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- /*
- * 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 <http://www.gnu.org/licenses/>.
- */
- 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<L2Character, Double> tmpTargets = new FastMap<L2Character, Double>();
- List<L2Character> sortedListToReturn = new FastList<L2Character>();
- 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;
- }
- }
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