/*
* 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.model.skills;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.ScheduledFuture;
import java.util.logging.Logger;
import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.ThreadPoolManager;
import com.l2jserver.gameserver.datatables.SkillData;
import com.l2jserver.gameserver.enums.ShotType;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.actor.L2Character;
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.util.Util;
/**
* Skill Channelizer implementation.
* @author UnAfraid
*/
public class SkillChannelizer implements Runnable
{
private static final Logger _log = Logger.getLogger(SkillChannelizer.class.getName());
private final L2Character _channelizer;
private List _channelized;
private Skill _skill;
private volatile ScheduledFuture> _task = null;
public SkillChannelizer(L2Character channelizer)
{
_channelizer = channelizer;
}
public L2Character getChannelizer()
{
return _channelizer;
}
public List getChannelized()
{
return _channelized;
}
public boolean hasChannelized()
{
return _channelized != null;
}
public void startChanneling(Skill skill)
{
// Verify for same status.
if (isChanneling())
{
_log.warning("Character: " + _channelizer + " is attempting to channel skill but he already does!");
return;
}
// Start channeling.
_skill = skill;
_task = ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(this, skill.getChannelingTickInitialDelay(), skill.getChannelingTickInterval());
}
public void stopChanneling()
{
// Verify for same status.
if (!isChanneling())
{
_log.warning("Character: " + _channelizer + " is attempting to stop channel skill but he does not!");
return;
}
// Cancel the task and unset it.
_task.cancel(false);
_task = null;
// Cancel target channelization and unset it.
if (_channelized != null)
{
for (L2Character chars : _channelized)
{
chars.getSkillChannelized().removeChannelizer(_skill.getChannelingSkillId(), getChannelizer());
}
_channelized = null;
}
// unset skill.
_skill = null;
}
public Skill getSkill()
{
return _skill;
}
public boolean isChanneling()
{
return _task != null;
}
@Override
public void run()
{
if (!isChanneling())
{
return;
}
try
{
if (_skill.getMpPerChanneling() > 0)
{
// Validate mana per tick.
if (_channelizer.getCurrentMp() < _skill.getMpPerChanneling())
{
if (_channelizer.isPlayer())
{
_channelizer.sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_MP);
}
_channelizer.abortCast();
return;
}
// Reduce mana per tick
_channelizer.reduceCurrentMp(_skill.getMpPerChanneling());
}
// Apply channeling skills on the targets.
if (_skill.getChannelingSkillId() > 0)
{
final Skill baseSkill = SkillData.getInstance().getSkill(_skill.getChannelingSkillId(), 1);
if (baseSkill == null)
{
_log.warning(getClass().getSimpleName() + ": skill " + _skill + " couldn't find effect id skill: " + _skill.getChannelingSkillId() + " !");
_channelizer.abortCast();
return;
}
final List targetList = new ArrayList<>();
for (L2Object chars : _skill.getTargetList(_channelizer))
{
if (chars.isCharacter())
{
targetList.add((L2Character) chars);
((L2Character) chars).getSkillChannelized().addChannelizer(_skill.getChannelingSkillId(), getChannelizer());
}
}
if (targetList.isEmpty())
{
return;
}
_channelized = targetList;
for (L2Character character : _channelized)
{
if (!Util.checkIfInRange(_skill.getEffectRange(), _channelizer, character, true))
{
continue;
}
else if (!GeoData.getInstance().canSeeTarget(_channelizer, character))
{
continue;
}
else
{
final int maxSkillLevel = SkillData.getInstance().getMaxLevel(_skill.getChannelingSkillId());
final int skillLevel = Math.min(character.getSkillChannelized().getChannerlizersSize(_skill.getChannelingSkillId()), maxSkillLevel);
final BuffInfo info = character.getEffectList().getBuffInfoBySkillId(_skill.getChannelingSkillId());
if ((info == null) || (info.getSkill().getLevel() < skillLevel))
{
final Skill skill = SkillData.getInstance().getSkill(_skill.getChannelingSkillId(), skillLevel);
if (skill == null)
{
_log.warning(getClass().getSimpleName() + ": Non existent channeling skill requested: " + _skill);
_channelizer.abortCast();
return;
}
// Update PvP status
if (character.isPlayable() && getChannelizer().isPlayer() && skill.isBad())
{
((L2PcInstance) getChannelizer()).updatePvPStatus(character);
}
skill.applyEffects(getChannelizer(), character);
// Reduce shots.
if (_skill.useSpiritShot())
{
_channelizer.setChargedShot(_channelizer.isChargedShot(ShotType.BLESSED_SPIRITSHOTS) ? ShotType.BLESSED_SPIRITSHOTS : ShotType.SPIRITSHOTS, false);
}
else
{
_channelizer.setChargedShot(ShotType.SOULSHOTS, false);
}
// Shots are re-charged every cast.
_channelizer.rechargeShots(_skill.useSoulShot(), _skill.useSpiritShot());
}
_channelizer.broadcastPacket(new MagicSkillLaunched(_channelizer, _skill.getId(), _skill.getLevel(), character));
}
}
}
}
catch (Exception e)
{
_log.warning("Error while channelizing skill: " + _skill + " channelizer: " + _channelizer + " channelized: " + _channelized + "; " + e.getMessage());
}
}
}