/*
* 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 .
*/
package com.l2jserver.gameserver.model;
import gnu.trove.map.hash.TIntObjectHashMap;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.skills.funcs.FuncAdd;
import com.l2jserver.gameserver.model.skills.funcs.LambdaConst;
import com.l2jserver.gameserver.model.stats.Stats;
public final class Elementals
{
private static final TIntObjectHashMap TABLE = new TIntObjectHashMap();
static
{
for (ElementalItems item : ElementalItems.values())
TABLE.put(item._itemId, item);
}
public final static byte NONE = -1;
public final static byte FIRE = 0;
public final static byte WATER = 1;
public final static byte WIND = 2;
public final static byte EARTH = 3;
public final static byte HOLY = 4;
public final static byte DARK = 5;
public final static int FIRST_WEAPON_BONUS = 20;
public final static int NEXT_WEAPON_BONUS = 5;
public final static int ARMOR_BONUS = 6;
public final static int[] WEAPON_VALUES =
{
0, // Level 1
25, // Level 2
75, // Level 3
150, // Level 4
175, // Level 5
225, // Level 6
300, // Level 7
325, // Level 8
375, // Level 9
450, // Level 10
475, // Level 11
525, // Level 12
600, // Level 13
Integer.MAX_VALUE // TODO: Higher stones
};
public final static int[] ARMOR_VALUES =
{
0, // Level 1
12, // Level 2
30, // Level 3
60, // Level 4
72, // Level 5
90, // Level 6
120, // Level 7
132, // Level 8
150, // Level 9
180, // Level 10
192, // Level 11
210, // Level 12
240, // Level 13
Integer.MAX_VALUE // TODO: Higher stones
};
public static enum ElementalItemType
{
Stone(3), Roughore(3), Crystal(6), Jewel(9), Energy(12);
public int _maxLevel;
private ElementalItemType(int maxLvl)
{
_maxLevel = maxLvl;
}
}
public static enum ElementalItems
{
fireStone(FIRE, 9546, ElementalItemType.Stone),
waterStone(WATER, 9547, ElementalItemType.Stone),
windStone(WIND, 9549, ElementalItemType.Stone),
earthStone(EARTH, 9548, ElementalItemType.Stone),
divineStone(HOLY, 9551, ElementalItemType.Stone),
darkStone(DARK, 9550, ElementalItemType.Stone),
fireRoughtore(FIRE, 10521, ElementalItemType.Roughore),
waterRoughtore(WATER, 10522, ElementalItemType.Roughore),
windRoughtore(WIND, 10524, ElementalItemType.Roughore),
earthRoughtore(EARTH, 10523, ElementalItemType.Roughore),
divineRoughtore(HOLY, 10526, ElementalItemType.Roughore),
darkRoughtore(DARK, 10525, ElementalItemType.Roughore),
fireCrystal(FIRE, 9552, ElementalItemType.Crystal),
waterCrystal(WATER, 9553, ElementalItemType.Crystal),
windCrystal(WIND, 9555, ElementalItemType.Crystal),
earthCrystal(EARTH, 9554, ElementalItemType.Crystal),
divineCrystal(HOLY, 9557, ElementalItemType.Crystal),
darkCrystal(DARK, 9556, ElementalItemType.Crystal),
fireJewel(FIRE, 9558, ElementalItemType.Jewel),
waterJewel(WATER, 9559, ElementalItemType.Jewel),
windJewel(WIND, 9561, ElementalItemType.Jewel),
earthJewel(EARTH, 9560, ElementalItemType.Jewel),
divineJewel(HOLY, 9563, ElementalItemType.Jewel),
darkJewel(DARK, 9562, ElementalItemType.Jewel),
// not yet supported by client (Freya pts)
fireEnergy(FIRE, 9564, ElementalItemType.Energy),
waterEnergy(WATER, 9565, ElementalItemType.Energy),
windEnergy(WIND, 9567, ElementalItemType.Energy),
earthEnergy(EARTH, 9566, ElementalItemType.Energy),
divineEnergy(HOLY, 9569, ElementalItemType.Energy),
darkEnergy(DARK, 9568, ElementalItemType.Energy);
public byte _element;
public int _itemId;
public ElementalItemType _type;
private ElementalItems(byte element, int itemId, ElementalItemType type)
{
_element = element;
_itemId = itemId;
_type = type;
}
}
public static byte getItemElement(int itemId)
{
ElementalItems item = TABLE.get(itemId);
if (item != null)
return item._element;
return NONE;
}
public static ElementalItems getItemElemental(int itemId)
{
return TABLE.get(itemId);
}
public static int getMaxElementLevel(int itemId)
{
ElementalItems item = TABLE.get(itemId);
if (item != null)
return item._type._maxLevel;
return -1;
}
public static String getElementName(byte element)
{
switch(element)
{
case FIRE:
return "Fire";
case WATER:
return "Water";
case WIND:
return "Wind";
case EARTH:
return "Earth";
case DARK:
return "Dark";
case HOLY:
return "Holy";
}
return "None";
}
public static byte getElementId(String name)
{
String tmp = name.toLowerCase();
if (tmp.equals("fire"))
return FIRE;
if (tmp.equals("water"))
return WATER;
if (tmp.equals("wind"))
return WIND;
if (tmp.equals("earth"))
return EARTH;
if (tmp.equals("dark"))
return DARK;
if (tmp.equals("holy"))
return HOLY;
return NONE;
}
public static byte getOppositeElement(byte element)
{
return (byte)((element % 2 == 0) ? (element + 1) : (element - 1));
}
public static class ElementalStatBoni
{
private byte _elementalType;
private int _elementalValue;
private boolean _active;
public ElementalStatBoni(byte type, int value)
{
_elementalType = type;
_elementalValue = value;
_active = false;
}
public void applyBonus(L2PcInstance player, boolean isArmor)
{
// make sure the bonuses are not applied twice..
if (_active)
return;
switch (_elementalType)
{
case FIRE:
player.addStatFunc(new FuncAdd(isArmor ? Stats.FIRE_RES : Stats.FIRE_POWER, 0x40, this, new LambdaConst(_elementalValue)));
break;
case WATER:
player.addStatFunc(new FuncAdd(isArmor ? Stats.WATER_RES : Stats.WATER_POWER, 0x40, this, new LambdaConst(_elementalValue)));
break;
case WIND:
player.addStatFunc(new FuncAdd(isArmor ? Stats.WIND_RES : Stats.WIND_POWER, 0x40, this, new LambdaConst(_elementalValue)));
break;
case EARTH:
player.addStatFunc(new FuncAdd(isArmor ? Stats.EARTH_RES : Stats.EARTH_POWER, 0x40, this, new LambdaConst(_elementalValue)));
break;
case DARK:
player.addStatFunc(new FuncAdd(isArmor ? Stats.DARK_RES : Stats.DARK_POWER, 0x40, this, new LambdaConst(_elementalValue)));
break;
case HOLY:
player.addStatFunc(new FuncAdd(isArmor ? Stats.HOLY_RES : Stats.HOLY_POWER, 0x40, this, new LambdaConst(_elementalValue)));
break;
}
_active = true;
}
public void removeBonus(L2PcInstance player)
{
// make sure the bonuses are not removed twice
if (!_active)
return;
((L2Character) player).removeStatsOwner(this);
_active = false;
}
public void setValue(int val)
{
_elementalValue = val;
}
public void setElement(byte type)
{
_elementalType = type;
}
}
// non static:
private ElementalStatBoni _boni = null;
private byte _element = NONE;
private int _value = 0;
public byte getElement()
{
return _element;
}
public void setElement(byte type)
{
_element = type;
_boni.setElement(type);
}
public int getValue()
{
return _value;
}
public void setValue(int val)
{
_value = val;
_boni.setValue(val);
}
@Override
public String toString()
{
return getElementName(_element) + " +" + _value;
}
public Elementals(byte type, int value)
{
_element = type;
_value = value;
_boni = new ElementalStatBoni(_element, _value);
}
public void applyBonus(L2PcInstance player, boolean isArmor)
{
_boni.applyBonus(player, isArmor);
}
public void removeBonus(L2PcInstance player)
{
_boni.removeBonus(player);
}
public void updateBonus(L2PcInstance player, boolean isArmor)
{
_boni.removeBonus(player);
_boni.applyBonus(player, isArmor);
}
}