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- /*
- * 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 <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.stats.Env;
- /**
- * 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;
- }
-
- /**
- * @see com.l2jserver.gameserver.model.conditions.Condition#testImpl(com.l2jserver.gameserver.model.stats.Env)
- */
- @Override
- public boolean testImpl(Env env)
- {
- final L2Character character = env.getCharacter();
- final L2PcInstance player = env.getPlayer();
- 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;
- }
- }
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