HealPercent.java 6.5 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 com.l2jserver.gameserver.handler.ISkillHandler;
  17. import com.l2jserver.gameserver.handler.SkillHandler;
  18. import com.l2jserver.gameserver.model.L2Object;
  19. import com.l2jserver.gameserver.model.L2Skill;
  20. import com.l2jserver.gameserver.model.actor.L2Character;
  21. import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
  22. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  23. import com.l2jserver.gameserver.model.actor.instance.L2SiegeFlagInstance;
  24. import com.l2jserver.gameserver.network.SystemMessageId;
  25. import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
  26. import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  27. import com.l2jserver.gameserver.templates.skills.L2SkillType;
  28. public class HealPercent implements ISkillHandler
  29. {
  30. private static final L2SkillType[] SKILL_IDS =
  31. {
  32. L2SkillType.HEAL_PERCENT,
  33. L2SkillType.MANAHEAL_PERCENT,
  34. L2SkillType.CPHEAL_PERCENT,
  35. L2SkillType.HPMPHEAL_PERCENT,
  36. L2SkillType.HPMPCPHEAL_PERCENT,
  37. L2SkillType.HPCPHEAL_PERCENT
  38. };
  39. /**
  40. *
  41. * @see com.l2jserver.gameserver.handler.ISkillHandler#useSkill(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.L2Skill, com.l2jserver.gameserver.model.L2Object[])
  42. */
  43. @Override
  44. public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
  45. {
  46. //check for other effects
  47. ISkillHandler handler = SkillHandler.getInstance().getHandler(L2SkillType.BUFF);
  48. if (handler != null)
  49. handler.useSkill(activeChar, skill, targets);
  50. boolean cp = false;
  51. boolean hp = false;
  52. boolean mp = false;
  53. switch (skill.getSkillType())
  54. {
  55. case CPHEAL_PERCENT:
  56. cp = true;
  57. break;
  58. case HEAL_PERCENT:
  59. hp = true;
  60. break;
  61. case MANAHEAL_PERCENT:
  62. mp = true;
  63. break;
  64. case HPMPHEAL_PERCENT:
  65. mp = true;
  66. hp = true;
  67. break;
  68. case HPMPCPHEAL_PERCENT:
  69. cp = true;
  70. hp = true;
  71. mp = true;
  72. break;
  73. case HPCPHEAL_PERCENT:
  74. hp = true;
  75. cp = true;
  76. }
  77. StatusUpdate su = null;
  78. SystemMessage sm;
  79. double amount = 0;
  80. boolean full = skill.getPower() == 100.0;
  81. boolean targetPlayer = false;
  82. for (L2Character target: (L2Character[]) targets)
  83. {
  84. //1505 - sublime self sacrifice
  85. if ((target == null || target.isDead() || target.isInvul()) && skill.getId() != 1505)
  86. continue;
  87. targetPlayer = target instanceof L2PcInstance;
  88. // Cursed weapon owner can't heal or be healed
  89. if (target != activeChar)
  90. {
  91. if (activeChar instanceof L2PcInstance && ((L2PcInstance)activeChar).isCursedWeaponEquipped())
  92. continue;
  93. if (targetPlayer && ((L2PcInstance)target).isCursedWeaponEquipped())
  94. continue;
  95. }
  96. // Doors and flags can't be healed in any way
  97. if (hp && (target instanceof L2DoorInstance || target instanceof L2SiegeFlagInstance))
  98. continue;
  99. if (targetPlayer)
  100. su = new StatusUpdate(target);
  101. // Only players have CP
  102. if (cp && targetPlayer)
  103. {
  104. if (full)
  105. amount = target.getMaxCp();
  106. else
  107. amount = target.getMaxCp() * skill.getPower() / 100.0;
  108. amount = Math.min(amount, target.getMaxRecoverableCp() - target.getCurrentCp());
  109. // Prevent negative amounts
  110. if (amount < 0)
  111. amount = 0;
  112. // To prevent -value heals, set the value only if current cp is less than max recoverable.
  113. if (target.getCurrentCp() < target.getMaxRecoverableCp())
  114. target.setCurrentCp(amount + target.getCurrentCp());
  115. sm = SystemMessage.getSystemMessage(SystemMessageId.S1_CP_WILL_BE_RESTORED);
  116. sm.addNumber((int)amount);
  117. target.sendPacket(sm);
  118. su.addAttribute(StatusUpdate.CUR_CP, (int) target.getCurrentCp());
  119. }
  120. if (hp)
  121. {
  122. if (full)
  123. amount = target.getMaxHp();
  124. else
  125. amount = target.getMaxHp() * skill.getPower() / 100.0;
  126. amount = Math.min(amount, target.getMaxRecoverableHp() - target.getCurrentHp());
  127. // Prevent negative amounts
  128. if (amount < 0)
  129. amount = 0;
  130. // To prevent -value heals, set the value only if current hp is less than max recoverable.
  131. if (target.getCurrentHp() < target.getMaxRecoverableHp())
  132. target.setCurrentHp(amount + target.getCurrentHp());
  133. if (targetPlayer)
  134. {
  135. if (activeChar != target)
  136. {
  137. sm = SystemMessage.getSystemMessage(SystemMessageId.S2_HP_RESTORED_BY_C1);
  138. sm.addCharName(activeChar);
  139. }
  140. else
  141. sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HP_RESTORED);
  142. sm.addNumber((int)amount);
  143. target.sendPacket(sm);
  144. su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp());
  145. }
  146. }
  147. if (mp)
  148. {
  149. if (full)
  150. amount = target.getMaxMp();
  151. else
  152. amount = target.getMaxMp() * skill.getPower() / 100.0;
  153. amount = Math.min(amount, target.getMaxRecoverableMp() - target.getCurrentMp());
  154. // Prevent negative amounts
  155. if (amount < 0)
  156. amount = 0;
  157. // To prevent -value heals, set the value only if current mp is less than max recoverable.
  158. if (target.getCurrentMp() < target.getMaxRecoverableMp())
  159. target.setCurrentMp(amount + target.getCurrentMp());
  160. if (targetPlayer)
  161. {
  162. if (activeChar != target)
  163. {
  164. sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MP_RESTORED_BY_C1);
  165. sm.addCharName(activeChar);
  166. }
  167. else
  168. sm = SystemMessage.getSystemMessage(SystemMessageId.S1_MP_RESTORED);
  169. sm.addNumber((int)amount);
  170. target.sendPacket(sm);
  171. su.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp());
  172. }
  173. }
  174. if (targetPlayer)
  175. target.sendPacket(su);
  176. }
  177. }
  178. /**
  179. *
  180. * @see com.l2jserver.gameserver.handler.ISkillHandler#getSkillIds()
  181. */
  182. @Override
  183. public L2SkillType[] getSkillIds()
  184. {
  185. return SKILL_IDS;
  186. }
  187. }