package com.hypixel.hytale.server.npc.decisionmaker.core.conditions;
import com.hypixel.hytale.codec.KeyedCodec;
import com.hypixel.hytale.codec.builder.BuilderCodec;
import com.hypixel.hytale.codec.codecs.EnumCodec;
import com.hypixel.hytale.codec.validation.Validators;
import com.hypixel.hytale.component.ArchetypeChunk;
import com.hypixel.hytale.component.CommandBuffer;
import com.hypixel.hytale.component.Ref;
import com.hypixel.hytale.server.core.universe.world.storage.EntityStore;
import com.hypixel.hytale.server.npc.decisionmaker.core.EvaluationContext;
import com.hypixel.hytale.server.npc.decisionmaker.core.conditions.base.SimpleCondition;
import com.hypixel.hytale.server.npc.movement.MovementState;
import com.hypixel.hytale.server.npc.movement.controllers.MotionController;
import javax.annotation.Nonnull;
import javax.annotation.Nullable;
public class TargetMovementStateCondition extends SimpleCondition {
public static final BuilderCodec<TargetMovementStateCondition> CODEC;
protected MovementState movementState;
public TargetMovementStateCondition() {
}
protected boolean evaluate(int selfIndex, ArchetypeChunk<EntityStore> archetypeChunk, @Nullable Ref<EntityStore> target, @Nonnull CommandBuffer<EntityStore> commandBuffer, EvaluationContext context) {
return target != null && target.isValid() ? MotionController.isInMovementState(target, this.movementState, commandBuffer) : false;
}
static {
CODEC = ((BuilderCodec.Builder)((BuilderCodec.Builder)BuilderCodec.builder(TargetMovementStateCondition.class, TargetMovementStateCondition::new, ABSTRACT_CODEC).documentation("A simple boolean condition that returns whether the target is in a given movement state.")).appendInherited(new KeyedCodec("State", new EnumCodec(MovementState.class)), (condition, e) -> condition.movementState = e, (condition) -> condition.movementState, (condition, parent) -> condition.movementState = parent.movementState).addValidator(Validators.nonNull()).documentation("The movement state to check for.").add()).build();
}
}