/*
* 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 net.sf.l2j.gameserver.handler.skillhandlers;
import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.instancemanager.CastleManager;
import net.sf.l2j.gameserver.instancemanager.FortManager;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Skill.SkillType;
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.entity.Castle;
import net.sf.l2j.gameserver.model.entity.Fort;
import net.sf.l2j.gameserver.skills.Formulas;
import net.sf.l2j.gameserver.templates.L2WeaponType;
/**
* @author _tomciaaa_
*
*/
public class StrSiegeAssault implements ISkillHandler
{
//private static Logger _log = Logger.getLogger(StrSiegeAssault.class.getName());
private static final SkillType[] SKILL_IDS = {SkillType.STRSIEGEASSAULT};
public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
{
if (!(activeChar instanceof L2PcInstance)) return;
L2PcInstance player = (L2PcInstance)activeChar;
if (!activeChar.isRidingStrider()) return;
if (!(player.getTarget() instanceof L2DoorInstance)) return;
Castle castle = CastleManager.getInstance().getCastle(player);
Fort fort = FortManager.getInstance().getFort(player);
if ((castle == null) && (fort == null))
return;
if ( castle != null )
{
if (!checkIfOkToUseStriderSiegeAssault(player, castle, true)) return;
}
else
{
if (!checkIfOkToUseStriderSiegeAssault(player, fort, true)) return;
}
try
{
// damage calculation
int damage = 0;
for(int index = 0;index < targets.length;index++)
{
L2Character target = (L2Character)targets[index];
L2ItemInstance weapon = activeChar.getActiveWeaponInstance();
if (activeChar instanceof L2PcInstance && target instanceof L2PcInstance
&& target.isFakeDeath())
{
target.stopFakeDeath(null);
}
else if (target.isDead())
continue;
boolean dual = activeChar.isUsingDualWeapon();
boolean shld = Formulas.getInstance().calcShldUse(activeChar, target);
boolean crit = Formulas.getInstance().calcCrit(activeChar.getCriticalHit(target, skill));
boolean soul = (weapon!= null && weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT && weapon.getItemType() != L2WeaponType.DAGGER );
if(!crit && (skill.getCondition() & L2Skill.COND_CRIT) != 0)
damage = 0;
else
damage = (int)Formulas.getInstance().calcPhysDam(
activeChar, target, skill, shld, crit, dual, soul);
if (damage > 0)
{
target.reduceCurrentHp(damage, activeChar);
if (soul && weapon!= null)
weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
activeChar.sendDamageMessage(target, damage, false, false, false);
}
else
activeChar.sendMessage(skill.getName() + " failed.");
}
}
catch (Exception e)
{
player.sendMessage("Error using siege assault:" + e);
}
}
public SkillType[] getSkillIds()
{
return SKILL_IDS;
}
/**
* Return true if character clan place a flag
*
* @param activeChar The L2Character of the character placing the flag
* @param isCheckOnly if false, it will send a notification to the player telling him
* why it failed
*/
public static boolean checkIfOkToUseStriderSiegeAssault(L2Character activeChar, boolean isCheckOnly)
{
Castle castle = CastleManager.getInstance().getCastle(activeChar);
Fort fort = FortManager.getInstance().getFort(activeChar);
if ((castle == null) && (fort == null))
return false;
if (castle != null)
return checkIfOkToUseStriderSiegeAssault(activeChar, castle, isCheckOnly);
else
return checkIfOkToUseStriderSiegeAssault(activeChar, fort, isCheckOnly);
}
public static boolean checkIfOkToUseStriderSiegeAssault(L2Character activeChar, Castle castle, boolean isCheckOnly)
{
if (!(activeChar instanceof L2PcInstance))
return false;
String text = "";
L2PcInstance player = (L2PcInstance)activeChar;
if (castle == null || castle.getCastleId() <= 0)
text = "You must be on castle ground to use strider siege assault";
else if (!castle.getSiege().getIsInProgress())
text = "You can only use strider siege assault during a siege.";
else if (!(player.getTarget() instanceof L2DoorInstance))
text = "You can only use strider siege assault on doors and walls.";
else if (!activeChar.isRidingStrider())
text = "You can only use strider siege assault when on strider.";
else
return true;
if (!isCheckOnly)
player.sendMessage(text);
return false;
}
public static boolean checkIfOkToUseStriderSiegeAssault(L2Character activeChar, Fort fort, boolean isCheckOnly)
{
if (!(activeChar instanceof L2PcInstance))
return false;
String text = "";
L2PcInstance player = (L2PcInstance)activeChar;
if (fort == null || fort.getFortId() <= 0)
text = "You must be on fort ground to use strider siege assault";
else if (!fort.getSiege().getIsInProgress())
text = "You can only use strider siege assault during a siege.";
else if (!(player.getTarget() instanceof L2DoorInstance))
text = "You can only use strider siege assault on doors and walls.";
else if (!activeChar.isRidingStrider())
text = "You can only use strider siege assault when on strider.";
else
return true;
if (!isCheckOnly)
player.sendMessage(text);
return false;
}
}