170 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Java
		
	
	
	
	
	
			
		
		
	
	
			170 lines
		
	
	
		
			4.7 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.instancemanager.CastleManager;
 | |
| import com.l2jserver.gameserver.instancemanager.FortManager;
 | |
| import com.l2jserver.gameserver.model.actor.L2Character;
 | |
| import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
 | |
| import com.l2jserver.gameserver.model.entity.Castle;
 | |
| import com.l2jserver.gameserver.model.entity.Fort;
 | |
| import com.l2jserver.gameserver.model.items.L2Item;
 | |
| import com.l2jserver.gameserver.model.skills.Skill;
 | |
| 
 | |
| /**
 | |
|  * The Class ConditionSiegeZone.
 | |
|  * @author Gigiikun
 | |
|  */
 | |
| public final class ConditionSiegeZone extends Condition
 | |
| {
 | |
| 	// conditional values
 | |
| 	public static final int COND_NOT_ZONE = 0x0001;
 | |
| 	public static final int COND_CAST_ATTACK = 0x0002;
 | |
| 	public static final int COND_CAST_DEFEND = 0x0004;
 | |
| 	public static final int COND_CAST_NEUTRAL = 0x0008;
 | |
| 	public static final int COND_FORT_ATTACK = 0x0010;
 | |
| 	public static final int COND_FORT_DEFEND = 0x0020;
 | |
| 	public static final int COND_FORT_NEUTRAL = 0x0040;
 | |
| 	
 | |
| 	private final int _value;
 | |
| 	private final boolean _self;
 | |
| 	
 | |
| 	/**
 | |
| 	 * Instantiates a new condition siege zone.
 | |
| 	 * @param value the value
 | |
| 	 * @param self the self
 | |
| 	 */
 | |
| 	public ConditionSiegeZone(int value, boolean self)
 | |
| 	{
 | |
| 		_value = value;
 | |
| 		_self = self;
 | |
| 	}
 | |
| 	
 | |
| 	@Override
 | |
| 	public boolean testImpl(L2Character effector, L2Character effected, Skill skill, L2Item item)
 | |
| 	{
 | |
| 		L2Character target = _self ? effector : effected;
 | |
| 		Castle castle = CastleManager.getInstance().getCastle(target);
 | |
| 		Fort fort = FortManager.getInstance().getFort(target);
 | |
| 		
 | |
| 		if ((castle == null) && (fort == null))
 | |
| 		{
 | |
| 			return (_value & COND_NOT_ZONE) != 0;
 | |
| 		}
 | |
| 		if (castle != null)
 | |
| 		{
 | |
| 			return checkIfOk(target, castle, _value);
 | |
| 		}
 | |
| 		return checkIfOk(target, fort, _value);
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Check if ok.
 | |
| 	 * @param activeChar the active char
 | |
| 	 * @param castle the castle
 | |
| 	 * @param value the value
 | |
| 	 * @return true, if successful
 | |
| 	 */
 | |
| 	public static boolean checkIfOk(L2Character activeChar, Castle castle, int value)
 | |
| 	{
 | |
| 		if ((activeChar == null) || !(activeChar instanceof L2PcInstance))
 | |
| 		{
 | |
| 			return false;
 | |
| 		}
 | |
| 		
 | |
| 		L2PcInstance player = (L2PcInstance) activeChar;
 | |
| 		
 | |
| 		if (((castle == null) || (castle.getResidenceId() <= 0)))
 | |
| 		{
 | |
| 			if ((value & COND_NOT_ZONE) != 0)
 | |
| 			{
 | |
| 				return true;
 | |
| 			}
 | |
| 		}
 | |
| 		else if (!castle.getZone().isActive())
 | |
| 		{
 | |
| 			if ((value & COND_NOT_ZONE) != 0)
 | |
| 			{
 | |
| 				return true;
 | |
| 			}
 | |
| 		}
 | |
| 		else if (((value & COND_CAST_ATTACK) != 0) && player.isRegisteredOnThisSiegeField(castle.getResidenceId()) && (player.getSiegeState() == 1))
 | |
| 		{
 | |
| 			return true;
 | |
| 		}
 | |
| 		else if (((value & COND_CAST_DEFEND) != 0) && player.isRegisteredOnThisSiegeField(castle.getResidenceId()) && (player.getSiegeState() == 2))
 | |
| 		{
 | |
| 			return true;
 | |
| 		}
 | |
| 		else if (((value & COND_CAST_NEUTRAL) != 0) && (player.getSiegeState() == 0))
 | |
| 		{
 | |
| 			return true;
 | |
| 		}
 | |
| 		
 | |
| 		return false;
 | |
| 	}
 | |
| 	
 | |
| 	/**
 | |
| 	 * Check if ok.
 | |
| 	 * @param activeChar the active char
 | |
| 	 * @param fort the fort
 | |
| 	 * @param value the value
 | |
| 	 * @return true, if successful
 | |
| 	 */
 | |
| 	public static boolean checkIfOk(L2Character activeChar, Fort fort, int value)
 | |
| 	{
 | |
| 		if ((activeChar == null) || !(activeChar instanceof L2PcInstance))
 | |
| 		{
 | |
| 			return false;
 | |
| 		}
 | |
| 		
 | |
| 		L2PcInstance player = (L2PcInstance) activeChar;
 | |
| 		
 | |
| 		if (((fort == null) || (fort.getResidenceId() <= 0)))
 | |
| 		{
 | |
| 			if ((value & COND_NOT_ZONE) != 0)
 | |
| 			{
 | |
| 				return true;
 | |
| 			}
 | |
| 		}
 | |
| 		else if (!fort.getZone().isActive())
 | |
| 		{
 | |
| 			if ((value & COND_NOT_ZONE) != 0)
 | |
| 			{
 | |
| 				return true;
 | |
| 			}
 | |
| 		}
 | |
| 		else if (((value & COND_FORT_ATTACK) != 0) && player.isRegisteredOnThisSiegeField(fort.getResidenceId()) && (player.getSiegeState() == 1))
 | |
| 		{
 | |
| 			return true;
 | |
| 		}
 | |
| 		else if (((value & COND_FORT_DEFEND) != 0) && player.isRegisteredOnThisSiegeField(fort.getResidenceId()) && (player.getSiegeState() == 2))
 | |
| 		{
 | |
| 			return true;
 | |
| 		}
 | |
| 		else if (((value & COND_FORT_NEUTRAL) != 0) && (player.getSiegeState() == 0))
 | |
| 		{
 | |
| 			return true;
 | |
| 		}
 | |
| 		
 | |
| 		return false;
 | |
| 	}
 | |
| 	
 | |
| }
 | 
