ChainHeal.java 4.6 KB

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  1. /*
  2. * This program is free software: you can redistribute it and/or modify it under
  3. * the terms of the GNU General Public License as published by the Free Software
  4. * Foundation, either version 3 of the License, or (at your option) any later
  5. * version.
  6. *
  7. * This program is distributed in the hope that it will be useful, but WITHOUT
  8. * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
  9. * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
  10. * details.
  11. *
  12. * You should have received a copy of the GNU General Public License along with
  13. * this program. If not, see <http://www.gnu.org/licenses/>.
  14. */
  15. package handlers.skillhandlers;
  16. import java.util.List;
  17. import java.util.Map;
  18. import javolution.util.FastList;
  19. import javolution.util.FastMap;
  20. import com.l2jserver.gameserver.handler.ISkillHandler;
  21. import com.l2jserver.gameserver.handler.SkillHandler;
  22. import com.l2jserver.gameserver.model.L2Object;
  23. import com.l2jserver.gameserver.model.L2Skill;
  24. import com.l2jserver.gameserver.model.actor.L2Character;
  25. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  26. import com.l2jserver.gameserver.network.SystemMessageId;
  27. import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
  28. import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  29. import com.l2jserver.gameserver.templates.skills.L2SkillType;
  30. import com.l2jserver.util.ValueSortMap;
  31. /**
  32. *
  33. * @author Nik
  34. * @author UnAfraid
  35. *
  36. */
  37. public class ChainHeal implements ISkillHandler
  38. {
  39. private static final L2SkillType[] SKILL_IDS =
  40. {
  41. L2SkillType.CHAIN_HEAL
  42. };
  43. /**
  44. *
  45. * @see com.l2jserver.gameserver.handler.ISkillHandler#useSkill(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.L2Skill, com.l2jserver.gameserver.model.L2Object[])
  46. */
  47. @Override
  48. public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
  49. {
  50. //check for other effects
  51. ISkillHandler handler = SkillHandler.getInstance().getHandler(L2SkillType.BUFF);
  52. if (handler != null)
  53. handler.useSkill(activeChar, skill, targets);
  54. SystemMessage sm;
  55. double amount = 0;
  56. L2Character[] characters = getTargetsToHeal((L2Character[]) targets);
  57. double power = skill.getPower();
  58. // Get top 10 most damaged and iterate the heal over them
  59. for (L2Character character : characters)
  60. {
  61. //1505 - sublime self sacrifice
  62. if ((character == null || character.isDead() || character.isInvul()) && skill.getId() != 1505)
  63. continue;
  64. // Cursed weapon owner can't heal or be healed
  65. if (character != activeChar)
  66. {
  67. if (character instanceof L2PcInstance && ((L2PcInstance) character).isCursedWeaponEquipped())
  68. continue;
  69. }
  70. if (power == 100.)
  71. amount = character.getMaxHp();
  72. else
  73. amount = character.getMaxHp() * power / 100.0;
  74. amount = Math.min(amount, character.getMaxRecoverableHp() - character.getCurrentHp());
  75. if (amount < 0)
  76. amount = 0;
  77. character.setCurrentHp(amount + character.getCurrentHp());
  78. if (activeChar != character)
  79. {
  80. sm = SystemMessage.getSystemMessage(SystemMessageId.S2_HP_RESTORED_BY_C1);
  81. sm.addCharName(activeChar);
  82. }
  83. else
  84. sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HP_RESTORED);
  85. sm.addNumber((int) amount);
  86. character.sendPacket(sm);
  87. StatusUpdate su = new StatusUpdate(character);
  88. su.addAttribute(StatusUpdate.CUR_HP, (int) character.getCurrentHp());
  89. character.sendPacket(su);
  90. power -= 3;
  91. }
  92. }
  93. private L2Character[] getTargetsToHeal(L2Character[] targets)
  94. {
  95. Map<L2Character, Double> tmpTargets = new FastMap<L2Character, Double>();
  96. List<L2Character> sortedListToReturn = new FastList<L2Character>();
  97. int curTargets = 0;
  98. for (L2Character target : targets)
  99. {
  100. //1505 - sublime self sacrifice
  101. if ((target == null || target.isDead() || target.isInvul()))
  102. continue;
  103. if (target.getMaxHp() == target.getCurrentHp()) // Full hp ..
  104. continue;
  105. double hpPercent = target.getCurrentHp() / target.getMaxHp();
  106. tmpTargets.put(target, hpPercent);
  107. curTargets++;
  108. if (curTargets >= 10) // Unhardcode?
  109. break;
  110. }
  111. // Sort in ascending order then add the values to the list
  112. ValueSortMap.sortMapByValue(tmpTargets, true);
  113. sortedListToReturn.addAll(tmpTargets.keySet());
  114. return sortedListToReturn.toArray(new L2Character[sortedListToReturn.size()]);
  115. }
  116. /**
  117. *
  118. * @see com.l2jserver.gameserver.handler.ISkillHandler#getSkillIds()
  119. */
  120. @Override
  121. public L2SkillType[] getSkillIds()
  122. {
  123. return SKILL_IDS;
  124. }
  125. }