ConditionTargetBodyPart.java 2.2 KB

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  1. /*
  2. * This program is free software: you can redistribute it and/or modify it under
  3. * the terms of the GNU General Public License as published by the Free Software
  4. * Foundation, either version 3 of the License, or (at your option) any later
  5. * version.
  6. *
  7. * This program is distributed in the hope that it will be useful, but WITHOUT
  8. * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
  9. * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
  10. * details.
  11. *
  12. * You should have received a copy of the GNU General Public License along with
  13. * this program. If not, see <http://www.gnu.org/licenses/>.
  14. */
  15. package com.l2jserver.gameserver.skills.conditions;
  16. import com.l2jserver.gameserver.model.itemcontainer.Inventory;
  17. import com.l2jserver.gameserver.skills.Env;
  18. import com.l2jserver.gameserver.templates.item.L2Armor;
  19. import com.l2jserver.gameserver.templates.item.L2Item;
  20. /**
  21. * The Class ConditionTargetBodyPart.
  22. *
  23. * @author mkizub
  24. */
  25. public class ConditionTargetBodyPart extends Condition
  26. {
  27. private L2Armor _armor;
  28. /**
  29. * Instantiates a new condition target body part.
  30. *
  31. * @param armor the armor
  32. */
  33. public ConditionTargetBodyPart(L2Armor armor)
  34. {
  35. _armor = armor;
  36. }
  37. /* (non-Javadoc)
  38. * @see com.l2jserver.gameserver.skills.conditions.Condition#testImpl(com.l2jserver.gameserver.skills.Env)
  39. */
  40. @Override
  41. public boolean testImpl(Env env)
  42. {
  43. // target is attacker
  44. if (env.target == null)
  45. return true;
  46. int bodypart = env.target.getAttackingBodyPart();
  47. int armor_part = _armor.getBodyPart();
  48. switch (bodypart)
  49. {
  50. case Inventory.PAPERDOLL_CHEST:
  51. return (armor_part & (L2Item.SLOT_CHEST | L2Item.SLOT_FULL_ARMOR | L2Item.SLOT_UNDERWEAR)) != 0;
  52. case Inventory.PAPERDOLL_LEGS:
  53. return (armor_part & (L2Item.SLOT_LEGS | L2Item.SLOT_FULL_ARMOR)) != 0;
  54. case Inventory.PAPERDOLL_HEAD:
  55. return (armor_part & L2Item.SLOT_HEAD) != 0;
  56. case Inventory.PAPERDOLL_FEET:
  57. return (armor_part & L2Item.SLOT_FEET) != 0;
  58. case Inventory.PAPERDOLL_GLOVES:
  59. return (armor_part & L2Item.SLOT_GLOVES) != 0;
  60. default:
  61. return true;
  62. }
  63. }
  64. }