l2j_mobius/trunk/java/com/l2jserver/gameserver/model/conditions/ConditionPlayerState.java
2015-01-02 15:09:44 +00:00

92 lines
2.7 KiB
Java

/*
* Copyright (C) 2004-2015 L2J Server
*
* This file is part of L2J Server.
*
* L2J Server 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.
*
* L2J Server 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 <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.gameserver.model.conditions;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.base.PlayerState;
import com.l2jserver.gameserver.model.items.L2Item;
import com.l2jserver.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.getKarma() > 0) == _required);
}
return !_required;
case OLYMPIAD:
if (player != null)
{
return (player.isInOlympiadMode() == _required);
}
return !_required;
}
return !_required;
}
}