Project update.
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program 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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* This program 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.l2jmobius.gameserver.model.conditions;
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import com.l2jmobius.Config;
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import com.l2jmobius.gameserver.model.L2Object;
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import com.l2jmobius.gameserver.model.actor.L2Attackable;
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import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jmobius.gameserver.model.items.L2Item;
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import com.l2jmobius.gameserver.model.skills.Skill;
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import com.l2jmobius.gameserver.network.SystemMessageId;
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/**
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* Checks Sweeper conditions:
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* <ul>
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* <li>Minimum checks, player not null, skill not null.</li>
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* <li>Checks if the target isn't null, is dead and spoiled.</li>
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* <li>Checks if the sweeper player is the target spoiler, or is in the spoiler party.</li>
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* <li>Checks if the corpse is too old.</li>
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* <li>Checks inventory limit and weight max load won't be exceed after sweep.</li>
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* </ul>
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* If two or more conditions aren't meet at the same time, one message per condition will be shown.
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* @author Zoey76
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*/
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public class ConditionPlayerCanSweep extends Condition
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{
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private final boolean _val;
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public ConditionPlayerCanSweep(boolean val)
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{
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_val = val;
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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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boolean canSweep = false;
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if (effector.getActingPlayer() != null)
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{
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final L2PcInstance sweeper = effector.getActingPlayer();
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if (skill != null)
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{
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final L2Object[] targets = skill.getTargetList(sweeper);
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if (targets != null)
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{
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L2Attackable target;
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for (L2Object objTarget : targets)
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{
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if (objTarget instanceof L2Attackable)
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{
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target = (L2Attackable) objTarget;
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if (target.isDead())
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{
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if (target.isSpoiled())
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{
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canSweep = target.checkSpoilOwner(sweeper, true);
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canSweep &= !target.isOldCorpse(sweeper, Config.CORPSE_CONSUME_SKILL_ALLOWED_TIME_BEFORE_DECAY, true);
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canSweep &= sweeper.getInventory().checkInventorySlotsAndWeight(target.getSpoilLootItems(), true, true);
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}
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else
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{
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sweeper.sendPacket(SystemMessageId.SWEEPER_FAILED_TARGET_NOT_SPOILED);
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}
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}
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}
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}
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}
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}
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}
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return (_val == canSweep);
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}
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}
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