/* * This file is part of the L2J Mobius project. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ package com.l2jmobius.gameserver.model.conditions; import com.l2jmobius.gameserver.model.actor.L2Character; import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance; import com.l2jmobius.gameserver.model.base.PlayerState; import com.l2jmobius.gameserver.model.items.L2Item; import com.l2jmobius.gameserver.model.skills.Skill; /** * The Class ConditionPlayerState. * @author mkizub */ public class ConditionPlayerState extends Condition { private final PlayerState _check; private final boolean _required; /** * Instantiates a new condition player state. * @param check the player state to be verified. * @param required the required value. */ public ConditionPlayerState(PlayerState check, boolean required) { _check = check; _required = required; } @Override public boolean testImpl(L2Character effector, L2Character effected, Skill skill, L2Item item) { final L2Character character = effector; final L2PcInstance player = effector.getActingPlayer(); switch (_check) { case RESTING: { if (player != null) { return (player.isSitting() == _required); } return !_required; } case MOVING: { return character.isMoving() == _required; } case RUNNING: { return character.isRunning() == _required; } case STANDING: { if (player != null) { return (_required != (player.isSitting() || player.isMoving())); } return (_required != character.isMoving()); } case FLYING: { return (character.isFlying() == _required); } case BEHIND: { return (character.isBehindTarget() == _required); } case FRONT: { return (character.isInFrontOfTarget() == _required); } case CHAOTIC: { if (player != null) { return ((player.getReputation() < 0) == _required); } return !_required; } case OLYMPIAD: { if (player != null) { return (player.isInOlympiadMode() == _required); } return !_required; } } return !_required; } }