/*
* 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.skills.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.skills.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.skills.conditions.Condition#testImpl(com.l2jserver.gameserver.skills.Env)
*/
@Override
public boolean testImpl(Env env)
{
final L2Character character = env.player;
L2PcInstance player = null;
switch (_check)
{
case RESTING:
player = character.getActingPlayer();
if (player != null)
{
return (player.isSitting() == _required);
}
return !_required;
case MOVING:
return character.isMoving() == _required;
case RUNNING:
return character.isRunning() == _required;
case STANDING:
player = character.getActingPlayer();
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:
player = character.getActingPlayer();
if (player != null)
{
return ((player.getKarma() > 0) == _required);
}
return !_required;
case OLYMPIAD:
player = character.getActingPlayer();
if (player != null)
{
return (player.isInOlympiadMode() == _required);
}
return !_required;
}
return !_required;
}
}