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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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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* 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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* 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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@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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