/*
* 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);
}
}
}