/*
* 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 .
*/
package handlers.skillhandlers;
import java.util.List;
import java.util.Map;
import javolution.util.FastList;
import javolution.util.FastMap;
import com.l2jserver.gameserver.handler.ISkillHandler;
import com.l2jserver.gameserver.handler.SkillHandler;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
import com.l2jserver.gameserver.templates.skills.L2SkillType;
import com.l2jserver.util.ValueSortMap;
/**
*
* @author Nik
* @author UnAfraid
*
*/
public class ChainHeal implements ISkillHandler
{
private static final L2SkillType[] SKILL_IDS =
{
L2SkillType.CHAIN_HEAL
};
/**
*
* @see com.l2jserver.gameserver.handler.ISkillHandler#useSkill(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.L2Skill, com.l2jserver.gameserver.model.L2Object[])
*/
public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
{
//check for other effects
ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(L2SkillType.BUFF);
if (handler != null)
handler.useSkill(activeChar, skill, targets);
SystemMessage sm;
double amount = 0;
L2Character[] characters = getTargetsToHeal((L2Character[]) targets);
double power = skill.getPower();
// Get top 10 most damaged and iterate the heal over them
for (L2Character character : characters)
{
//1505 - sublime self sacrifice
if ((character == null || character.isDead() || character.isInvul()) && skill.getId() != 1505)
continue;
// Cursed weapon owner can't heal or be healed
if (character != activeChar)
{
if (character instanceof L2PcInstance && ((L2PcInstance) character).isCursedWeaponEquipped())
continue;
}
if (power == 100.)
amount = character.getMaxHp();
else
amount = character.getMaxHp() * power / 100.0;
amount = Math.min(amount, character.getMaxRecoverableHp() - character.getCurrentHp());
if (amount < 0)
amount = 0;
character.setCurrentHp(amount + character.getCurrentHp());
if (activeChar != character)
{
sm = SystemMessage.getSystemMessage(SystemMessageId.S2_HP_RESTORED_BY_C1);
sm.addCharName(activeChar);
}
else
sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HP_RESTORED);
sm.addNumber((int) amount);
character.sendPacket(sm);
StatusUpdate su = new StatusUpdate(character);
su.addAttribute(StatusUpdate.CUR_HP, (int) character.getCurrentHp());
character.sendPacket(su);
power -= 3;
}
}
private L2Character[] getTargetsToHeal(L2Character[] targets)
{
Map tmpTargets = new FastMap();
List sortedListToReturn = new FastList();
int curTargets = 0;
for (L2Character target : targets)
{
//1505 - sublime self sacrifice
if ((target == null || target.isDead() || target.isInvul()))
continue;
if (target.getMaxHp() == target.getCurrentHp()) // Full hp ..
continue;
double hpPercent = target.getCurrentHp() / target.getMaxHp();
tmpTargets.put(target, hpPercent);
curTargets++;
if (curTargets >= 10) // Unhardcode?
break;
}
// Sort in ascending order then add the values to the list
ValueSortMap.sortMapByValue(tmpTargets, true);
sortedListToReturn.addAll(tmpTargets.keySet());
return sortedListToReturn.toArray(new L2Character[sortedListToReturn.size()]);
}
/**
*
* @see com.l2jserver.gameserver.handler.ISkillHandler#getSkillIds()
*/
public L2SkillType[] getSkillIds()
{
return SKILL_IDS;
}
}