/*
* 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 silentium.gameserver.skills.conditions;
import silentium.gameserver.model.L2Effect;
import silentium.gameserver.skills.Env;
import silentium.gameserver.skills.effects.EffectFusion;
/**
* The Class ConditionForceBuff.
*
* @author kombat, Forsaiken
*/
public class ConditionForceBuff extends Condition
{
private static final short BATTLE_FORCE = 5104;
private static final short SPELL_FORCE = 5105;
private final byte[] _forces;
/**
* Instantiates a new condition force buff.
*
* @param forces
* the forces
*/
public ConditionForceBuff(byte[] forces)
{
_forces = forces;
}
/**
* Test impl.
*
* @param env
* the env
* @return true, if successful
* @see silentium.gameserver.skills.conditions.Condition#testImpl(silentium.gameserver.skills.Env)
*/
@Override
public boolean testImpl(Env env)
{
if (_forces[0] > 0)
{
L2Effect force = env.player.getFirstEffect(BATTLE_FORCE);
if (force == null || ((EffectFusion) force)._effect < _forces[0])
return false;
}
if (_forces[1] > 0)
{
L2Effect force = env.player.getFirstEffect(SPELL_FORCE);
if (force == null || ((EffectFusion) force)._effect < _forces[1])
return false;
}
return true;
}
}