/*
* Copyright (C) 2004-2015 L2J DataPack
*
* This file is part of L2J DataPack.
*
* L2J DataPack 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 DataPack 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 .
*/
package handlers.effecthandlers;
import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.ai.CtrlIntention;
import com.l2jserver.gameserver.model.Location;
import com.l2jserver.gameserver.model.StatsSet;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.conditions.Condition;
import com.l2jserver.gameserver.model.effects.AbstractEffect;
import com.l2jserver.gameserver.model.skills.BuffInfo;
import com.l2jserver.gameserver.network.serverpackets.FlyToLocation;
import com.l2jserver.gameserver.network.serverpackets.FlyToLocation.FlyType;
import com.l2jserver.gameserver.network.serverpackets.ValidateLocation;
import com.l2jserver.gameserver.util.Util;
/**
* Blink effect implementation.
* This class handles warp effects, disappear and quickly turn up in a near location.
* If geodata enabled and an object is between initial and final point, flight is stopped just before colliding with object.
* Flight course and radius are set as skill properties (flyCourse and flyRadius):
*
* - Fly Radius means the distance between starting point and final point, it must be an integer.
* - Fly Course means the movement direction: imagine a compass above player's head, making north player's heading. So if fly course is 180, player will go backwards (good for blink, e.g.).
*
* By the way, if flyCourse = 360 or 0, player will be moved in in front of him.
* If target is effector, put in XML self="1", this will make _actor = getEffector(). This, combined with target type, allows more complex actions like flying target's backwards or player's backwards.
* @author DrHouse
*/
public final class Blink extends AbstractEffect
{
public Blink(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
{
super(attachCond, applyCond, set, params);
}
@Override
public boolean isInstant()
{
return true;
}
@Override
public void onStart(BuffInfo info)
{
final L2Character effected = info.getEffected();
final int radius = info.getSkill().getFlyRadius();
final double angle = Util.convertHeadingToDegree(effected.getHeading());
final double radian = Math.toRadians(angle);
final double course = Math.toRadians(info.getSkill().getFlyCourse());
final int x1 = (int) (Math.cos(Math.PI + radian + course) * radius);
final int y1 = (int) (Math.sin(Math.PI + radian + course) * radius);
int x = effected.getX() + x1;
int y = effected.getY() + y1;
int z = effected.getZ();
final Location destination = GeoData.getInstance().moveCheck(effected.getX(), effected.getY(), effected.getZ(), x, y, z, effected.getInstanceId());
effected.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
effected.broadcastPacket(new FlyToLocation(effected, destination, FlyType.DUMMY));
effected.abortAttack();
effected.abortCast();
effected.setXYZ(destination);
effected.broadcastPacket(new ValidateLocation(effected));
}
}