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- /*
- * Copyright (C) 2004-2015 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 <http://www.gnu.org/licenses/>.
- */
- 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.<br>
- * This effect is present in item skills that "extract" new items upon usage.<br>
- * 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<ItemHolder> 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);
- }
- }
- }
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