/**********************************************************
RunUO 2.0 AoV C# script file
Official Age of Valor Script :: www.uovalor.com
Last modified by 
Filepath: scripts\Engines\Quests\Solen Matriarch\Conversations.cs
Lines of code: 198
***********************************************************/


using System;
using Server;

namespace Server.Engines.Quests.Matriarch
{
	public class DontOfferConversation : QuestConversation
	{
		private bool m_Friend;

		public override object Message
		{
			get
			{
				if ( m_Friend )
				{
					/* <I>The Solen Matriarch smiles as you greet her.</I><BR><BR>
					 * 
					 * It is good to see you again. I would offer to process some zoogi fungus for you,
					 * but you seem to be busy with another task at the moment. Perhaps you should
					 * finish whatever is occupying your attention at the moment and return to me once
					 * you're done.
					 */
					return 1054081;
				}
				else
				{
					/* <I>The Solen Matriarch smiles as she eats the seed you offered.</I><BR><BR>
					 * 
					 * Thank you for that seed. It was quite delicious.  <BR><BR>
					 * 
					 * I would offer to make you a friend of my colony, but you seem to be busy with
					 * another task at the moment. Perhaps you should finish whatever is occupying
					 * your attention at the moment and return to me once you're done.
					 */
					return 1054079;
				}
			}
		}

		public override bool Logged{ get{ return false; } }

		public DontOfferConversation( bool friend )
		{
			m_Friend = friend;
		}

		public DontOfferConversation()
		{
		}

		public override void ChildDeserialize( GenericReader reader )
		{
			int version = reader.ReadEncodedInt();

			m_Friend = reader.ReadBool();
		}

		public override void ChildSerialize( GenericWriter writer )
		{
			writer.WriteEncodedInt( (int) 0 ); // version

			writer.Write( (bool) m_Friend );
		}
	}

	public class AcceptConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>The Solen Matriarch looks pleased that you've accepted.</I><BR><BR>
				 * 
				 * Very good. Please start by hunting some infiltrators from the other solen
				 * colony and eliminating them. Slay 7 of them and then return to me.<BR><BR>
				 * 
				 * Farewell for now and good hunting.
				 */
				return 1054084;
			}
		}

		public AcceptConversation()
		{
		}

		public override void OnRead()
		{
			System.AddObjective( new KillInfiltratorsObjective() );
		}
	}

	public class DuringKillInfiltratorsConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>The Solen Matriarch looks up as you approach.</I><BR><BR>
				 * 
				 * You're back, but you have not yet eliminated 7 infiltrators from the enemy
				 * colony. Return when you have completed this task.<BR><BR>
				 * 
				 * Carry on. I'll be waiting for your return.
				 */
				return 1054089;
			}
		}

		public override bool Logged{ get{ return false; } }

		public DuringKillInfiltratorsConversation()
		{
		}
	}

	public class GatherWaterConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>The Solen Matriarch nods favorably as you approach her.</I><BR><BR>
				 * 
				 * Marvelous! I'm impressed at your ability to hunt and kill enemies for me.
				 * My colony is thankful.<BR><BR>
				 * 
				 * Now I must ask that you gather some water for me. A standard pitcher of water
				 * holds approximately one gallon. Please decant 8 gallons of fresh water
				 * into our water vats.<BR><BR>
				 * 
				 * Farewell for now.
				 */
				return 1054091;
			}
		}

		public GatherWaterConversation()
		{
		}

		public override void OnRead()
		{
			System.AddObjective( new GatherWaterObjective() );
		}
	}

	public class DuringWaterGatheringConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>The Solen Matriarch looks up as you approach.</I><BR><BR>
				 * 
				 * You're back, but you have not yet gathered 8 gallons of water. Return when
				 * you have completed this task.<BR><BR>
				 * 
				 * Carry on. I'll be waiting for your return.
				 */
				return 1054094;
			}
		}

		public override bool Logged{ get{ return false; } }

		public DuringWaterGatheringConversation()
		{
		}
	}

	public class ProcessFungiConversation : QuestConversation
	{
		private bool m_Friend;

		public override object Message
		{
			get
			{
				if ( m_Friend )
				{
					/* <I>The Solen Matriarch listens as you report the completion of your
					 * tasks to her.</I><BR><BR>
					 * 
					 * I give you my thanks for your help, and I will gladly process some zoogi
					 * fungus into powder of translocation for you. Two of the zoogi fungi are
					 * required for each measure of the powder. I will process up to 200 zoogi fungi
					 * into 100 measures of powder of translocation.<BR><BR>
					 * 
					 * I will also give you some gold for assisting me and my colony, but first let's
					 * take care of your zoogi fungus.
					 */
					return 1054097;
				}
				else
				{
					/* <I>The Solen Matriarch listens as you report the completion of your
					 * tasks to her.</I><BR><BR>
					 * 
					 * I give you my thanks for your help, and I will gladly make you a friend of my
					 * solen colony. My warriors, workers, and queens will not longer look at you
					 * as an intruder and attack you when you enter our lair.<BR><BR>
					 * 
					 * I will also process some zoogi fungus into powder of translocation for you.
					 * Two of the zoogi fungi are required for each measure of the powder. I will
					 * process up to 200 zoogi fungi into 100 measures of powder of translocation.<BR><BR>
					 * 
					 * I will also give you some gold for assisting me and my colony, but first let's
					 * take care of your zoogi fungus.
					 */
					return 1054096;
				}
			}
		}

		public ProcessFungiConversation( bool friend )
		{
			m_Friend = friend;
		}

		public override void OnRead()
		{
			System.AddObjective( new ProcessFungiObjective() );
		}

		public ProcessFungiConversation()
		{
		}

		public override void ChildDeserialize( GenericReader reader )
		{
			int version = reader.ReadEncodedInt();

			m_Friend = reader.ReadBool();
		}

		public override void ChildSerialize( GenericWriter writer )
		{
			writer.WriteEncodedInt( (int) 0 ); // version

			writer.Write( (bool) m_Friend );
		}
	}

	public class DuringFungiProcessConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>The Solen Matriarch smiles as you greet her.</I><BR><BR>
				 * 
				 * I will gladly process some zoogi fungus into powder of translocation for you.
				 * Two of the zoogi fungi are required for each measure of the powder.
				 * I will process up to 200 zoogi fungi into 100 measures of powder of translocation.
				 */
				return 1054099;
			}
		}

		public override bool Logged{ get{ return false; } }

		public DuringFungiProcessConversation()
		{
		}
	}

	public class FullBackpackConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>The Solen Matriarch looks at you with a smile.</I><BR><BR>
				 * 
				 * While I'd like to finish conducting our business, it seems that you're a
				 * bit overloaded with equipment at the moment.<BR><BR>
				 * 
				 * Perhaps you should free some room in your backpack before we proceed.
				 */
				return 1054102;
			}
		}

		private bool m_Logged;

		public override bool Logged{ get{ return m_Logged; } }

		public FullBackpackConversation( bool logged )
		{
			m_Logged = logged;
		}

		public FullBackpackConversation()
		{
			m_Logged = true;
		}

		public override void OnRead()
		{
			if ( m_Logged )
				System.AddObjective( new GetRewardObjective() );
		}
	}

	public class EndConversation : QuestConversation
	{
		public override object Message
		{
			get
			{
				/* <I>The Solen Matriarch smiles as you greet her.</I><BR><BR>
				 * 
				 * Ah good, you've returned. I will conclude our business by giving you
				 * gold I owe you for aiding me.
				 */
				return 1054101;
			}
		}

		public EndConversation()
		{
		}

		public override void OnRead()
		{
			System.Complete();
		}
	}
}