/*
* 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 .
*/
/**
* @author Forsaiken
*/
package com.l2jserver.gameserver.skills.effects;
import javolution.util.FastList;
import com.l2jserver.gameserver.ai.CtrlEvent;
import com.l2jserver.gameserver.datatables.NpcTable;
import com.l2jserver.gameserver.idfactory.IdFactory;
import com.l2jserver.gameserver.model.L2Effect;
import com.l2jserver.gameserver.model.L2ItemInstance;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.actor.L2Attackable;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Playable;
import com.l2jserver.gameserver.model.actor.L2Summon;
import com.l2jserver.gameserver.model.actor.instance.L2EffectPointInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.MagicSkillLaunched;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
import com.l2jserver.gameserver.skills.Env;
import com.l2jserver.gameserver.skills.Formulas;
import com.l2jserver.gameserver.skills.l2skills.L2SkillSignetCasttime;
import com.l2jserver.gameserver.templates.chars.L2NpcTemplate;
import com.l2jserver.gameserver.templates.effects.EffectTemplate;
import com.l2jserver.gameserver.templates.skills.L2EffectType;
import com.l2jserver.gameserver.util.Point3D;
public class EffectSignetMDam extends L2Effect
{
private L2EffectPointInstance _actor;
public EffectSignetMDam(Env env, EffectTemplate template)
{
super(env, template);
}
/**
*
* @see com.l2jserver.gameserver.model.L2Effect#getEffectType()
*/
@Override
public L2EffectType getEffectType()
{
return L2EffectType.SIGNET_GROUND;
}
/**
*
* @see com.l2jserver.gameserver.model.L2Effect#onStart()
*/
@Override
public boolean onStart()
{
L2NpcTemplate template;
if (getSkill() instanceof L2SkillSignetCasttime)
template = NpcTable.getInstance().getTemplate(((L2SkillSignetCasttime) getSkill())._effectNpcId);
else
return false;
L2EffectPointInstance effectPoint = new L2EffectPointInstance(IdFactory.getInstance().getNextId(), template, getEffector());
effectPoint.setCurrentHp(effectPoint.getMaxHp());
effectPoint.setCurrentMp(effectPoint.getMaxMp());
//L2World.getInstance().storeObject(effectPoint);
int x = getEffector().getX();
int y = getEffector().getY();
int z = getEffector().getZ();
if (getEffector() instanceof L2PcInstance
&& getSkill().getTargetType() == L2Skill.SkillTargetType.TARGET_GROUND)
{
Point3D wordPosition = ((L2PcInstance) getEffector()).getCurrentSkillWorldPosition();
if (wordPosition != null)
{
x = wordPosition.getX();
y = wordPosition.getY();
z = wordPosition.getZ();
}
}
effectPoint.setIsInvul(true);
effectPoint.spawnMe(x, y, z);
_actor = effectPoint;
return true;
}
/**
*
* @see com.l2jserver.gameserver.model.L2Effect#onActionTime()
*/
@Override
public boolean onActionTime()
{
if (getCount() >= getTotalCount() - 2)
return true; // do nothing first 2 times
int mpConsume = getSkill().getMpConsume();
L2PcInstance caster = (L2PcInstance) getEffector();
boolean ss = false;
boolean bss = false;
L2ItemInstance weaponInst = caster.getActiveWeaponInstance();
if (weaponInst != null)
{
switch (weaponInst.getChargedSpiritshot())
{
case L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT:
weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
bss = true;
break;
case L2ItemInstance.CHARGED_SPIRITSHOT:
weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
ss = true;
break;
}
}
FastList targets = new FastList();
for (L2Character cha : _actor.getKnownList().getKnownCharactersInRadius(getSkill().getSkillRadius()))
{
if (cha == null || cha == caster)
continue;
if (cha instanceof L2Attackable || cha instanceof L2Playable)
{
if (cha.isAlikeDead())
continue;
if (mpConsume > caster.getCurrentMp())
{
caster.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.SKILL_REMOVED_DUE_LACK_MP));
return false;
}
caster.reduceCurrentMp(mpConsume);
if (cha instanceof L2Playable)
{
if (caster.canAttackCharacter(cha))
{
targets.add(cha);
caster.updatePvPStatus(cha);
}
}
else
targets.add(cha);
}
}
if (!targets.isEmpty())
{
caster.broadcastPacket(new MagicSkillLaunched(caster, getSkill().getId(), getSkill().getLevel(), targets.toArray(new L2Character[targets.size()])));
for (L2Character target : targets)
{
boolean mcrit = Formulas.calcMCrit(caster.getMCriticalHit(target, getSkill()));
byte shld = Formulas.calcShldUse(caster, target, getSkill());
int mdam = (int) Formulas.calcMagicDam(caster, target, getSkill(), shld, ss, bss, mcrit);
if (target instanceof L2Summon)
target.broadcastStatusUpdate();
if (mdam > 0)
{
if (!target.isRaid()
&& Formulas.calcAtkBreak(target, mdam))
{
target.breakAttack();
target.breakCast();
}
caster.sendDamageMessage(target, mdam, mcrit, false, false);
target.reduceCurrentHp(mdam, caster, getSkill());
}
target.getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, caster);
}
}
return true;
}
/**
*
* @see com.l2jserver.gameserver.model.L2Effect#onExit()
*/
@Override
public void onExit()
{
if (_actor != null)
_actor.deleteMe();
}
}