92 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
			
		
		
	
	
			92 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
| /*
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|  * Copyright (C) 2004-2015 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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| 
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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.base.PlayerState;
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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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| /**
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|  * The Class ConditionPlayerState.
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|  * @author mkizub
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|  */
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| public class ConditionPlayerState extends Condition
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| {
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| 	private final PlayerState _check;
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| 	private final boolean _required;
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| 	
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| 	/**
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| 	 * Instantiates a new condition player state.
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| 	 * @param check the player state to be verified.
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| 	 * @param required the required value.
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| 	 */
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| 	public ConditionPlayerState(PlayerState check, boolean required)
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| 	{
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| 		_check = check;
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| 		_required = required;
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| 	}
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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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| 		final L2Character character = effector;
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| 		final L2PcInstance player = effector.getActingPlayer();
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| 		switch (_check)
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| 		{
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| 			case RESTING:
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| 				if (player != null)
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| 				{
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| 					return (player.isSitting() == _required);
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| 				}
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| 				return !_required;
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| 			case MOVING:
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| 				return character.isMoving() == _required;
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| 			case RUNNING:
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| 				return character.isRunning() == _required;
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| 			case STANDING:
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| 				if (player != null)
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| 				{
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| 					return (_required != (player.isSitting() || player.isMoving()));
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| 				}
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| 				return (_required != character.isMoving());
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| 			case FLYING:
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| 				return (character.isFlying() == _required);
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| 			case BEHIND:
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| 				return (character.isBehindTarget() == _required);
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| 			case FRONT:
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| 				return (character.isInFrontOfTarget() == _required);
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| 			case CHAOTIC:
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| 				if (player != null)
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| 				{
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| 					return ((player.getKarma() > 0) == _required);
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| 				}
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| 				return !_required;
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| 			case OLYMPIAD:
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| 				if (player != null)
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| 				{
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| 					return (player.isInOlympiadMode() == _required);
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| 				}
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| 				return !_required;
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| 		}
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| 		return !_required;
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| 	}
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| }
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