/* * Copyright (C) 2004-2014 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 java.util.ArrayList; import java.util.List; import com.l2jserver.Config; import com.l2jserver.gameserver.model.L2ExtractableProductItem; import com.l2jserver.gameserver.model.L2ExtractableSkill; import com.l2jserver.gameserver.model.StatsSet; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.conditions.Condition; import com.l2jserver.gameserver.model.effects.AbstractEffect; import com.l2jserver.gameserver.model.holders.ItemHolder; import com.l2jserver.gameserver.model.skills.BuffInfo; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.util.Rnd; /** * Restoration Random effect implementation.
* This effect is present in item skills that "extract" new items upon usage.
* This effect has been unhardcoded in order to work on targets as well. * @author Zoey76 */ public final class RestorationRandom extends AbstractEffect { public RestorationRandom(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) { if ((info.getEffector() == null) || (info.getEffected() == null) || !info.getEffector().isPlayer() || !info.getEffected().isPlayer()) { return; } final L2ExtractableSkill exSkill = info.getSkill().getExtractableSkill(); if (exSkill == null) { return; } if (exSkill.getProductItems().isEmpty()) { _log.warning("Extractable Skill with no data, probably wrong/empty table in Skill Id: " + info.getSkill().getId()); return; } final double rndNum = 100 * Rnd.nextDouble(); double chance = 0; double chanceFrom = 0; final List creationList = new ArrayList<>(); // Explanation for future changes: // You get one chance for the current skill, then you can fall into // one of the "areas" like in a roulette. // Example: for an item like Id1,A1,30;Id2,A2,50;Id3,A3,20; // #---#-----#--# // 0--30----80-100 // If you get chance equal 45% you fall into the second zone 30-80. // Meaning you get the second production list. // Calculate extraction for (L2ExtractableProductItem expi : exSkill.getProductItems()) { chance = expi.getChance(); if ((rndNum >= chanceFrom) && (rndNum <= (chance + chanceFrom))) { creationList.addAll(expi.getItems()); break; } chanceFrom += chance; } final L2PcInstance player = info.getEffected().getActingPlayer(); if (creationList.isEmpty()) { player.sendPacket(SystemMessageId.NOTHING_INSIDE_THAT); return; } for (ItemHolder item : creationList) { if ((item.getId() <= 0) || (item.getCount() <= 0)) { continue; } player.addItem("Extract", item.getId(), (long) (item.getCount() * Config.RATE_EXTRACTABLE), info.getEffector(), true); } } }