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Housekeeping
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require 'java'
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java_import 'org.apollo.game.message.impl.FlashTabInterfaceMessage'
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java_import 'org.apollo.game.message.impl.FlashingTabClickedMessage'
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java_import 'org.apollo.game.message.impl.SwitchTabInterfaceMessage'
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private
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# Contains Survival Expert-related constants.
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module SurvivalConstants
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# The Survival Expert Npc.
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@survival_expert = spawn_npc name: :survival_expert, x: 3104, y: 3095, face: :north
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# The inventory tab index.
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INVENTORY_TAB_INDEX = 3
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# The inventory tab id.
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INVENTORY_TAB_ID = 3213
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# The id of the tree the Player will cut down.
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TREE_ID = 3033
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# The id of the bronze axe.
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BRONZE_AXE = lookup_item(:bronze_axe)
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# The id of the tinderbox.
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TINDERBOX = lookup_item(:tinderbox)
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end
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# The conversation with the Survival Expert, when on tutorial island.
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conversation :tutorial_survival_expert do
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dialogue :introduction do
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type :npc_speech
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npc :survival_expert
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precondition { |player| player.tutorial_island_progress == :moving_around }
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text 'Hello there, newcomer. My name is Brynna. My job is to teach you a few survival tips and'\
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' tricks. First off we\'re going to start with the most basic survival skill of all: '\
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'making a fire.'
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close { |player| add_survival_items(player) }
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end
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dialogue :hello_again do
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type :npc_speech
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npc :survival_expert
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precondition { |player| player.tutorial_island_progress == :moving_around }
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text 'Hello again. I\'m here to teach you a few survival tips and tricks. First off we\'re '\
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'going to start with the most basic survival skill of all: making a fire.'
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close { |player| add_survival_items(player) }
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end
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# The dialogue displayed when the Survival Expert gives the player a bronze axe.
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dialogue :give_bronze_axe do
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type :message_with_item
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item :bronze_axe
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text 'The Survival Expert gives you a bronze axe!'
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close { |player| TutorialInstructions.show_instruction(player) }
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end
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# The dialogue displayed when the Survival Expert gives the player a tinderbox.
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dialogue :give_tinderbox do
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type :message_with_item
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item :tinderbox
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text 'The Survival Expert gives you a tinderbox!'
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close { |player| TutorialInstructions.show_instruction(player) }
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end
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# The dialogue displayed when the Survival Expert gives the player both a bronze axe and a
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# tinderbox.
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dialogue :give_axe_and_tinderbox do
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type :message_with_item
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item :bronze_axe
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# TODO: the tinderbox is also displayed - find this dialogue id. Scale looks like the default
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# http://i.imgur.com/i1abN5X.png
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text 'The Survival Expert gives you a tinderbox and a bronze axe!'
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close do |player|
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if player.tutorial_island_progress < :given_axe
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player.tutorial_island_progress = :given_axe
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index = SurvivalConstants::INVENTORY_TAB_INDEX
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player.send(SwitchTabInterfaceMessage.new(index, SurvivalConstants::INVENTORY_TAB_ID))
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player.send(FlashTabInterfaceMessage.new(index))
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end
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TutorialInstructions.show_instruction(player)
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end
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end
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# The dialogue displayed when the player has succesfully cut down a tree.
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dialogue :get_logs do
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type :message_with_item
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item :logs
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text 'You get some logs.'
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close { |player| TutorialInstructions.show_instruction(player) }
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end
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end
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# Add the survival items (bronze axe and tinderbox) to the inventory of the player, if they do not
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# already have them.
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def add_survival_items(player)
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inventory = player.inventory
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unless inventory.contains(SurvivalConstants::BRONZE_AXE)
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inventory.add(SurvivalConstants::BRONZE_AXE)
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dialogue = :give_bronze_axe
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end
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unless inventory.contains(SurvivalConstants::TINDERBOX)
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inventory.add(SurvivalConstants::TINDERBOX)
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dialogue = (dialogue == :give_bronze_axe) ? :give_axe_and_tinderbox : :give_tinderbox
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end
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send_dialogue(player, get_dialogue(:tutorial_survival_expert, dialogue))
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end
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# Intercept the FirstObjectActionMessage to send tutorial-only events if the player is chopping
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# down a tree.
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on :message, :first_object_action do |player, message|
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if player.in_tutorial_island && message.id == SurvivalConstants::TREE_ID
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progress = player.tutorial_island_progress
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if progress < :cut_tree
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send_dialogue(player, get_dialogue(:tutorial_island_instructions, :try_cut_tree))
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elsif player.tutorial_island_progress == :cut_tree
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# Don't break the chain, so that the Woodcutting event actually happens.
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player.tutorial_island_progress = :cutting_tree
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end
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end
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end
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# Intercept the FlashingTabClickedMessage to update the player's progress, if applicable.
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on :message, :flashing_tab_clicked do |player, message|
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if player.in_tutorial_island && message.tab == SurvivalConstants::INVENTORY_TAB_INDEX &&
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player.tutorial_island_progress == :given_axe
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player.tutorial_island_progress = :cut_tree
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message.terminate
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end
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end
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