link sets the event variable to "31517-01.htm" for the quest 626_ADarkTwilight.
* In the case of timers, this will be the name of the timer.
* This parameter serves as a sort of identifier.
* @param npc this parameter contains a reference to the instance of NPC associated with this event.
* This may be the NPC registered in a timer, or the NPC with whom a player is speaking, etc.
* This parameter may be {@code null} in certain circumstances.
* @param player this parameter contains a reference to the player participating in this function.
* It may be the player speaking to the NPC, or the player who caused a timer to start (and owns that timer).
* This parameter may be {@code null} in certain circumstances.
* @return the text returned by the event (may be {@code null}, a filename or just text)
*/
public String onAdvEvent(String event, L2Npc npc, L2PcInstance player)
{
if (player != null)
{
final QuestState qs = player.getQuestState(getName());
if (qs != null)
{
return onEvent(event, qs);
}
}
return null;
}
/**
* This function is called in place of {@link #onAdvEvent(String, L2Npc, L2PcInstance)} if the former is not implemented.
* If a script contains both {@link #onAdvEvent(String, L2Npc, L2PcInstance)} and this implementation, then this method will never be called unless the script's {@link #onAdvEvent(String, L2Npc, L2PcInstance)} explicitly calls this method.
* @param event this parameter contains a string identifier for the event.
* Generally, this string is passed directly via the link.
* For example:
*
* <a action="bypass -h Quest 626_ADarkTwilight 31517-01.htm">hello</a>
*
* The above link sets the event variable to "31517-01.htm" for the quest 626_ADarkTwilight.
* In the case of timers, this will be the name of the timer.
* This parameter serves as a sort of identifier.
* @param qs this parameter contains a reference to the quest state of the player who used the link or started the timer.
* @return the text returned by the event (may be {@code null}, a filename or just text)
*/
public String onEvent(String event, QuestState qs)
{
return null;
}
/**
* This function is called whenever a player kills a NPC that is registered for the quest.
* @param npc this parameter contains a reference to the exact instance of the NPC that got killed.
* @param killer this parameter contains a reference to the exact instance of the player who killed the NPC.
* @param isSummon this parameter if it's {@code false} it denotes that the attacker was indeed the player, else it specifies that the killer was the player's pet.
* @return the text returned by the event (may be {@code null}, a filename or just text)
*/
public String onKill(L2Npc npc, L2PcInstance killer, boolean isSummon)
{
return null;
}
/**
* This function is called whenever a player clicks to the "Quest" link of an NPC that is registered for the quest.
* @param npc this parameter contains a reference to the exact instance of the NPC that the player is talking with.
* @param talker this parameter contains a reference to the exact instance of the player who is talking to the NPC.
* @return the text returned by the event (may be {@code null}, a filename or just text)
*/
public String onTalk(L2Npc npc, L2PcInstance talker)
{
return null;
}
/**
* This function is called whenever a player talks to an NPC that is registered for the quest.
* That is, it is triggered from the very first click on the NPC, not via another dialog.
* Note 1:
* Each NPC can be registered to at most one quest for triggering this function.
* In other words, the same one NPC cannot respond to an "onFirstTalk" request from two different quests.
* Attempting to register an NPC in two different quests for this function will result in one of the two registration being ignored.
* Note 2:
* Since a Quest link isn't clicked in order to reach this, a quest state can be invalid within this function.
* The coder of the script may need to create a new quest state (if necessary).
* Note 3:
* The returned value of onFirstTalk replaces the default HTML that would have otherwise been loaded from a sub-folder of DatapackRoot/game/data/html/.
* If you wish to show the default HTML, within onFirstTalk do npc.showChatWindow(player) and then return ""
* @param npc this parameter contains a reference to the exact instance of the NPC that the player is talking with.
* @param player this parameter contains a reference to the exact instance of the player who is talking to the NPC.
* @return the text returned by the event (may be {@code null}, a filename or just text)
* @since Jython AI support for "onFirstTalk"
*/
public String onFirstTalk(L2Npc npc, L2PcInstance player)
{
return null;
}
/**
* @param item
* @param player
* @param event
* @return
*/
public String onItemEvent(L2ItemInstance item, L2PcInstance player, String event)
{
return null;
}
/**
* This function is called whenever a player request a skill list.
* TODO: Re-implement, since Skill Trees rework it's support was removed.
* @param npc this parameter contains a reference to the exact instance of the NPC that the player requested the skill list.
* @param player this parameter contains a reference to the exact instance of the player who requested the skill list.
* @return
*/
public String onAcquireSkillList(L2Npc npc, L2PcInstance player)
{
return null;
}
/**
* This function is called whenever a player request a skill info.
* @param npc this parameter contains a reference to the exact instance of the NPC that the player requested the skill info.
* @param player this parameter contains a reference to the exact instance of the player who requested the skill info.
* @param skill this parameter contains a reference to the skill that the player requested its info.
* @return
*/
public String onAcquireSkillInfo(L2Npc npc, L2PcInstance player, Skill skill)
{
return null;
}
/**
* This function is called whenever a player acquire a skill.
* TODO: Re-implement, since Skill Trees rework it's support was removed.
* @param npc this parameter contains a reference to the exact instance of the NPC that the player requested the skill.
* @param player this parameter contains a reference to the exact instance of the player who requested the skill.
* @param skill this parameter contains a reference to the skill that the player requested.
* @param type the skill learn type
* @return
*/
public String onAcquireSkill(L2Npc npc, L2PcInstance player, Skill skill, AcquireSkillType type)
{
return null;
}
/**
* This function is called whenever a player uses a quest item that has a quest events list.
* TODO: complete this documentation and unhardcode it to work with all item uses not with those listed.
* @param item the quest item that the player used
* @param player the player who used the item
* @return
*/
public String onItemUse(L2Item item, L2PcInstance player)
{
return null;
}
/**
* This function is called whenever a player casts a skill near a registered NPC (1000 distance).
* Note:
* If a skill does damage, both onSkillSee(..) and onAttack(..) will be triggered for the damaged NPC!
* However, only onSkillSee(..) will be triggered if the skill does no damage,
* or if it damages an NPC who has no onAttack(..) registration while near another NPC who has an onSkillSee registration.
* TODO: confirm if the distance is 1000 and unhardcode.
* @param npc the NPC that saw the skill
* @param caster the player who cast the skill
* @param skill the actual skill that was used
* @param targets an array of all objects (can be any type of object, including mobs and players) that were affected by the skill
* @param isSummon if {@code true}, the skill was actually cast by the player's summon, not the player himself
* @return
*/
public String onSkillSee(L2Npc npc, L2PcInstance caster, Skill skill, L2Object[] targets, boolean isSummon)
{
return null;
}
/**
* This function is called whenever an NPC finishes casting a skill.
* @param npc the NPC that casted the skill.
* @param player the player who is the target of the skill. Can be {@code null}.
* @param skill the actual skill that was used by the NPC.
* @return
*/
public String onSpellFinished(L2Npc npc, L2PcInstance player, Skill skill)
{
return null;
}
/**
* This function is called whenever a trap action is performed.
* @param trap this parameter contains a reference to the exact instance of the trap that was activated.
* @param trigger this parameter contains a reference to the exact instance of the character that triggered the action.
* @param action this parameter contains a reference to the action that was triggered.
* @return
*/
public String onTrapAction(L2TrapInstance trap, L2Character trigger, TrapAction action)
{
return null;
}
/**
* This function is called whenever an NPC spawns or re-spawns and passes a reference to the newly (re)spawned NPC.
* Currently the only function that has no reference to a player.
* It is useful for initializations, starting quest timers, displaying chat (NpcSay), and more.
* @param npc this parameter contains a reference to the exact instance of the NPC who just (re)spawned.
* @return
*/
public String onSpawn(L2Npc npc)
{
return null;
}
/**
* This function is called whenever an NPC is teleport.
* @param npc this parameter contains a reference to the exact instance of the NPC who just teleport.
*/
protected void onTeleport(L2Npc npc)
{
}
/**
* This function is called whenever an NPC is called by another NPC in the same faction.
* @param npc this parameter contains a reference to the exact instance of the NPC who is being asked for help.
* @param caller this parameter contains a reference to the exact instance of the NPC who is asking for help.
* @param attacker this parameter contains a reference to the exact instance of the player who attacked.
* @param isSummon this parameter if it's {@code false} it denotes that the attacker was indeed the player, else it specifies that the attacker was the player's summon.
* @return
*/
public String onFactionCall(L2Npc npc, L2Npc caller, L2PcInstance attacker, boolean isSummon)
{
return null;
}
/**
* This function is called whenever a player enters an NPC aggression range.
* @param npc this parameter contains a reference to the exact instance of the NPC whose aggression range is being transgressed.
* @param player this parameter contains a reference to the exact instance of the player who is entering the NPC's aggression range.
* @param isSummon this parameter if it's {@code false} it denotes that the character that entered the aggression range was indeed the player, else it specifies that the character was the player's summon.
* @return
*/
public String onAggroRangeEnter(L2Npc npc, L2PcInstance player, boolean isSummon)
{
return null;
}
/**
* This function is called whenever a NPC "sees" a creature.
* @param npc the NPC who sees the creature
* @param creature the creature seen by the NPC
* @param isSummon this parameter if it's {@code false} it denotes that the character seen by the NPC was indeed the player, else it specifies that the character was the player's summon
* @return
*/
public String onSeeCreature(L2Npc npc, L2Character creature, boolean isSummon)
{
return null;
}
/**
* This function is called whenever a player enters the game.
* @param player this parameter contains a reference to the exact instance of the player who is entering to the world.
* @return
*/
public String onEnterWorld(L2PcInstance player)
{
return null;
}
/**
* This function is called whenever a character enters a registered zone.
* @param character this parameter contains a reference to the exact instance of the character who is entering the zone.
* @param zone this parameter contains a reference to the zone.
* @return
*/
public String onEnterZone(L2Character character, L2ZoneType zone)
{
return null;
}
/**
* This function is called whenever a character exits a registered zone.
* @param character this parameter contains a reference to the exact instance of the character who is exiting the zone.
* @param zone this parameter contains a reference to the zone.
* @return
*/
public String onExitZone(L2Character character, L2ZoneType zone)
{
return null;
}
/**
* @param eventName - name of event
* @param sender - NPC, who sent event
* @param receiver - NPC, who received event
* @param reference - L2Object to pass, if needed
* @return
*/
public String onEventReceived(String eventName, L2Npc sender, L2Npc receiver, L2Object reference)
{
return null;
}
/**
* This function is called whenever a player wins an Olympiad Game.
* @param winner in this match.
* @param looser in this match.
* @param type the competition type.
*/
public void onOlympiadMatchFinish(Participant winner, Participant looser, CompetitionType type)
{
}
/**
* This function is called whenever a player looses an Olympiad Game.
* @param loser this parameter contains a reference to the exact instance of the player who lose the competition.
* @param type this parameter contains a reference to the competition type.
*/
public void onOlympiadLose(L2PcInstance loser, CompetitionType type)
{
}
/**
* This function is called whenever a NPC finishes moving
* @param npc registered NPC
*/
public void onMoveFinished(L2Npc npc)
{
}
/**
* This function is called whenever a walker NPC (controlled by WalkingManager) arrive a walking node
* @param npc registered NPC
*/
public void onNodeArrived(L2Npc npc)
{
}
/**
* This function is called whenever a walker NPC (controlled by WalkingManager) arrive to last node
* @param npc registered NPC
*/
public void onRouteFinished(L2Npc npc)
{
}
/**
* @param mob
* @param player
* @param isSummon
* @return {@code true} if npc can hate the playable, {@code false} otherwise.
*/
public boolean onNpcHate(L2Attackable mob, L2PcInstance player, boolean isSummon)
{
return true;
}
/**
* @param summon
*/
public void onSummonSpawn(L2Summon summon)
{
}
/**
* @param summon
*/
public void onSummonTalk(L2Summon summon)
{
}
/**
* @param npc
* @param player
* @return {@code true} if player can see this npc, {@code false} otherwise.
*/
public boolean onCanSeeMe(L2Npc npc, L2PcInstance player)
{
return false;
}
/**
* Show an error message to the specified player.
* @param player the player to whom to send the error (must be a GM)
* @param t the {@link Throwable} to get the message/stacktrace from
* @return {@code false}
*/
public boolean showError(L2PcInstance player, Throwable t)
{
_log.log(Level.WARNING, getScriptFile().getAbsolutePath(), t);
if (t.getMessage() == null)
{
_log.warning(getClass().getSimpleName() + ": " + t.getMessage());
}
if ((player != null) && player.getAccessLevel().isGm())
{
String res = "Script error" + Util.getStackTrace(t) + "";
return showResult(player, res);
}
return false;
}
/**
* @param player the player to whom to show the result
* @param res the message to show to the player
* @return {@code false} if the message was sent, {@code true} otherwise
* @see #showResult(L2PcInstance, String, L2Npc)
*/
public boolean showResult(L2PcInstance player, String res)
{
return showResult(player, res, null);
}
/**
* Show a message to the specified player.
* Concept:
* Three cases are managed according to the value of the {@code res} parameter:
*
* - {@code res} ends with ".htm" or ".html": the contents of the specified HTML file are shown in a dialog window
* - {@code res} starts with "<html>": the contents of the parameter are shown in a dialog window
* - all other cases : the text contained in the parameter is shown in chat
*
* @param player the player to whom to show the result
* @param npc npc to show the result for
* @param res the message to show to the player
* @return {@code false} if the message was sent, {@code true} otherwise
*/
public boolean showResult(L2PcInstance player, String res, L2Npc npc)
{
if ((res == null) || res.isEmpty() || (player == null))
{
return true;
}
if (res.endsWith(".htm") || res.endsWith(".html"))
{
showHtmlFile(player, res, npc);
}
else if (res.startsWith(""))
{
final NpcHtmlMessage npcReply = new NpcHtmlMessage(npc != null ? npc.getObjectId() : 0, res);
npcReply.replace("%playername%", player.getName());
player.sendPacket(npcReply);
player.sendPacket(ActionFailed.STATIC_PACKET);
}
else
{
player.sendMessage(res);
}
return false;
}
/**
* Loads all quest states and variables for the specified player.
* @param player the player who is entering the world
*/
public static final void playerEnter(L2PcInstance player)
{
try (Connection con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement invalidQuestData = con.prepareStatement("DELETE FROM character_quests WHERE charId = ? AND name = ?");
PreparedStatement invalidQuestDataVar = con.prepareStatement("DELETE FROM character_quests WHERE charId = ? AND name = ? AND var = ?");
PreparedStatement ps1 = con.prepareStatement("SELECT name, value FROM character_quests WHERE charId = ? AND var = ?"))
{
// Get list of quests owned by the player from database
ps1.setInt(1, player.getObjectId());
ps1.setString(2, "");
try (ResultSet rs = ps1.executeQuery())
{
while (rs.next())
{
// Get the ID of the quest and its state
String questId = rs.getString("name");
String statename = rs.getString("value");
// Search quest associated with the ID
Quest q = QuestManager.getInstance().getQuest(questId);
if (q == null)
{
_log.finer("Unknown quest " + questId + " for player " + player.getName());
if (Config.AUTODELETE_INVALID_QUEST_DATA)
{
invalidQuestData.setInt(1, player.getObjectId());
invalidQuestData.setString(2, questId);
invalidQuestData.executeUpdate();
}
continue;
}
// Create a new QuestState for the player that will be added to the player's list of quests
new QuestState(q, player, State.getStateId(statename));
}
}
// Get list of quests owned by the player from the DB in order to add variables used in the quest.
try (PreparedStatement ps2 = con.prepareStatement("SELECT name, var, value FROM character_quests WHERE charId = ? AND var <> ?"))
{
ps2.setInt(1, player.getObjectId());
ps2.setString(2, "");
try (ResultSet rs = ps2.executeQuery())
{
while (rs.next())
{
String questId = rs.getString("name");
String var = rs.getString("var");
String value = rs.getString("value");
// Get the QuestState saved in the loop before
QuestState qs = player.getQuestState(questId);
if (qs == null)
{
_log.finer("Lost variable " + var + " in quest " + questId + " for player " + player.getName());
if (Config.AUTODELETE_INVALID_QUEST_DATA)
{
invalidQuestDataVar.setInt(1, player.getObjectId());
invalidQuestDataVar.setString(2, questId);
invalidQuestDataVar.setString(3, var);
invalidQuestDataVar.executeUpdate();
}
continue;
}
// Add parameter to the quest
qs.setInternal(var, value);
}
}
}
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not insert char quest:", e);
}
// events
for (String name : QuestManager.getInstance().getScripts().keySet())
{
player.processQuestEvent(name, "enter");
}
}
/**
* Insert (or update) in the database variables that need to stay persistent for this quest after a reboot.
* This function is for storage of values that do not related to a specific player but are global for all characters.
* For example, if we need to disable a quest-gatekeeper until a certain time (as is done with some grand-boss gatekeepers), we can save that time in the DB.
* @param var the name of the variable to save
* @param value the value of the variable
*/
public final void saveGlobalQuestVar(String var, String value)
{
try (Connection con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement = con.prepareStatement("REPLACE INTO quest_global_data (quest_name,var,value) VALUES (?,?,?)"))
{
statement.setString(1, getName());
statement.setString(2, var);
statement.setString(3, value);
statement.executeUpdate();
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not insert global quest variable:", e);
}
}
/**
* Read from the database a previously saved variable for this quest.
* Due to performance considerations, this function should best be used only when the quest is first loaded.
* Subclasses of this class can define structures into which these loaded values can be saved.
* However, on-demand usage of this function throughout the script is not prohibited, only not recommended.
* Values read from this function were entered by calls to "saveGlobalQuestVar".
* @param var the name of the variable to load
* @return the current value of the specified variable, or an empty string if the variable does not exist
*/
public final String loadGlobalQuestVar(String var)
{
String result = "";
try (Connection con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement = con.prepareStatement("SELECT value FROM quest_global_data WHERE quest_name = ? AND var = ?"))
{
statement.setString(1, getName());
statement.setString(2, var);
try (ResultSet rs = statement.executeQuery())
{
if (rs.first())
{
result = rs.getString(1);
}
}
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not load global quest variable:", e);
}
return result;
}
/**
* Permanently delete from the database a global quest variable that was previously saved for this quest.
* @param var the name of the variable to delete
*/
public final void deleteGlobalQuestVar(String var)
{
try (Connection con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement = con.prepareStatement("DELETE FROM quest_global_data WHERE quest_name = ? AND var = ?"))
{
statement.setString(1, getName());
statement.setString(2, var);
statement.executeUpdate();
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not delete global quest variable:", e);
}
}
/**
* Permanently delete from the database all global quest variables that were previously saved for this quest.
*/
public final void deleteAllGlobalQuestVars()
{
try (Connection con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement = con.prepareStatement("DELETE FROM quest_global_data WHERE quest_name = ?"))
{
statement.setString(1, getName());
statement.executeUpdate();
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not delete global quest variables:", e);
}
}
/**
* Insert in the database the quest for the player.
* @param qs the {@link QuestState} object whose variable to insert
* @param var the name of the variable
* @param value the value of the variable
*/
public static void createQuestVarInDb(QuestState qs, String var, String value)
{
try (Connection con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement = con.prepareStatement("INSERT INTO character_quests (charId,name,var,value) VALUES (?,?,?,?) ON DUPLICATE KEY UPDATE value=?"))
{
statement.setInt(1, qs.getPlayer().getObjectId());
statement.setString(2, qs.getQuestName());
statement.setString(3, var);
statement.setString(4, value);
statement.setString(5, value);
statement.executeUpdate();
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not insert char quest:", e);
}
}
/**
* Update the value of the variable "var" for the specified quest in database
* @param qs the {@link QuestState} object whose variable to update
* @param var the name of the variable
* @param value the value of the variable
*/
public static void updateQuestVarInDb(QuestState qs, String var, String value)
{
try (Connection con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement = con.prepareStatement("UPDATE character_quests SET value=? WHERE charId=? AND name=? AND var = ?"))
{
statement.setString(1, value);
statement.setInt(2, qs.getPlayer().getObjectId());
statement.setString(3, qs.getQuestName());
statement.setString(4, var);
statement.executeUpdate();
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not update char quest:", e);
}
}
/**
* Delete a variable of player's quest from the database.
* @param qs the {@link QuestState} object whose variable to delete
* @param var the name of the variable to delete
*/
public static void deleteQuestVarInDb(QuestState qs, String var)
{
try (Connection con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement statement = con.prepareStatement("DELETE FROM character_quests WHERE charId=? AND name=? AND var=?"))
{
statement.setInt(1, qs.getPlayer().getObjectId());
statement.setString(2, qs.getQuestName());
statement.setString(3, var);
statement.executeUpdate();
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not delete char quest:", e);
}
}
/**
* Delete from the database all variables and states of the specified quest state.
* @param qs the {@link QuestState} object whose variables to delete
* @param repeatable if {@code false}, the state variable will be preserved, otherwise it will be deleted as well
*/
public static void deleteQuestInDb(QuestState qs, boolean repeatable)
{
try (Connection con = L2DatabaseFactory.getInstance().getConnection();
PreparedStatement ps = con.prepareStatement(repeatable ? QUEST_DELETE_FROM_CHAR_QUERY : QUEST_DELETE_FROM_CHAR_QUERY_NON_REPEATABLE_QUERY))
{
ps.setInt(1, qs.getPlayer().getObjectId());
ps.setString(2, qs.getQuestName());
if (!repeatable)
{
ps.setString(3, "");
}
ps.executeUpdate();
}
catch (Exception e)
{
_log.log(Level.WARNING, "could not delete char quest:", e);
}
}
/**
* Create a database record for the specified quest state.
* @param qs the {@link QuestState} object whose data to write in the database
*/
public static void createQuestInDb(QuestState qs)
{
createQuestVarInDb(qs, "", State.getStateName(qs.getState()));
}
/**
* Update a quest state record of the specified quest state in database.
* @param qs the {@link QuestState} object whose data to update in the database
*/
public static void updateQuestInDb(QuestState qs)
{
updateQuestVarInDb(qs, "", State.getStateName(qs.getState()));
}
/**
* @param player the player whose language settings to use in finding the html of the right language
* @return the default html for when no quest is available: "You are either not on a quest that involves this NPC.."
*/
public static String getNoQuestMsg(L2PcInstance player)
{
final String result = HtmCache.getInstance().getHtm(player.getHtmlPrefix(), "data/html/noquest.htm");
if ((result != null) && (result.length() > 0))
{
return result;
}
return DEFAULT_NO_QUEST_MSG;
}
/**
* @param player the player whose language settings to use in finding the html of the right language
* @return the default html for when no quest is already completed: "This quest has already been completed."
*/
public static String getAlreadyCompletedMsg(L2PcInstance player)
{
final String result = HtmCache.getInstance().getHtm(player.getHtmlPrefix(), "data/html/alreadycompleted.htm");
if ((result != null) && (result.length() > 0))
{
return result;
}
return DEFAULT_ALREADY_COMPLETED_MSG;
}
// TODO: Remove after all Jython scripts are replaced with Java versions.
public void addStartNpc(int npcId)
{
setNpcQuestStartId(npcId);
}
public void addFirstTalkId(int npcId)
{
setNpcFirstTalkId(event -> notifyFirstTalk(event.getNpc(), event.getActiveChar()), npcId);
}
public void addTalkId(int npcId)
{
setNpcTalkId(npcId);
}
public void addKillId(int npcId)
{
setAttackableKillId(kill -> notifyKill(kill.getTarget(), kill.getAttacker(), kill.isSummon()), npcId);
}
public void addAttackId(int npcId)
{
setAttackableAttackId(attack -> notifyAttack(attack.getTarget(), attack.getAttacker(), attack.getDamage(), attack.isSummon(), attack.getSkill()), npcId);
}
/**
* Add the quest to the NPC's startQuest
* @param npcIds the IDs of the NPCs to register
*/
public void addStartNpc(int... npcIds)
{
setNpcQuestStartId(npcIds);
}
/**
* Add the quest to the NPC's startQuest
* @param npcIds the IDs of the NPCs to register
*/
public void addStartNpc(Collection npcIds)
{
setNpcQuestStartId(npcIds);
}
/**
* Add the quest to the NPC's first-talk (default action dialog).
* @param npcIds the IDs of the NPCs to register
*/
public void addFirstTalkId(int... npcIds)
{
setNpcFirstTalkId(event -> notifyFirstTalk(event.getNpc(), event.getActiveChar()), npcIds);
}
/**
* Add the quest to the NPC's first-talk (default action dialog).
* @param npcIds the IDs of the NPCs to register
*/
public void addFirstTalkId(Collection npcIds)
{
setNpcFirstTalkId(event -> notifyFirstTalk(event.getNpc(), event.getActiveChar()), npcIds);
}
/**
* Add the NPC to the AcquireSkill dialog.
* @param npcIds the IDs of the NPCs to register
*/
public void addAcquireSkillId(int... npcIds)
{
setPlayerSkillLearnId(event -> notifyAcquireSkill(event.getTrainer(), event.getActiveChar(), event.getSkill(), event.getAcquireType()), npcIds);
}
/**
* Add the NPC to the AcquireSkill dialog.
* @param npcIds the IDs of the NPCs to register
*/
public void addAcquireSkillId(Collection npcIds)
{
setPlayerSkillLearnId(event -> notifyAcquireSkill(event.getTrainer(), event.getActiveChar(), event.getSkill(), event.getAcquireType()), npcIds);
}
/**
* Add the Item to the notify when player speaks with it.
* @param itemIds the IDs of the Item to register
*/
public void addItemBypassEventId(int... itemIds)
{
setItemBypassEvenId(event -> notifyItemEvent(event.getItem(), event.getActiveChar(), event.getEvent()), itemIds);
}
/**
* Add the Item to the notify when player speaks with it.
* @param itemIds the IDs of the Item to register
*/
public void addItemBypassEventId(Collection itemIds)
{
setItemBypassEvenId(event -> notifyItemEvent(event.getItem(), event.getActiveChar(), event.getEvent()), itemIds);
}
/**
* Add the Item to the notify when player speaks with it.
* @param itemIds the IDs of the Item to register
*/
public void addItemTalkId(int... itemIds)
{
setItemTalkId(event -> notifyItemTalk(event.getItem(), event.getActiveChar()), itemIds);
}
/**
* Add the Item to the notify when player speaks with it.
* @param itemIds the IDs of the Item to register
*/
public void addItemTalkId(Collection itemIds)
{
setItemTalkId(event -> notifyItemTalk(event.getItem(), event.getActiveChar()), itemIds);
}
/**
* Add this quest to the list of quests that the passed mob will respond to for attack events.
* @param npcIds the IDs of the NPCs to register
*/
public void addAttackId(int... npcIds)
{
setAttackableAttackId(attack -> notifyAttack(attack.getTarget(), attack.getAttacker(), attack.getDamage(), attack.isSummon(), attack.getSkill()), npcIds);
}
/**
* Add this quest to the list of quests that the passed mob will respond to for attack events.
* @param npcIds the IDs of the NPCs to register
*/
public void addAttackId(Collection npcIds)
{
setAttackableAttackId(attack -> notifyAttack(attack.getTarget(), attack.getAttacker(), attack.getDamage(), attack.isSummon(), attack.getSkill()), npcIds);
}
/**
* Add this quest to the list of quests that the passed mob will respond to for kill events.
* @param npcIds
*/
public void addKillId(int... npcIds)
{
setAttackableKillId(kill -> notifyKill(kill.getTarget(), kill.getAttacker(), kill.isSummon()), npcIds);
}
/**
* Add this quest event to the collection of NPC IDs that will respond to for on kill events.
* @param npcIds the collection of NPC IDs
*/
public void addKillId(Collection npcIds)
{
setAttackableKillId(kill -> notifyKill(kill.getTarget(), kill.getAttacker(), kill.isSummon()), npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for Talk Events.
* @param npcIds the IDs of the NPCs to register
*/
public void addTalkId(int... npcIds)
{
setNpcTalkId(npcIds);
}
public void addTalkId(Collection npcIds)
{
setNpcTalkId(npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for Teleport Events.
* @param npcIds the IDs of the NPCs to register
*/
public void addTeleportId(int... npcIds)
{
setNpcTeleportId(event -> notifyTeleport(event.getNpc()), npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for Teleport Events.
* @param npcIds the IDs of the NPCs to register
*/
public void addTeleportId(Collection npcIds)
{
setNpcTeleportId(event -> notifyTeleport(event.getNpc()), npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for spawn events.
* @param npcIds the IDs of the NPCs to register
*/
public void addSpawnId(int... npcIds)
{
setNpcSpawnId(event -> notifySpawn(event.getNpc()), npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for spawn events.
* @param npcIds the IDs of the NPCs to register
*/
public void addSpawnId(Collection npcIds)
{
setNpcSpawnId(event -> notifySpawn(event.getNpc()), npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for skill see events.
* @param npcIds the IDs of the NPCs to register
*/
public void addSkillSeeId(int... npcIds)
{
setNpcSkillSeeId(event -> notifySkillSee(event.getTarget(), event.getCaster(), event.getSkill(), event.getTargets(), event.isSummon()), npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for skill see events.
* @param npcIds the IDs of the NPCs to register
*/
public void addSkillSeeId(Collection npcIds)
{
setNpcSkillSeeId(event -> notifySkillSee(event.getTarget(), event.getCaster(), event.getSkill(), event.getTargets(), event.isSummon()), npcIds);
}
/**
* @param npcIds the IDs of the NPCs to register
*/
public void addSpellFinishedId(int... npcIds)
{
setNpcSkillFinishedId(event -> notifySpellFinished(event.getCaster(), event.getTarget(), event.getSkill()), npcIds);
}
/**
* @param npcIds the IDs of the NPCs to register
*/
public void addSpellFinishedId(Collection npcIds)
{
setNpcSkillFinishedId(event -> notifySpellFinished(event.getCaster(), event.getTarget(), event.getSkill()), npcIds);
}
/**
* @param npcIds the IDs of the NPCs to register
*/
public void addTrapActionId(int... npcIds)
{
setTrapActionId(event -> notifyTrapAction(event.getTrap(), event.getTrigger(), event.getAction()), npcIds);
}
/**
* @param npcIds the IDs of the NPCs to register
*/
public void addTrapActionId(Collection npcIds)
{
setTrapActionId(event -> notifyTrapAction(event.getTrap(), event.getTrigger(), event.getAction()), npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for faction call events.
* @param npcIds the IDs of the NPCs to register
*/
public void addFactionCallId(int... npcIds)
{
setAttackableFactionIdId(event -> notifyFactionCall(event.getNpc(), event.getCaller(), event.getAttacker(), event.isSummon()), npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for faction call events.
* @param npcIds the IDs of the NPCs to register
*/
public void addFactionCallId(Collection npcIds)
{
setAttackableFactionIdId(event -> notifyFactionCall(event.getNpc(), event.getCaller(), event.getAttacker(), event.isSummon()), npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for character see events.
* @param npcIds the IDs of the NPCs to register
*/
public void addAggroRangeEnterId(int... npcIds)
{
setAttackableAggroRangeEnterId(event -> notifyAggroRangeEnter(event.getNpc(), event.getActiveChar(), event.isSummon()), npcIds);
}
/**
* Add this quest to the list of quests that the passed npc will respond to for character see events.
* @param npcIds the IDs of the NPCs to register
*/
public void addAggroRangeEnterId(Collection npcIds)
{
setAttackableAggroRangeEnterId(event -> notifyAggroRangeEnter(event.getNpc(), event.getActiveChar(), event.isSummon()), npcIds);
}
/**
* @param npcIds the IDs of the NPCs to register
*/
public void addSeeCreatureId(int... npcIds)
{
setNpcCreatureSeeId(event -> notifySeeCreature(event.getNpc(), event.getCreature(), event.isSummon()), npcIds);
}
/**
* @param npcIds the IDs of the NPCs to register
*/
public void addSeeCreatureId(Collection npcIds)
{
setNpcCreatureSeeId(event -> notifySeeCreature(event.getNpc(), event.getCreature(), event.isSummon()), npcIds);
}
/**
* Register onEnterZone trigger for zone
* @param zoneId the ID of the zone to register
*/
public void addEnterZoneId(int zoneId)
{
setCreatureZoneEnterId(event -> notifyEnterZone(event.getCreature(), event.getZone()), zoneId);
}
/**
* Register onEnterZone trigger for zones
* @param zoneIds the IDs of the zones to register
*/
public void addEnterZoneId(int... zoneIds)
{
setCreatureZoneEnterId(event -> notifyEnterZone(event.getCreature(), event.getZone()), zoneIds);
}
/**
* Register onEnterZone trigger for zones
* @param zoneIds the IDs of the zones to register
*/
public void addEnterZoneId(Collection zoneIds)
{
setCreatureZoneEnterId(event -> notifyEnterZone(event.getCreature(), event.getZone()), zoneIds);
}
/**
* Register onExitZone trigger for zone
* @param zoneId the ID of the zone to register
*/
public void addExitZoneId(int zoneId)
{
setCreatureZoneExitId(event -> notifyExitZone(event.getCreature(), event.getZone()), zoneId);
}
/**
* Register onExitZone trigger for zones
* @param zoneIds the IDs of the zones to register
*/
public void addExitZoneId(int... zoneIds)
{
setCreatureZoneExitId(event -> notifyExitZone(event.getCreature(), event.getZone()), zoneIds);
}
/**
* Register onExitZone trigger for zones
* @param zoneIds the IDs of the zones to register
*/
public void addExitZoneId(Collection zoneIds)
{
setCreatureZoneExitId(event -> notifyExitZone(event.getCreature(), event.getZone()), zoneIds);
}
/**
* Register onEventReceived trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addEventReceivedId(int... npcIds)
{
setNpcEventReceivedId(event -> notifyEventReceived(event.getEventName(), event.getSender(), event.getReceiver(), event.getReference()), npcIds);
}
/**
* Register onEventReceived trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addEventReceivedId(Collection npcIds)
{
setNpcEventReceivedId(event -> notifyEventReceived(event.getEventName(), event.getSender(), event.getReceiver(), event.getReference()), npcIds);
}
/**
* Register onMoveFinished trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addMoveFinishedId(int... npcIds)
{
setNpcMoveFinishedId(event -> notifyMoveFinished(event.getNpc()), npcIds);
}
/**
* Register onMoveFinished trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addMoveFinishedId(Collection npcIds)
{
setNpcMoveFinishedId(event -> notifyMoveFinished(event.getNpc()), npcIds);
}
/**
* Register onNodeArrived trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addNodeArrivedId(int... npcIds)
{
setNpcMoveNodeArrivedId(event -> notifyNodeArrived(event.getNpc()), npcIds);
}
/**
* Register onNodeArrived trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addNodeArrivedId(Collection npcIds)
{
setNpcMoveNodeArrivedId(event -> notifyNodeArrived(event.getNpc()), npcIds);
}
/**
* Register onRouteFinished trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addRouteFinishedId(int... npcIds)
{
setNpcMoveRouteFinishedId(event -> notifyRouteFinished(event.getNpc()), npcIds);
}
/**
* Register onRouteFinished trigger for NPC
* @param npcIds the IDs of the NPCs to register
*/
public void addRouteFinishedId(Collection npcIds)
{
setNpcMoveRouteFinishedId(event -> notifyRouteFinished(event.getNpc()), npcIds);
}
/**
* Register onNpcHate trigger for NPC
* @param npcIds
*/
public void addNpcHateId(int... npcIds)
{
addNpcHateId(event -> new TerminateReturn(!onNpcHate(event.getNpc(), event.getActiveChar(), event.isSummon()), false, false), npcIds);
}
/**
* Register onNpcHate trigger for NPC
* @param npcIds
*/
public void addNpcHateId(Collection npcIds)
{
addNpcHateId(event -> new TerminateReturn(!onNpcHate(event.getNpc(), event.getActiveChar(), event.isSummon()), false, false), npcIds);
}
/**
* Register onSummonSpawn trigger when summon is spawned.
* @param npcIds
*/
public void addSummonSpawnId(int... npcIds)
{
setPlayerSummonSpawnId(event -> onSummonSpawn(event.getSummon()), npcIds);
}
/**
* Register onSummonSpawn trigger when summon is spawned.
* @param npcIds
*/
public void addSummonSpawnId(Collection npcIds)
{
setPlayerSummonSpawnId(event -> onSummonSpawn(event.getSummon()), npcIds);
}
/**
* Register onSummonTalk trigger when master talked to summon.
* @param npcIds
*/
public void addSummonTalkId(int... npcIds)
{
setPlayerSummonTalkId(event -> onSummonTalk(event.getSummon()), npcIds);
}
/**
* Register onSummonTalk trigger when summon is spawned.
* @param npcIds
*/
public void addSummonTalkId(Collection npcIds)
{
setPlayerSummonTalkId(event -> onSummonTalk(event.getSummon()), npcIds);
}
/**
* Registers onCanSeeMe trigger whenever an npc info must be sent to player.
* @param npcIds
*/
public void addCanSeeMeId(int... npcIds)
{
addNpcHateId(event -> new TerminateReturn(!notifyOnCanSeeMe(event.getNpc(), event.getActiveChar()), false, false), npcIds);
}
/**
* Registers onCanSeeMe trigger whenever an npc info must be sent to player.
* @param npcIds
*/
public void addCanSeeMeId(Collection npcIds)
{
addNpcHateId(event -> new TerminateReturn(!notifyOnCanSeeMe(event.getNpc(), event.getActiveChar()), false, false), npcIds);
}
public void addOlympiadMatchFinishId()
{
setOlympiadMatchResult(event -> notifyOlympiadMatch(event.getWinner(), event.getLoser(), event.getCompetitionType()));
}
/**
* Use this method to get a random party member from a player's party.
* Useful when distributing rewards after killing an NPC.
* @param player this parameter represents the player whom the party will taken.
* @return {@code null} if {@code player} is {@code null}, {@code player} itself if the player does not have a party, and a random party member in all other cases
*/
public L2PcInstance getRandomPartyMember(L2PcInstance player)
{
if (player == null)
{
return null;
}
final L2Party party = player.getParty();
if ((party == null) || (party.getMembers().isEmpty()))
{
return player;
}
return party.getMembers().get(Rnd.get(party.getMembers().size()));
}
/**
* Get a random party member with required cond value.
* @param player the instance of a player whose party is to be searched
* @param cond the value of the "cond" variable that must be matched
* @return a random party member that matches the specified condition, or {@code null} if no match was found
*/
public L2PcInstance getRandomPartyMember(L2PcInstance player, int cond)
{
return getRandomPartyMember(player, "cond", String.valueOf(cond));
}
/**
* Auxiliary function for party quests.
* Note: This function is only here because of how commonly it may be used by quest developers.
* For any variations on this function, the quest script can always handle things on its own.
* @param player the instance of a player whose party is to be searched
* @param var the quest variable to look for in party members. If {@code null}, it simply unconditionally returns a random party member
* @param value the value of the specified quest variable the random party member must have
* @return a random party member that matches the specified conditions or {@code null} if no match was found.
* If the {@code var} parameter is {@code null}, a random party member is selected without any conditions.
* The party member must be within a range of 1500 ingame units of the target of the reference player, or, if no target exists, within the same range of the player itself
*/
public L2PcInstance getRandomPartyMember(L2PcInstance player, String var, String value)
{
// if no valid player instance is passed, there is nothing to check...
if (player == null)
{
return null;
}
// for null var condition, return any random party member.
if (var == null)
{
return getRandomPartyMember(player);
}
// normal cases...if the player is not in a party, check the player's state
QuestState temp = null;
L2Party party = player.getParty();
// if this player is not in a party, just check if this player instance matches the conditions itself
if ((party == null) || (party.getMembers().isEmpty()))
{
temp = player.getQuestState(getName());
if ((temp != null) && temp.isSet(var) && temp.get(var).equalsIgnoreCase(value))
{
return player; // match
}
return null; // no match
}
// if the player is in a party, gather a list of all matching party members (possibly including this player)
List candidates = new ArrayList<>();
// get the target for enforcing distance limitations.
L2Object target = player.getTarget();
if (target == null)
{
target = player;
}
for (L2PcInstance partyMember : party.getMembers())
{
if (partyMember == null)
{
continue;
}
temp = partyMember.getQuestState(getName());
if ((temp != null) && (temp.get(var) != null) && (temp.get(var)).equalsIgnoreCase(value) && partyMember.isInsideRadius(target, 1500, true, false))
{
candidates.add(partyMember);
}
}
// if there was no match, return null...
if (candidates.isEmpty())
{
return null;
}
// if a match was found from the party, return one of them at random.
return candidates.get(Rnd.get(candidates.size()));
}
/**
* Auxiliary function for party quests.
* Note: This function is only here because of how commonly it may be used by quest developers.
* For any variations on this function, the quest script can always handle things on its own.
* @param player the player whose random party member is to be selected
* @param state the quest state required of the random party member
* @return {@code null} if nothing was selected or a random party member that has the specified quest state
*/
public L2PcInstance getRandomPartyMemberState(L2PcInstance player, byte state)
{
// if no valid player instance is passed, there is nothing to check...
if (player == null)
{
return null;
}
// normal cases...if the player is not in a party check the player's state
QuestState temp = null;
L2Party party = player.getParty();
// if this player is not in a party, just check if this player instance matches the conditions itself
if ((party == null) || (party.getMembers().isEmpty()))
{
temp = player.getQuestState(getName());
if ((temp != null) && (temp.getState() == state))
{
return player; // match
}
return null; // no match
}
// if the player is in a party, gather a list of all matching party members (possibly
// including this player)
List candidates = new ArrayList<>();
// get the target for enforcing distance limitations.
L2Object target = player.getTarget();
if (target == null)
{
target = player;
}
for (L2PcInstance partyMember : party.getMembers())
{
if (partyMember == null)
{
continue;
}
temp = partyMember.getQuestState(getName());
if ((temp != null) && (temp.getState() == state) && partyMember.isInsideRadius(target, 1500, true, false))
{
candidates.add(partyMember);
}
}
// if there was no match, return null...
if (candidates.isEmpty())
{
return null;
}
// if a match was found from the party, return one of them at random.
return candidates.get(Rnd.get(candidates.size()));
}
/**
* Get a random party member from the specified player's party.
* If the player is not in a party, only the player himself is checked.
* The lucky member is chosen by standard loot roll rules -
* each member rolls a random number, the one with the highest roll wins.
* @param player the player whose party to check
* @param npc the NPC used for distance and other checks (if {@link #checkPartyMember(L2PcInstance, L2Npc)} is overriden)
* @return the random party member or {@code null}
*/
public L2PcInstance getRandomPartyMember(L2PcInstance player, L2Npc npc)
{
if ((player == null) || !checkDistanceToTarget(player, npc))
{
return null;
}
final L2Party party = player.getParty();
L2PcInstance luckyPlayer = null;
if (party == null)
{
if (checkPartyMember(player, npc))
{
luckyPlayer = player;
}
}
else
{
int highestRoll = 0;
for (L2PcInstance member : party.getMembers())
{
final int rnd = getRandom(1000);
if ((rnd > highestRoll) && checkPartyMember(member, npc))
{
highestRoll = rnd;
luckyPlayer = member;
}
}
}
if ((luckyPlayer != null) && checkDistanceToTarget(luckyPlayer, npc))
{
return luckyPlayer;
}
return null;
}
/**
* This method is called for every party member in {@link #getRandomPartyMember(L2PcInstance, L2Npc)}.
* It is intended to be overriden by the specific quest implementations.
* @param player the player to check
* @param npc the NPC that was passed to {@link #getRandomPartyMember(L2PcInstance, L2Npc)}
* @return {@code true} if this party member passes the check, {@code false} otherwise
*/
public boolean checkPartyMember(L2PcInstance player, L2Npc npc)
{
return true;
}
/**
* Get a random party member from the player's party who has this quest at the specified quest progress.
* If the player is not in a party, only the player himself is checked.
* @param player the player whose random party member state to get
* @param condition the quest progress step the random member should be at (-1 = check only if quest is started)
* @param playerChance how many times more chance does the player get compared to other party members (3 - 3x more chance).
* On retail servers, the killer usually gets 2-3x more chance than other party members
* @param target the NPC to use for the distance check (can be null)
* @return the {@link QuestState} object of the random party member or {@code null} if none matched the condition
*/
public QuestState getRandomPartyMemberState(L2PcInstance player, int condition, int playerChance, L2Npc target)
{
if ((player == null) || (playerChance < 1))
{
return null;
}
QuestState qs = player.getQuestState(getName());
if (!player.isInParty())
{
if (!checkPartyMemberConditions(qs, condition, target))
{
return null;
}
if (!checkDistanceToTarget(player, target))
{
return null;
}
return qs;
}
final List candidates = new ArrayList<>();
if (checkPartyMemberConditions(qs, condition, target) && (playerChance > 0))
{
for (int i = 0; i < playerChance; i++)
{
candidates.add(qs);
}
}
for (L2PcInstance member : player.getParty().getMembers())
{
if (member == player)
{
continue;
}
qs = member.getQuestState(getName());
if (checkPartyMemberConditions(qs, condition, target))
{
candidates.add(qs);
}
}
if (candidates.isEmpty())
{
return null;
}
qs = candidates.get(getRandom(candidates.size()));
if (!checkDistanceToTarget(qs.getPlayer(), target))
{
return null;
}
return qs;
}
private boolean checkPartyMemberConditions(QuestState qs, int condition, L2Npc npc)
{
return ((qs != null) && ((condition == -1) ? qs.isStarted() : qs.isCond(condition)) && checkPartyMember(qs, npc));
}
private static boolean checkDistanceToTarget(L2PcInstance player, L2Npc target)
{
return ((target == null) || com.l2jserver.gameserver.util.Util.checkIfInRange(1500, player, target, true));
}
/**
* This method is called for every party member in {@link #getRandomPartyMemberState(L2PcInstance, int, int, L2Npc)} if/after all the standard checks are passed.
* It is intended to be overriden by the specific quest implementations.
* It can be used in cases when there are more checks performed than simply a quest condition check,
* for example, if an item is required in the player's inventory.
* @param qs the {@link QuestState} object of the party member
* @param npc the NPC that was passed as the last parameter to {@link #getRandomPartyMemberState(L2PcInstance, int, int, L2Npc)}
* @return {@code true} if this party member passes the check, {@code false} otherwise
*/
public boolean checkPartyMember(QuestState qs, L2Npc npc)
{
return true;
}
/**
* Send an HTML file to the specified player.
* @param player the player to send the HTML to
* @param filename the name of the HTML file to show
* @return the contents of the HTML file that was sent to the player
* @see #showHtmlFile(L2PcInstance, String, L2Npc)
*/
public String showHtmlFile(L2PcInstance player, String filename)
{
return showHtmlFile(player, filename, null);
}
/**
* Send an HTML file to the specified player.
* @param player the player to send the HTML file to
* @param filename the name of the HTML file to show
* @param npc the NPC that is showing the HTML file
* @return the contents of the HTML file that was sent to the player
* @see #showHtmlFile(L2PcInstance, String, L2Npc)
*/
public String showHtmlFile(L2PcInstance player, String filename, L2Npc npc)
{
boolean questwindow = !filename.endsWith(".html");
int questId = getId();
// Create handler to file linked to the quest
String content = getHtm(player.getHtmlPrefix(), filename);
// Send message to client if message not empty
if (content != null)
{
if (npc != null)
{
content = content.replaceAll("%objectId%", String.valueOf(npc.getObjectId()));
}
if (questwindow && (questId > 0) && (questId < 20000) && (questId != 999))
{
NpcQuestHtmlMessage npcReply = new NpcQuestHtmlMessage(npc != null ? npc.getObjectId() : 0, questId);
npcReply.setHtml(content);
npcReply.replace("%playername%", player.getName());
player.sendPacket(npcReply);
}
else
{
final NpcHtmlMessage npcReply = new NpcHtmlMessage(npc != null ? npc.getObjectId() : 0, content);
npcReply.replace("%playername%", player.getName());
player.sendPacket(npcReply);
}
player.sendPacket(ActionFailed.STATIC_PACKET);
}
return content;
}
/**
* @param prefix player's language prefix.
* @param fileName the html file to be get.
* @return the HTML file contents
*/
public String getHtm(String prefix, String fileName)
{
final HtmCache hc = HtmCache.getInstance();
String content = hc.getHtm(prefix, fileName.startsWith("data/") ? fileName : "data/scripts/" + getDescr().toLowerCase() + "/" + getName() + "/" + fileName);
if (content == null)
{
content = hc.getHtm(prefix, "data/scripts/" + getDescr() + "/" + getName() + "/" + fileName);
if (content == null)
{
content = hc.getHtmForce(prefix, "data/scripts/quests/" + getName() + "/" + fileName);
}
}
return content;
}
/**
* @return the registered quest items IDs.
*/
public int[] getRegisteredItemIds()
{
return questItemIds;
}
/**
* Registers all items that have to be destroyed in case player abort the quest or finish it.
* @param items
*/
public void registerQuestItems(int... items)
{
questItemIds = items;
}
/**
* Remove all quest items associated with this quest from the specified player's inventory.
* @param player the player whose quest items to remove
*/
public void removeRegisteredQuestItems(L2PcInstance player)
{
takeItems(player, -1, questItemIds);
}
@Override
public String getScriptName()
{
return getName();
}
@Override
public void setActive(boolean status)
{
// TODO: Implement me.
}
@Override
public boolean reload()
{
unload();
return super.reload();
}
@Override
public boolean unload()
{
return unload(true);
}
/**
* @param removeFromList
* @return
*/
public boolean unload(boolean removeFromList)
{
saveGlobalData();
// cancel all pending timers before reloading.
// if timers ought to be restarted, the quest can take care of it
// with its code (example: save global data indicating what timer must be restarted).
if (_questTimers != null)
{
for (List timers : getQuestTimers().values())
{
_readLock.lock();
try
{
for (QuestTimer timer : timers)
{
timer.cancel();
}
}
finally
{
_readLock.unlock();
}
timers.clear();
}
getQuestTimers().clear();
}
if (removeFromList)
{
return QuestManager.getInstance().removeScript(this) && super.unload();
}
return super.unload();
}
@Override
public ScriptManager> getScriptManager()
{
return QuestManager.getInstance();
}
public void setOnEnterWorld(boolean state)
{
if (state)
{
setPlayerLoginId(event -> notifyEnterWorld(event.getActiveChar()));
}
else
{
getListeners().stream().filter(listener -> listener.getType() == EventType.ON_PLAYER_LOGIN).forEach(AbstractEventListener::unregisterMe);
}
}
/**
* If a quest is set as custom, it will display it's name in the NPC Quest List.
* Retail quests are unhardcoded to display the name using a client string.
* @param val if {@code true} the quest script will be set as custom quest.
*/
public void setIsCustom(boolean val)
{
_isCustom = val;
}
/**
* Verifies if this is a custom quest.
* @return {@code true} if the quest script is a custom quest, {@code false} otherwise.
*/
public boolean isCustomQuest()
{
return _isCustom;
}
/**
* Gets the start conditions.
* @return the start conditions
*/
private Map, String> getStartConditions()
{
if (_startCondition == null)
{
synchronized (this)
{
if (_startCondition == null)
{
_startCondition = new LinkedHashMap<>(1);
}
}
}
return _startCondition;
}
/**
* Verifies if the player meets all the start conditions.
* @param player the player
* @return {@code true} if all conditions are met
*/
public boolean canStartQuest(L2PcInstance player)
{
if (_startCondition == null)
{
return true;
}
for (Predicate cond : _startCondition.keySet())
{
if (!cond.test(player))
{
return false;
}
}
return true;
}
/**
* Gets the HTML for the first starting condition not met.
* @param player the player
* @return the HTML
*/
public String getStartConditionHtml(L2PcInstance player)
{
if (_startCondition == null)
{
return null;
}
for (Entry, String> startRequirement : _startCondition.entrySet())
{
if (!startRequirement.getKey().test(player))
{
return startRequirement.getValue();
}
}
return null;
}
/**
* Adds a predicate to the start conditions.
* @param questStartRequirement the predicate condition
* @param html the HTML to display if that condition is not met
*/
public void addCondStart(Predicate questStartRequirement, String html)
{
getStartConditions().put(questStartRequirement, html);
}
/**
* Adds a minimum/maximum level start condition to the quest.
* @param minLevel the minimum player's level to start the quest
* @param maxLevel the maximum player's level to start the quest
* @param html the HTML to display if the condition is not met
*/
public void addCondLevel(int minLevel, int maxLevel, String html)
{
getStartConditions().put(p -> (p.getLevel() >= minLevel) && (p.getLevel() <= maxLevel), html);
}
/**
* Adds a minimum level start condition to the quest.
* @param minLevel the minimum player's level to start the quest
* @param html the HTML to display if the condition is not met
*/
public void addCondMinLevel(int minLevel, String html)
{
getStartConditions().put(p -> p.getLevel() >= minLevel, html);
}
/**
* Adds a minimum/maximum level start condition to the quest.
* @param maxLevel the maximum player's level to start the quest
* @param html the HTML to display if the condition is not met
*/
public void addCondMaxLevel(int maxLevel, String html)
{
getStartConditions().put(p -> p.getLevel() <= maxLevel, html);
}
/**
* Adds a race start condition to the quest.
* @param race the race
* @param html the HTML to display if the condition is not met
*/
public void addCondRace(Race race, String html)
{
getStartConditions().put(p -> p.getRace() == race, html);
}
/**
* Adds a not-race start condition to the quest.
* @param race the race
* @param html the HTML to display if the condition is not met
*/
public void addCondNotRace(Race race, String html)
{
getStartConditions().put(p -> p.getRace() != race, html);
}
/**
* Adds a quest completed start condition to the quest.
* @param name the quest name
* @param html the HTML to display if the condition is not met
*/
public void addCondCompletedQuest(String name, String html)
{
getStartConditions().put(p -> p.hasQuestState(name) && p.getQuestState(name).isCompleted(), html);
}
/**
* Adds a class ID start condition to the quest.
* @param classId the class ID
* @param html the HTML to display if the condition is not met
*/
public void addCondClassId(ClassId classId, String html)
{
getStartConditions().put(p -> p.getClassId() == classId, html);
}
/**
* Adds a not-class ID start condition to the quest.
* @param classId the class ID
* @param html the HTML to display if the condition is not met
*/
public void addCondNotClassId(ClassId classId, String html)
{
getStartConditions().put(p -> p.getClassId() != classId, html);
}
/**
* Adds a subclass active start condition to the quest.
* @param html the HTML to display if the condition is not met
*/
public void addCondIsSubClassActive(String html)
{
getStartConditions().put(p -> p.isSubClassActive(), html);
}
/**
* Adds a not-subclass active start condition to the quest.
* @param html the HTML to display if the condition is not met
*/
public void addCondIsNotSubClassActive(String html)
{
getStartConditions().put(p -> !p.isSubClassActive(), html);
}
/**
* Adds a category start condition to the quest.
* @param categoryType the category type
* @param html the HTML to display if the condition is not met
*/
public void addCondInCategory(CategoryType categoryType, String html)
{
getStartConditions().put(p -> p.isInCategory(categoryType), html);
}
}