/* * Copyright (C) 2004-2014 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.stats; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.instance.L2CubicInstance; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.items.instance.L2ItemInstance; import com.l2jserver.gameserver.model.skills.Skill; /** * An Env object is just a class to pass parameters to a calculator such as L2PcInstance, L2ItemInstance, Initial value. * @author Zoey76 */ public final class Env { private double _baseValue; private boolean _blessedSpiritShot = false; private L2Character _character; private L2CubicInstance _cubic; private L2ItemInstance _item; private byte _shield = 0; private Skill _skill; private boolean _skillMastery = false; private boolean _soulShot = false; private boolean _spiritShot = false; private L2Character _target; private double _value; public Env() { } public Env(byte shield, boolean soulShot, boolean spiritShot, boolean blessedSpiritShot) { _shield = shield; _soulShot = soulShot; _spiritShot = spiritShot; _blessedSpiritShot = blessedSpiritShot; } /** * @return the _baseValue */ public double getBaseValue() { return _baseValue; } /** * @return the _character */ public L2Character getCharacter() { return _character; } /** * @return the _cubic */ public L2CubicInstance getCubic() { return _cubic; } /** * @return the _item */ public L2ItemInstance getItem() { return _item; } /** * @return the acting player. */ public L2PcInstance getPlayer() { return _character == null ? null : _character.getActingPlayer(); } /** * @return the _shield */ public byte getShield() { return _shield; } /** * @return the _skill */ public Skill getSkill() { return _skill; } /** * @return the _target */ public L2Character getTarget() { return _target; } /** * @return the _value */ public double getValue() { return _value; } /** * @return the _blessedSpiritShot */ public boolean isBlessedSpiritShot() { return _blessedSpiritShot; } /** * @return the _skillMastery */ public boolean isSkillMastery() { return _skillMastery; } /** * @return the _soulShot */ public boolean isSoulShot() { return _soulShot; } /** * @return the _spiritShot */ public boolean isSpiritShot() { return _spiritShot; } /** * @param baseValue the _baseValue to set */ public void setBaseValue(double baseValue) { _baseValue = baseValue; } /** * @param blessedSpiritShot the _blessedSpiritShot to set */ public void setBlessedSpiritShot(boolean blessedSpiritShot) { _blessedSpiritShot = blessedSpiritShot; } /** * @param character the _character to set */ public void setCharacter(L2Character character) { _character = character; } /** * @param cubic the _cubic to set */ public void setCubic(L2CubicInstance cubic) { _cubic = cubic; } /** * @param item the _item to set */ public void setItem(L2ItemInstance item) { _item = item; } /** * @param shield the _shield to set */ public void setShield(byte shield) { _shield = shield; } /** * @param skill the _skill to set */ public void setSkill(Skill skill) { _skill = skill; } /** * @param skillMastery the _skillMastery to set */ public void setSkillMastery(boolean skillMastery) { _skillMastery = skillMastery; } /** * @param soulShot the _soulShot to set */ public void setSoulShot(boolean soulShot) { _soulShot = soulShot; } /** * @param spiritShot the _spiritShot to set */ public void setSpiritShot(boolean spiritShot) { _spiritShot = spiritShot; } /** * @param target the _target to set */ public void setTarget(L2Character target) { _target = target; } /** * @param value the _value to set */ public void setValue(double value) { _value = value; } public void addValue(double value) { _value += value; } public void subValue(double value) { _value -= value; } public void mulValue(double value) { _value *= value; } public void divValue(double value) { _value /= value; } }