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