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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 com.l2jserver.gameserver.ai.CtrlEvent;
- import com.l2jserver.gameserver.ai.CtrlIntention;
- import com.l2jserver.gameserver.datatables.SkillTable;
- import com.l2jserver.gameserver.handler.ISkillHandler;
- import com.l2jserver.gameserver.instancemanager.DuelManager;
- import com.l2jserver.gameserver.model.L2Object;
- import com.l2jserver.gameserver.model.ShotType;
- import com.l2jserver.gameserver.model.actor.L2Character;
- import com.l2jserver.gameserver.model.actor.L2Summon;
- import com.l2jserver.gameserver.model.actor.instance.L2ClanHallManagerInstance;
- import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
- import com.l2jserver.gameserver.model.effects.L2Effect;
- import com.l2jserver.gameserver.model.skills.L2Skill;
- import com.l2jserver.gameserver.model.skills.L2SkillType;
- import com.l2jserver.gameserver.model.stats.Env;
- import com.l2jserver.gameserver.model.stats.Formulas;
- import com.l2jserver.gameserver.network.SystemMessageId;
- /**
- * @version $Revision: 1.1.2.2.2.9 $ $Date: 2005/04/03 15:55:04 $
- */
- public class Continuous implements ISkillHandler
- {
- private static final L2SkillType[] SKILL_IDS =
- {
- L2SkillType.BUFF,
- L2SkillType.DEBUFF,
- L2SkillType.DOT,
- L2SkillType.MDOT,
- L2SkillType.POISON,
- L2SkillType.BLEED,
- L2SkillType.HOT,
- L2SkillType.CPHOT,
- L2SkillType.MPHOT,
- L2SkillType.FEAR,
- L2SkillType.CONT,
- L2SkillType.UNDEAD_DEFENSE,
- L2SkillType.AGGDEBUFF,
- L2SkillType.FUSION
- };
-
- @Override
- public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
- {
- boolean acted = true;
-
- L2PcInstance player = null;
- if (activeChar.isPlayer())
- player = activeChar.getActingPlayer();
-
- if (skill.getEffectId() != 0)
- {
- L2Skill sk = SkillTable.getInstance().getInfo(skill.getEffectId(), skill.getEffectLvl() == 0 ? 1 : skill.getEffectLvl());
-
- if (sk != null)
- skill = sk;
- }
-
- boolean ss = skill.isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
- boolean sps = skill.isMagic() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
- boolean bss = skill.isMagic() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
-
- for (L2Character target: (L2Character[]) targets)
- {
- byte shld = 0;
-
- if (Formulas.calcSkillReflect(target, skill) == Formulas.SKILL_REFLECT_SUCCEED)
- target = activeChar;
-
- // Player holding a cursed weapon can't be buffed and can't buff
- if (skill.getSkillType() == L2SkillType.BUFF && !(activeChar instanceof L2ClanHallManagerInstance))
- {
- if (target != activeChar)
- {
- if (target.isPlayer())
- {
- L2PcInstance trg = target.getActingPlayer();
- if(trg.isCursedWeaponEquipped())
- continue;
- // Avoiding block checker players get buffed from outside
- else if(trg.getBlockCheckerArena() != -1)
- continue;
- }
- else if (player != null && player.isCursedWeaponEquipped())
- continue;
- }
- }
-
- switch (skill.getSkillType())
- {
- case HOT:
- case CPHOT:
- case MPHOT:
- if (activeChar.isInvul())
- continue;
- break;
- }
-
- if (skill.isOffensive() || skill.isDebuff())
- {
- shld = Formulas.calcShldUse(activeChar, target, skill);
- acted = Formulas.calcSkillSuccess(activeChar, target, skill, shld, ss, sps, bss);
- }
-
- if (acted)
- {
- if (skill.isToggle())
- {
- L2Effect[] effects = target.getAllEffects();
- if (effects != null)
- {
- for (L2Effect e : effects)
- {
- if (e != null)
- {
- if (e.getSkill().getId() == skill.getId())
- {
- e.exit();
- return;
- }
- }
- }
- }
- }
-
- // if this is a debuff let the duel manager know about it
- // so the debuff can be removed after the duel
- // (player & target must be in the same duel)
- if (target.isPlayer() && target.getActingPlayer().isInDuel() && (skill.getSkillType() == L2SkillType.DEBUFF || skill.getSkillType() == L2SkillType.BUFF) && player != null
- && player.getDuelId() == target.getActingPlayer().getDuelId())
- {
- DuelManager dm = DuelManager.getInstance();
- for (L2Effect buff : skill.getEffects(activeChar, target, new Env(shld, ss, sps, bss)))
- if (buff != null)
- dm.onBuff(target.getActingPlayer(), buff);
- }
- else
- {
- L2Effect[] effects = skill.getEffects(activeChar, target, new Env(shld, ss, sps, bss));
- L2Summon summon = target.getPet();
- if (summon != null && summon != activeChar && summon.isServitor() && effects.length > 0)
- {
- if (effects[0].canBeStolen() || skill.isHeroSkill() || skill.isStatic())
- skill.getEffects(activeChar, target.getPet(), new Env(shld, ss, sps, bss));
- }
- }
-
- if (skill.getSkillType() == L2SkillType.AGGDEBUFF)
- {
- if (target.isL2Attackable())
- target.getAI().notifyEvent(CtrlEvent.EVT_AGGRESSION, activeChar, (int) skill.getPower());
- else if (target.isPlayable())
- {
- if (target.getTarget() == activeChar)
- target.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, activeChar);
- else
- target.setTarget(activeChar);
- }
- }
- }
- else
- {
- activeChar.sendPacket(SystemMessageId.ATTACK_FAILED);
- }
-
- // Possibility of a lethal strike
- Formulas.calcLethalHit(activeChar, target, skill);
- }
-
- // self Effect :]
- if (skill.hasSelfEffects())
- {
- final L2Effect effect = activeChar.getFirstEffect(skill.getId());
- if (effect != null && effect.isSelfEffect())
- {
- //Replace old effect with new one.
- effect.exit();
- }
- skill.getEffectsSelf(activeChar);
- }
-
- activeChar.setChargedShot(bss ? ShotType.BLESSED_SPIRITSHOTS : ShotType.SPIRITSHOTS, false);
- }
-
- @Override
- public L2SkillType[] getSkillIds()
- {
- return SKILL_IDS;
- }
- }
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