/*
 * 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 net.sf.l2j.gameserver.skills.conditions;

import net.sf.l2j.gameserver.model.L2Effect;
import net.sf.l2j.gameserver.skills.Env;
import net.sf.l2j.gameserver.skills.effects.EffectForce;

/**
 * @author kombat, Forsaiken
 */

public final class ConditionForceBuff extends Condition
{
    private static final short BATTLE_FORCE = 5104;
    private static final short SPELL_FORCE = 5105;
    
    private final byte[] _forces;

    public ConditionForceBuff(byte[] forces)
    {
        _forces = forces;
    }

    @Override
    public boolean testImpl(Env env)
    {
    	if (_forces[0] > 0)
        {
            L2Effect force = env.player.getFirstEffect(BATTLE_FORCE);
            if (force == null || ((EffectForce)force).forces < _forces[0])
                return false;
        }
        
        if (_forces[1] > 0)
        {
            L2Effect force = env.player.getFirstEffect(SPELL_FORCE);
            if (force == null || ((EffectForce)force).forces < _forces[1])
                return false;
        }

        return true;
    }
}
