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- /*
- * 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 <http://www.gnu.org/licenses/>.
- */
- package com.l2jserver.gameserver.skills.effects;
- import java.util.Collection;
- import java.util.List;
- import javolution.util.FastList;
- import com.l2jserver.gameserver.ai.CtrlIntention;
- import com.l2jserver.gameserver.model.CharEffectList;
- import com.l2jserver.gameserver.model.L2Effect;
- import com.l2jserver.gameserver.model.L2Object;
- import com.l2jserver.gameserver.model.actor.L2Character;
- import com.l2jserver.gameserver.skills.Env;
- import com.l2jserver.gameserver.templates.effects.EffectTemplate;
- import com.l2jserver.gameserver.templates.skills.L2EffectType;
- import com.l2jserver.util.Rnd;
- /**
- * @author littlecrow
- *
- * Implementation of the Confusion Effect
- */
- public class EffectConfusion extends L2Effect
- {
-
- public EffectConfusion(Env env, EffectTemplate template)
- {
- super(env, template);
- }
-
- /**
- *
- * @see com.l2jserver.gameserver.model.L2Effect#getEffectType()
- */
- @Override
- public L2EffectType getEffectType()
- {
- return L2EffectType.CONFUSION;
- }
-
- /**
- *
- * @see com.l2jserver.gameserver.model.L2Effect#onStart()
- */
- @Override
- public boolean onStart()
- {
- getEffected().startConfused();
- onActionTime();
- return true;
- }
-
- /**
- *
- * @see com.l2jserver.gameserver.model.L2Effect#onExit()
- */
- @Override
- public void onExit()
- {
- getEffected().stopConfused(this);
- }
-
- /**
- *
- * @see com.l2jserver.gameserver.model.L2Effect#onActionTime()
- */
- @Override
- public boolean onActionTime()
- {
- List<L2Character> targetList = new FastList<L2Character>();
-
- // Getting the possible targets
-
- Collection<L2Object> objs = getEffected().getKnownList().getKnownObjects().values();
- // synchronized (getEffected().getKnownList().getKnownObjects())
- {
- for (L2Object obj : objs)
- {
- if ((obj instanceof L2Character) && (obj != getEffected()))
- targetList.add((L2Character) obj);
- }
- }
- // if there is no target, exit function
- if (targetList.isEmpty())
- return true;
-
- // Choosing randomly a new target
- int nextTargetIdx = Rnd.nextInt(targetList.size());
- L2Object target = targetList.get(nextTargetIdx);
-
- // Attacking the target
- getEffected().setTarget(target);
- getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
-
- return true;
- }
-
- /* (non-Javadoc)
- * @see com.l2jserver.gameserver.model.L2Effect#getEffectFlags()
- */
- @Override
- public int getEffectFlags()
- {
- return CharEffectList.EFFECT_FLAG_CONFUSED;
- }
- }
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