/* * Copyright (C) 2004-2015 L2J Server * * This file is part of L2J Server. * * L2J Server 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. * * L2J Server 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.data.xml.impl; import org.w3c.dom.Document; import org.w3c.dom.NamedNodeMap; import org.w3c.dom.Node; import com.l2jserver.gameserver.GameTimeController; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.util.data.xml.IXmlReader; /** * This class load, holds and calculates the hit condition bonuses. * @author Nik */ public final class HitConditionBonusData implements IXmlReader { private int frontBonus = 0; private int sideBonus = 0; private int backBonus = 0; private int highBonus = 0; private int lowBonus = 0; private int darkBonus = 0; private int rainBonus = 0; /** * Instantiates a new hit condition bonus. */ protected HitConditionBonusData() { load(); } @Override public void load() { parseDatapackFile("data/stats/hitConditionBonus.xml"); LOGGER.info("{}: Loaded Hit Condition bonuses.", getClass().getSimpleName()); LOGGER.debug("{}: Front bonus: {}", getClass().getSimpleName(), frontBonus); LOGGER.debug("{}: Side bonus: {}", getClass().getSimpleName(), sideBonus); LOGGER.debug("{}: Back bonus: {}", getClass().getSimpleName(), backBonus); LOGGER.debug("{}: High bonus: {}", getClass().getSimpleName(), highBonus); LOGGER.debug("{}: Low bonus: {}", getClass().getSimpleName(), lowBonus); LOGGER.debug("{}: Dark bonus: {}", getClass().getSimpleName(), darkBonus); LOGGER.debug("{}: Rain bonus: {}", getClass().getSimpleName(), rainBonus); } @Override public void parseDocument(Document doc) { for (Node d = doc.getFirstChild().getFirstChild(); d != null; d = d.getNextSibling()) { NamedNodeMap attrs = d.getAttributes(); switch (d.getNodeName()) { case "front": { frontBonus = parseInteger(attrs, "val"); break; } case "side": { sideBonus = parseInteger(attrs, "val"); break; } case "back": { backBonus = parseInteger(attrs, "val"); break; } case "high": { highBonus = parseInteger(attrs, "val"); break; } case "low": { lowBonus = parseInteger(attrs, "val"); break; } case "dark": { darkBonus = parseInteger(attrs, "val"); break; } case "rain": { rainBonus = parseInteger(attrs, "val"); break; } } } } /** * Gets the condition bonus. * @param attacker the attacking character. * @param target the attacked character. * @return the bonus of the attacker against the target. */ public double getConditionBonus(L2Character attacker, L2Character target) { double mod = 100; // Get high or low bonus if ((attacker.getZ() - target.getZ()) > 50) { mod += highBonus; } else if ((attacker.getZ() - target.getZ()) < -50) { mod += lowBonus; } // Get weather bonus if (GameTimeController.getInstance().isNight()) { mod += darkBonus; // else if () No rain support yet. // chance += hitConditionBonus.rainBonus; } // Get side bonus if (attacker.isBehindTarget()) { mod += backBonus; } else if (attacker.isInFrontOfTarget()) { mod += frontBonus; } else { mod += sideBonus; } // If (mod / 100) is less than 0, return 0, because we can't lower more than 100%. return Math.max(mod / 100, 0); } /** * Gets the single instance of HitConditionBonus. * @return single instance of HitConditionBonus */ public static HitConditionBonusData getInstance() { return SingletonHolder._instance; } private static class SingletonHolder { protected static final HitConditionBonusData _instance = new HitConditionBonusData(); } }