ConditionPlayerState.java 2.7 KB

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  1. /*
  2. * Copyright (C) 2004-2015 L2J Server
  3. *
  4. * This file is part of L2J Server.
  5. *
  6. * L2J Server is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * L2J Server is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  14. * General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. package com.l2jserver.gameserver.model.conditions;
  20. import com.l2jserver.gameserver.model.actor.L2Character;
  21. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  22. import com.l2jserver.gameserver.model.base.PlayerState;
  23. import com.l2jserver.gameserver.model.items.L2Item;
  24. import com.l2jserver.gameserver.model.skills.Skill;
  25. /**
  26. * The Class ConditionPlayerState.
  27. * @author mkizub
  28. */
  29. public class ConditionPlayerState extends Condition
  30. {
  31. private final PlayerState _check;
  32. private final boolean _required;
  33. /**
  34. * Instantiates a new condition player state.
  35. * @param check the player state to be verified.
  36. * @param required the required value.
  37. */
  38. public ConditionPlayerState(PlayerState check, boolean required)
  39. {
  40. _check = check;
  41. _required = required;
  42. }
  43. @Override
  44. public boolean testImpl(L2Character effector, L2Character effected, Skill skill, L2Item item)
  45. {
  46. final L2Character character = effector;
  47. final L2PcInstance player = effector.getActingPlayer();
  48. switch (_check)
  49. {
  50. case RESTING:
  51. if (player != null)
  52. {
  53. return (player.isSitting() == _required);
  54. }
  55. return !_required;
  56. case MOVING:
  57. return character.isMoving() == _required;
  58. case RUNNING:
  59. return character.isRunning() == _required;
  60. case STANDING:
  61. if (player != null)
  62. {
  63. return (_required != (player.isSitting() || player.isMoving()));
  64. }
  65. return (_required != character.isMoving());
  66. case FLYING:
  67. return (character.isFlying() == _required);
  68. case BEHIND:
  69. return (character.isBehindTarget() == _required);
  70. case FRONT:
  71. return (character.isInFrontOfTarget() == _required);
  72. case CHAOTIC:
  73. if (player != null)
  74. {
  75. return ((player.getKarma() > 0) == _required);
  76. }
  77. return !_required;
  78. case OLYMPIAD:
  79. if (player != null)
  80. {
  81. return (player.isInOlympiadMode() == _required);
  82. }
  83. return !_required;
  84. }
  85. return !_required;
  86. }
  87. }