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src/main/java/com/l2jserver/gameserver/model/conditions/ConditionPlayerState.java
77 строк
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Zoey76
Copyright Update
01 янв 2025, 07:57
01 янв 2025, 07:57
16130a5
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/* * Copyright © 2004-2025 L2J Server * * This file is part of L2J Server. * * L2J Server 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. * * L2J Server 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.items.L2Item; import com.l2jserver.gameserver.model.skills.Skill; /** * State condition. * @author mkizub */ public class ConditionPlayerState extends Condition { private final PlayerState _check; private final boolean _required; public ConditionPlayerState(PlayerState check, boolean required) { _check = check; _required = required; } @Override public boolean testImpl(L2Character effector, L2Character effected, Skill skill, L2Item item) { final L2PcInstance player = effector.getActingPlayer(); switch (_check) { case RESTING: if (player != null) { return (player.isSitting() == _required); } return !_required; case MOVING: return effector.isMoving() == _required; case RUNNING: return effector.isRunning() == _required; case STANDING: if (player != null) { return (_required != (player.isSitting() || player.isMoving())); } return (_required != effector.isMoving()); case FLYING: return (effector.isFlying() == _required); case BEHIND: return (effector.isBehindTarget() == _required); case FRONT: return (effector.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; } }