Uses of Enum Class
games.stendhal.server.entity.npc.ConversationStates
Package
Description
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Uses of ConversationStates in games.stendhal.server.entity.npc
Modifier and TypeMethodDescriptionstatic ConversationStates
Returns the enum constant of this class with the specified name.static ConversationStates[]
ConversationStates.values()
Returns an array containing the constants of this enum class, in the order they are declared.Modifier and TypeMethodDescriptionvoid
SpeakerNPC.add(ConversationStates[] states, String trigger, ChatCondition condition, ConversationStates nextState, String reply, ChatAction action)
Adds a new set of transitions to the FSM.void
SpeakerNPC.add(ConversationStates[] states, Collection<String> triggerStrings, ChatCondition condition, ConversationStates nextState, String reply, ChatAction action)
Adds a new set of transitions to the FSM.void
SpeakerNPC.add(ConversationStates state, String trigger, ChatCondition condition, ConversationStates nextState, String reply, ChatAction action)
Adds a new transition to the FSM.void
SpeakerNPC.add(ConversationStates state, String trigger, ChatCondition condition, ConversationStates nextState, String reply, ChatAction action, String label)
Adds a new transition to the FSM.void
SpeakerNPC.add(ConversationStates state, Collection<String> triggerStrings, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action)
Adds a new set of transitions to the FSM.void
SpeakerNPC.add(ConversationStates state, Collection<String> triggerStrings, ChatCondition condition, ConversationStates nextState, String reply, ChatAction action)
Adds a new set of transitions to the FSM.void
SpeakerNPC.add(ConversationStates state, Collection<String> triggerStrings, ChatCondition condition, ConversationStates nextState, String reply, ChatAction action, String label)
Adds a new set of transitions to the FSM.void
SpeakerNPC.add(ConversationStates state, Collection<String> triggerStrings, ConversationStates nextState, String reply, ChatAction action)
void
SpeakerNPC.add(ConversationStates state, Collection<String> triggerStrings, ConversationStates nextState, String reply, ChatAction action, String label)
void
SpeakerNPC.addMatching(ConversationStates state, String trigger, ExpressionMatcher matcher, ChatCondition condition, ConversationStates nextState, String reply, ChatAction action)
Adds a new transition with explicit ExpressionMatcher to the FSM.SpeakerNPC.getReply(String trigger, ConversationStates state, String expressionType)
Retrieves string reply to trigger word.void
EventRaiser.setCurrentState(ConversationStates stateAfterCompletion)
sets the state of the FSM used by SpeakerNPCsvoid
SpeakerNPC.setCurrentState(ConversationStates state)
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Uses of ConversationStates in games.stendhal.server.entity.npc.action
ModifierConstructorDescriptionCollectRequestedItemsAction(String itemName, String quest, String questionForMore, String alreadyBrought, ChatAction completionAction, ConversationStates stateAfterCompletion)
create a new CollectRequestedItemsAction -
Uses of ConversationStates in games.stendhal.server.entity.npc.fsm
Modifier and TypeMethodDescriptionEngine.getCurrentState()
Gets the current state.Transition.getNextState()
Transition.getState()
Modifier and TypeMethodDescriptionvoid
Engine.add(ConversationStates state, String triggerString, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action)
Adds a new transition to FSM.void
Engine.add(ConversationStates state, String triggerString, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action, String label)
Adds a new transition to FSM.void
Engine.add(ConversationStates state, Collection<String> triggerStrings, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action)
Adds a new set of transitions to the FSM.void
Engine.add(ConversationStates state, Collection<String> triggerStrings, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action, String label)
Adds a new set of transitions to the FSM.void
Engine.add(Collection<Expression> triggerExpressions, ConversationStates state, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action)
Adds a new set of transitions to the FSM.void
Engine.add(Collection<Expression> triggerExpressions, ConversationStates state, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action, String label)
Adds a new set of transitions to the FSM.void
Engine.addMatching(ConversationStates state, String triggerString, ExpressionMatcher matcher, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action)
Adds a new transition with explicit ExpressionMatcher to FSM.void
Engine.addMatching(ConversationStates state, Collection<String> triggerStrings, ExpressionMatcher matcher, ChatCondition condition, boolean secondary, ConversationStates nextState, String reply, ChatAction action)
Adds a new set of transitions to the FSM.TransitionList.getTransitionsForStateAndTrigger(ConversationStates state, Expression trigger)
returns a list of transitions for this state-trigger pair.TransitionList.getTriggersForState(ConversationStates state)
returns a set of triggers for a given source state.boolean
MatchType.match(Transition transition, ConversationStates currentState, Sentence sentence)
boolean
Transition.matches(ConversationStates state, Expression trigger)
Checks whether this transition is possible now.boolean
Transition.matches(ConversationStates currentState, Sentence sentence)
Checks whether this transition is possible now.boolean
Transition.matchesNormalized(ConversationStates state, Expression trigger)
Checks whether this transition is possible now by using matching of the normalized expression.boolean
Transition.matchesNormalized(ConversationStates state, Sentence sentence)
Checks whether this transition is possible now by using matching of the normalized expression.boolean
Transition.matchesNormalizedWithCondition(ConversationStates state, Expression trigger, PreTransitionCondition condition)
Checks for normalized match with the given state/trigger/condition combination.boolean
Transition.matchesSimilar(ConversationStates state, Sentence sentence)
Checks whether this transition is possible now by checking the similarity of the normalized expression.boolean
Transition.matchesWithCondition(ConversationStates state, Expression trigger, PreTransitionCondition condition)
Checks for match with the given state/trigger/condition combination.void
Engine.setCurrentState(ConversationStates currentState)
Sets the current State without doing a normal transition.ModifierConstructorDescriptionTransition(ConversationStates currentState, Collection<Expression> triggers, PreTransitionCondition condition, boolean secondary, ConversationStates nextState, String reply, PostTransitionAction action)
Creates a new transition.Transition(ConversationStates currentState, Collection<Expression> triggers, PreTransitionCondition condition, boolean secondary, ConversationStates nextState, String reply, PostTransitionAction action, String label)
Creates a new transition.