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/*
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* Copyright (C) 2004-2014 L2J Server
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*
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* This file is part of L2J Server.
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*
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* L2J Server is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* L2J Server is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.l2jserver.gameserver.model.conditions;
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import com.l2jserver.gameserver.instancemanager.CastleManager;
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import com.l2jserver.gameserver.instancemanager.FortManager;
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import com.l2jserver.gameserver.model.actor.L2Character;
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import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jserver.gameserver.model.entity.Castle;
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import com.l2jserver.gameserver.model.entity.Fort;
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import com.l2jserver.gameserver.model.items.L2Item;
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import com.l2jserver.gameserver.model.skills.Skill;
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/**
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* The Class ConditionSiegeZone.
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* @author Gigiikun
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*/
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public final class ConditionSiegeZone extends Condition
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{
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// conditional values
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public static final int COND_NOT_ZONE = 0x0001;
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public static final int COND_CAST_ATTACK = 0x0002;
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public static final int COND_CAST_DEFEND = 0x0004;
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public static final int COND_CAST_NEUTRAL = 0x0008;
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public static final int COND_FORT_ATTACK = 0x0010;
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public static final int COND_FORT_DEFEND = 0x0020;
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public static final int COND_FORT_NEUTRAL = 0x0040;
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private final int _value;
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private final boolean _self;
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/**
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* Instantiates a new condition siege zone.
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* @param value the value
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* @param self the self
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*/
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public ConditionSiegeZone(int value, boolean self)
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{
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_value = value;
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_self = self;
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}
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@Override
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public boolean testImpl(L2Character effector, L2Character effected, Skill skill, L2Item item)
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{
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L2Character target = _self ? effector : effected;
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Castle castle = CastleManager.getInstance().getCastle(target);
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Fort fort = FortManager.getInstance().getFort(target);
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if ((castle == null) && (fort == null))
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{
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return (_value & COND_NOT_ZONE) != 0;
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}
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if (castle != null)
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{
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return checkIfOk(target, castle, _value);
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}
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return checkIfOk(target, fort, _value);
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}
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/**
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* Check if ok.
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* @param activeChar the active char
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* @param castle the castle
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* @param value the value
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* @return true, if successful
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*/
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public static boolean checkIfOk(L2Character activeChar, Castle castle, int value)
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{
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if ((activeChar == null) || !(activeChar instanceof L2PcInstance))
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{
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return false;
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}
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L2PcInstance player = (L2PcInstance) activeChar;
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if (((castle == null) || (castle.getResidenceId() <= 0)))
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{
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if ((value & COND_NOT_ZONE) != 0)
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{
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return true;
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}
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}
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else if (!castle.getZone().isActive())
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{
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if ((value & COND_NOT_ZONE) != 0)
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{
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return true;
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}
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}
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else if (((value & COND_CAST_ATTACK) != 0) && player.isRegisteredOnThisSiegeField(castle.getResidenceId()) && (player.getSiegeState() == 1))
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{
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return true;
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}
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else if (((value & COND_CAST_DEFEND) != 0) && player.isRegisteredOnThisSiegeField(castle.getResidenceId()) && (player.getSiegeState() == 2))
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{
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return true;
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}
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else if (((value & COND_CAST_NEUTRAL) != 0) && (player.getSiegeState() == 0))
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{
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return true;
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}
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return false;
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}
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/**
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* Check if ok.
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* @param activeChar the active char
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* @param fort the fort
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* @param value the value
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* @return true, if successful
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*/
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public static boolean checkIfOk(L2Character activeChar, Fort fort, int value)
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{
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if ((activeChar == null) || !(activeChar instanceof L2PcInstance))
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{
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return false;
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}
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L2PcInstance player = (L2PcInstance) activeChar;
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if (((fort == null) || (fort.getResidenceId() <= 0)))
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{
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if ((value & COND_NOT_ZONE) != 0)
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{
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return true;
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}
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}
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else if (!fort.getZone().isActive())
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{
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if ((value & COND_NOT_ZONE) != 0)
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{
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return true;
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}
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}
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else if (((value & COND_FORT_ATTACK) != 0) && player.isRegisteredOnThisSiegeField(fort.getResidenceId()) && (player.getSiegeState() == 1))
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{
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return true;
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}
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else if (((value & COND_FORT_DEFEND) != 0) && player.isRegisteredOnThisSiegeField(fort.getResidenceId()) && (player.getSiegeState() == 2))
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{
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return true;
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}
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else if (((value & COND_FORT_NEUTRAL) != 0) && (player.getSiegeState() == 0))
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{
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return true;
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}
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return false;
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}
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}
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