ChanceSkillList.java 6.8 KB

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  1. /*
  2. * This program is free software: you can redistribute it and/or modify it under
  3. * the terms of the GNU General Public License as published by the Free Software
  4. * Foundation, either version 3 of the License, or (at your option) any later
  5. * version.
  6. *
  7. * This program is distributed in the hope that it will be useful, but WITHOUT
  8. * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
  9. * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
  10. * details.
  11. *
  12. * You should have received a copy of the GNU General Public License along with
  13. * this program. If not, see <http://www.gnu.org/licenses/>.
  14. */
  15. package com.l2jserver.gameserver.model;
  16. import com.l2jserver.gameserver.datatables.SkillTable;
  17. import com.l2jserver.gameserver.handler.ISkillHandler;
  18. import com.l2jserver.gameserver.handler.SkillHandler;
  19. import com.l2jserver.gameserver.model.actor.L2Character;
  20. import com.l2jserver.gameserver.model.actor.L2Playable;
  21. import com.l2jserver.gameserver.network.serverpackets.MagicSkillLaunched;
  22. import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
  23. import com.l2jserver.gameserver.skills.effects.EffectChanceSkillTrigger;
  24. import com.l2jserver.gameserver.templates.skills.L2SkillType;
  25. import javolution.util.FastMap;
  26. /**
  27. * CT2.3: Added support for allowing effect as a chance skill trigger (DrHouse)
  28. *
  29. * @author kombat
  30. */
  31. public class ChanceSkillList extends FastMap<IChanceSkillTrigger, ChanceCondition>
  32. {
  33. private static final long serialVersionUID = 1L;
  34. private final L2Character _owner;
  35. public ChanceSkillList(L2Character owner)
  36. {
  37. super();
  38. shared();
  39. _owner = owner;
  40. }
  41. public L2Character getOwner()
  42. {
  43. return _owner;
  44. }
  45. public void onHit(L2Character target, boolean ownerWasHit, boolean wasCrit)
  46. {
  47. int event;
  48. if (ownerWasHit)
  49. {
  50. event = ChanceCondition.EVT_ATTACKED | ChanceCondition.EVT_ATTACKED_HIT;
  51. if (wasCrit)
  52. event |= ChanceCondition.EVT_ATTACKED_CRIT;
  53. }
  54. else
  55. {
  56. event = ChanceCondition.EVT_HIT;
  57. if (wasCrit)
  58. event |= ChanceCondition.EVT_CRIT;
  59. }
  60. onEvent(event, target, Elementals.NONE);
  61. }
  62. public void onEvadedHit(L2Character attacker)
  63. {
  64. onEvent(ChanceCondition.EVT_EVADED_HIT, attacker, Elementals.NONE);
  65. }
  66. public void onSkillHit(L2Character target, boolean ownerWasHit, boolean wasMagic, boolean wasOffensive, byte element)
  67. {
  68. int event;
  69. if (ownerWasHit)
  70. {
  71. event = ChanceCondition.EVT_HIT_BY_SKILL;
  72. if (wasOffensive)
  73. {
  74. event |= ChanceCondition.EVT_HIT_BY_OFFENSIVE_SKILL;
  75. event |= ChanceCondition.EVT_ATTACKED;
  76. }
  77. else
  78. {
  79. event |= ChanceCondition.EVT_HIT_BY_GOOD_MAGIC;
  80. }
  81. }
  82. else
  83. {
  84. event = ChanceCondition.EVT_CAST;
  85. event |= wasMagic ? ChanceCondition.EVT_MAGIC : ChanceCondition.EVT_PHYSICAL;
  86. event |= wasOffensive ? ChanceCondition.EVT_MAGIC_OFFENSIVE : ChanceCondition.EVT_MAGIC_GOOD;
  87. }
  88. onEvent(event, target, element);
  89. }
  90. public void onStart(byte element)
  91. {
  92. onEvent(ChanceCondition.EVT_ON_START, _owner, element);
  93. }
  94. public void onActionTime(byte element)
  95. {
  96. onEvent(ChanceCondition.EVT_ON_ACTION_TIME, _owner, element);
  97. }
  98. public void onExit(byte element)
  99. {
  100. onEvent(ChanceCondition.EVT_ON_EXIT, _owner, element);
  101. }
  102. public void onEvent(int event, L2Character target, byte element)
  103. {
  104. if (_owner.isDead())
  105. return;
  106. final boolean playable = target instanceof L2Playable;
  107. for (FastMap.Entry<IChanceSkillTrigger, ChanceCondition> e = head(), end = tail(); (e = e.getNext()) != end;)
  108. {
  109. if (e.getValue() != null && e.getValue().trigger(event, element, playable))
  110. {
  111. if (e.getKey() instanceof L2Skill)
  112. makeCast((L2Skill)e.getKey(), target);
  113. else if (e.getKey() instanceof EffectChanceSkillTrigger)
  114. makeCast((EffectChanceSkillTrigger)e.getKey(), target);
  115. }
  116. }
  117. }
  118. private void makeCast(L2Skill skill, L2Character target)
  119. {
  120. try
  121. {
  122. if(skill.getWeaponDependancy(_owner,true) && skill.checkCondition(_owner, target, false))
  123. {
  124. if(skill.triggersChanceSkill()) //skill will trigger another skill, but only if its not chance skill
  125. {
  126. skill = SkillTable.getInstance().getInfo(skill.getTriggeredChanceId(), skill.getTriggeredChanceLevel());
  127. if(skill == null || skill.getSkillType() == L2SkillType.NOTDONE)
  128. return;
  129. }
  130. if (_owner.isSkillDisabled(skill))
  131. return;
  132. if (skill.getReuseDelay() > 0)
  133. _owner.disableSkill(skill, skill.getReuseDelay());
  134. L2Object[] targets = skill.getTargetList(_owner, false, target);
  135. if (targets.length == 0)
  136. return;
  137. L2Character firstTarget = (L2Character)targets[0];
  138. ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(skill.getSkillType());
  139. _owner.broadcastPacket(new MagicSkillLaunched(_owner, skill.getDisplayId(), skill.getLevel(), targets));
  140. _owner.broadcastPacket(new MagicSkillUse(_owner, firstTarget, skill.getDisplayId(), skill.getLevel(), 0, 0));
  141. // Launch the magic skill and calculate its effects
  142. // TODO: once core will support all possible effects, use effects (not handler)
  143. if (handler != null)
  144. handler.useSkill(_owner, skill, targets);
  145. else
  146. skill.useSkill(_owner, targets);
  147. }
  148. }
  149. catch(Exception e)
  150. {
  151. e.printStackTrace();
  152. }
  153. }
  154. private void makeCast(EffectChanceSkillTrigger effect, L2Character target)
  155. {
  156. try
  157. {
  158. if (effect == null || !effect.triggersChanceSkill())
  159. return;
  160. L2Skill triggered = SkillTable.getInstance().getInfo(effect.getTriggeredChanceId(), effect.getTriggeredChanceLevel());
  161. if (triggered == null)
  162. return;
  163. L2Character caster = triggered.getTargetType() == L2Skill.SkillTargetType.TARGET_SELF ? _owner : effect.getEffector();
  164. if (caster == null
  165. || triggered.getSkillType() == L2SkillType.NOTDONE
  166. || caster.isSkillDisabled(triggered))
  167. return;
  168. if (triggered.getReuseDelay() > 0)
  169. caster.disableSkill(triggered, triggered.getReuseDelay());
  170. L2Object[] targets = triggered.getTargetList(caster, false, target);
  171. if (targets.length == 0)
  172. return;
  173. L2Character firstTarget = (L2Character)targets[0];
  174. ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(triggered.getSkillType());
  175. _owner.broadcastPacket(new MagicSkillLaunched(_owner, triggered.getDisplayId(), triggered.getLevel(), targets));
  176. _owner.broadcastPacket(new MagicSkillUse(_owner, firstTarget, triggered.getDisplayId(), triggered.getLevel(), 0, 0));
  177. // Launch the magic skill and calculate its effects
  178. // TODO: once core will support all possible effects, use effects (not handler)
  179. if (handler != null)
  180. handler.useSkill(caster, triggered, targets);
  181. else
  182. triggered.useSkill(caster, targets);
  183. }
  184. catch (Exception e)
  185. {
  186. e.printStackTrace();
  187. }
  188. }
  189. }