/* * 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; } }