L2Weapon.java 13 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.items;
  16. import java.util.ArrayList;
  17. import java.util.Collection;
  18. import java.util.List;
  19. import javolution.util.FastList;
  20. import com.l2jserver.gameserver.handler.ISkillHandler;
  21. import com.l2jserver.gameserver.handler.SkillHandler;
  22. import com.l2jserver.gameserver.model.L2Object;
  23. import com.l2jserver.gameserver.model.StatsSet;
  24. import com.l2jserver.gameserver.model.actor.L2Character;
  25. import com.l2jserver.gameserver.model.actor.L2Npc;
  26. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  27. import com.l2jserver.gameserver.model.conditions.Condition;
  28. import com.l2jserver.gameserver.model.conditions.ConditionGameChance;
  29. import com.l2jserver.gameserver.model.effects.L2Effect;
  30. import com.l2jserver.gameserver.model.holders.SkillHolder;
  31. import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
  32. import com.l2jserver.gameserver.model.items.type.L2WeaponType;
  33. import com.l2jserver.gameserver.model.quest.Quest;
  34. import com.l2jserver.gameserver.model.skills.L2Skill;
  35. import com.l2jserver.gameserver.model.skills.L2SkillType;
  36. import com.l2jserver.gameserver.model.skills.funcs.Func;
  37. import com.l2jserver.gameserver.model.skills.funcs.FuncTemplate;
  38. import com.l2jserver.gameserver.model.stats.Env;
  39. import com.l2jserver.gameserver.model.stats.Formulas;
  40. import com.l2jserver.util.StringUtil;
  41. /**
  42. * This class is dedicated to the management of weapons.
  43. */
  44. public final class L2Weapon extends L2Item
  45. {
  46. private final L2WeaponType _type;
  47. private final boolean _isMagicWeapon;
  48. private final int _rndDam;
  49. private final int _soulShotCount;
  50. private final int _spiritShotCount;
  51. private final int _mpConsume;
  52. /**
  53. * Skill that activates when item is enchanted +4 (for duals).
  54. */
  55. private SkillHolder _enchant4Skill = null;
  56. private final int _changeWeaponId;
  57. // Attached skills for Special Abilities
  58. private SkillHolder _skillsOnCast;
  59. private Condition _skillsOnCastCondition = null;
  60. private SkillHolder _skillsOnCrit;
  61. private Condition _skillsOnCritCondition = null;
  62. private final boolean _isForceEquip;
  63. private final boolean _isAttackWeapon;
  64. private final boolean _useWeaponSkillsOnly;
  65. /**
  66. * Constructor for Weapon.
  67. * @param set the StatsSet designating the set of couples (key,value) characterizing the weapon.
  68. * @see L2Item constructor
  69. */
  70. public L2Weapon(StatsSet set)
  71. {
  72. super(set);
  73. _type = L2WeaponType.valueOf(set.getString("weapon_type", "none").toUpperCase());
  74. _type1 = L2Item.TYPE1_WEAPON_RING_EARRING_NECKLACE;
  75. _type2 = L2Item.TYPE2_WEAPON;
  76. _isMagicWeapon = set.getBool("is_magic_weapon", false);
  77. _soulShotCount = set.getInteger("soulshots", 0);
  78. _spiritShotCount = set.getInteger("spiritshots", 0);
  79. _rndDam = set.getInteger("random_damage", 0);
  80. _mpConsume = set.getInteger("mp_consume", 0);
  81. String skill = set.getString("enchant4_skill", null);
  82. if (skill != null)
  83. {
  84. String[] info = skill.split("-");
  85. if ((info != null) && (info.length == 2))
  86. {
  87. int id = 0;
  88. int level = 0;
  89. try
  90. {
  91. id = Integer.parseInt(info[0]);
  92. level = Integer.parseInt(info[1]);
  93. }
  94. catch (Exception nfe)
  95. {
  96. // Incorrect syntax, dont add new skill
  97. _log.info(StringUtil.concat("> Couldnt parse ", skill, " in weapon enchant skills! item ", toString()));
  98. }
  99. if ((id > 0) && (level > 0))
  100. {
  101. _enchant4Skill = new SkillHolder(id, level);
  102. }
  103. }
  104. }
  105. skill = set.getString("oncast_skill", null);
  106. if (skill != null)
  107. {
  108. String[] info = skill.split("-");
  109. String infochance = set.getString("oncast_chance", null);
  110. if ((info != null) && (info.length == 2))
  111. {
  112. int id = 0;
  113. int level = 0;
  114. int chance = 0;
  115. try
  116. {
  117. id = Integer.parseInt(info[0]);
  118. level = Integer.parseInt(info[1]);
  119. if (infochance != null)
  120. {
  121. chance = Integer.parseInt(infochance);
  122. }
  123. }
  124. catch (Exception nfe)
  125. {
  126. // Incorrect syntax, dont add new skill
  127. _log.info(StringUtil.concat("> Couldnt parse ", skill, " in weapon oncast skills! item ", toString()));
  128. }
  129. if ((id > 0) && (level > 0) && (chance > 0))
  130. {
  131. _skillsOnCast = new SkillHolder(id, level);
  132. if (infochance != null)
  133. {
  134. _skillsOnCastCondition = new ConditionGameChance(chance);
  135. }
  136. }
  137. }
  138. }
  139. skill = set.getString("oncrit_skill", null);
  140. if (skill != null)
  141. {
  142. String[] info = skill.split("-");
  143. String infochance = set.getString("oncrit_chance", null);
  144. if ((info != null) && (info.length == 2))
  145. {
  146. int id = 0;
  147. int level = 0;
  148. int chance = 0;
  149. try
  150. {
  151. id = Integer.parseInt(info[0]);
  152. level = Integer.parseInt(info[1]);
  153. if (infochance != null)
  154. {
  155. chance = Integer.parseInt(infochance);
  156. }
  157. }
  158. catch (Exception nfe)
  159. {
  160. // Incorrect syntax, dont add new skill
  161. _log.info(StringUtil.concat("> Couldnt parse ", skill, " in weapon oncrit skills! item ", toString()));
  162. }
  163. if ((id > 0) && (level > 0) && (chance > 0))
  164. {
  165. _skillsOnCrit = new SkillHolder(id, level);
  166. if (infochance != null)
  167. {
  168. _skillsOnCritCondition = new ConditionGameChance(chance);
  169. }
  170. }
  171. }
  172. }
  173. _changeWeaponId = set.getInteger("change_weaponId", 0);
  174. _isForceEquip = set.getBool("isForceEquip", false);
  175. _isAttackWeapon = set.getBool("isAttackWeapon", true);
  176. _useWeaponSkillsOnly = set.getBool("useWeaponSkillsOnly", false);
  177. }
  178. /**
  179. * @return the type of Weapon
  180. */
  181. @Override
  182. public L2WeaponType getItemType()
  183. {
  184. return _type;
  185. }
  186. /**
  187. * @return the ID of the Etc item after applying the mask.
  188. */
  189. @Override
  190. public int getItemMask()
  191. {
  192. return getItemType().mask();
  193. }
  194. /**
  195. * @return {@code true} if the weapon is magic, {@code false} otherwise.
  196. */
  197. public boolean isMagicWeapon()
  198. {
  199. return _isMagicWeapon;
  200. }
  201. /**
  202. * @return the quantity of SoulShot used.
  203. */
  204. public int getSoulShotCount()
  205. {
  206. return _soulShotCount;
  207. }
  208. /**
  209. * @return the quantity of SpiritShot used.
  210. */
  211. public int getSpiritShotCount()
  212. {
  213. return _spiritShotCount;
  214. }
  215. /**
  216. * @return the random damage inflicted by the weapon.
  217. */
  218. public int getRandomDamage()
  219. {
  220. return _rndDam;
  221. }
  222. /**
  223. * @return the MP consumption with the weapon.
  224. */
  225. public int getMpConsume()
  226. {
  227. return _mpConsume;
  228. }
  229. /**
  230. * @return the skill that player get when has equipped weapon +4 or more (for duals SA).
  231. */
  232. public L2Skill getEnchant4Skill()
  233. {
  234. if (_enchant4Skill == null)
  235. {
  236. return null;
  237. }
  238. return _enchant4Skill.getSkill();
  239. }
  240. /**
  241. * @return the Id in which weapon this weapon can be changed.
  242. */
  243. public int getChangeWeaponId()
  244. {
  245. return _changeWeaponId;
  246. }
  247. /**
  248. * @return {@code true} if the weapon is force equip, {@code false} otherwise.
  249. */
  250. public boolean isForceEquip()
  251. {
  252. return _isForceEquip;
  253. }
  254. /**
  255. * @return {@code true} if the weapon is attack weapon, {@code false} otherwise.
  256. */
  257. public boolean isAttackWeapon()
  258. {
  259. return _isAttackWeapon;
  260. }
  261. /**
  262. * @return {@code true} if the weapon is skills only, {@code false} otherwise.
  263. */
  264. public boolean useWeaponSkillsOnly()
  265. {
  266. return _useWeaponSkillsOnly;
  267. }
  268. /**
  269. * @param item the L2ItemInstance pointing out the weapon.
  270. * @param player the L2Character pointing out the player.
  271. * @return an array of Func objects containing the list of functions used by the weapon.
  272. */
  273. @Override
  274. public Func[] getStatFuncs(L2ItemInstance item, L2Character player)
  275. {
  276. if ((_funcTemplates == null) || (_funcTemplates.length == 0))
  277. {
  278. return _emptyFunctionSet;
  279. }
  280. ArrayList<Func> funcs = new ArrayList<Func>(_funcTemplates.length);
  281. Env env = new Env();
  282. env.setCharacter(player);
  283. env.setItem(item);
  284. Func f;
  285. for (FuncTemplate t : _funcTemplates)
  286. {
  287. f = t.getFunc(env, item);
  288. if (f != null)
  289. {
  290. funcs.add(f);
  291. }
  292. }
  293. return funcs.toArray(new Func[funcs.size()]);
  294. }
  295. /**
  296. * @param caster the L2Character pointing out the caster
  297. * @param target the L2Character pointing out the target
  298. * @param crit the boolean tells whether the hit was critical
  299. * @return the effects of skills associated with the item to be triggered onHit.
  300. */
  301. public L2Effect[] getSkillEffects(L2Character caster, L2Character target, boolean crit)
  302. {
  303. if ((_skillsOnCrit == null) || !crit)
  304. {
  305. return _emptyEffectSet;
  306. }
  307. final List<L2Effect> effects = new FastList<L2Effect>();
  308. if (_skillsOnCritCondition != null)
  309. {
  310. Env env = new Env();
  311. env.setCharacter(caster);
  312. env.setTarget(target);
  313. env.setSkill(_skillsOnCrit.getSkill());
  314. if (!_skillsOnCritCondition.test(env))
  315. {
  316. return _emptyEffectSet; // Skill condition not met
  317. }
  318. }
  319. byte shld = Formulas.calcShldUse(caster, target, _skillsOnCrit.getSkill());
  320. if (!Formulas.calcSkillSuccess(caster, target, _skillsOnCrit.getSkill(), shld, false, false, false))
  321. {
  322. return _emptyEffectSet; // These skills should not work on RaidBoss
  323. }
  324. if (target.getFirstEffect(_skillsOnCrit.getSkill().getId()) != null)
  325. {
  326. target.getFirstEffect(_skillsOnCrit.getSkill().getId()).exit();
  327. }
  328. for (L2Effect e : _skillsOnCrit.getSkill().getEffects(caster, target, new Env(shld, false, false, false)))
  329. {
  330. effects.add(e);
  331. }
  332. if (effects.isEmpty())
  333. {
  334. return _emptyEffectSet;
  335. }
  336. return effects.toArray(new L2Effect[effects.size()]);
  337. }
  338. /**
  339. * @param caster the L2Character pointing out the caster
  340. * @param target the L2Character pointing out the target
  341. * @param trigger the L2Skill pointing out the skill triggering this action
  342. * @return the effects of skills associated with the item to be triggered onCast.
  343. */
  344. public L2Effect[] getSkillEffects(L2Character caster, L2Character target, L2Skill trigger)
  345. {
  346. if (_skillsOnCast == null)
  347. {
  348. return _emptyEffectSet;
  349. }
  350. if (trigger.isOffensive() != _skillsOnCast.getSkill().isOffensive())
  351. {
  352. return _emptyEffectSet; // Trigger only same type of skill
  353. }
  354. if (trigger.isToggle() && (_skillsOnCast.getSkill().getSkillType() == L2SkillType.BUFF))
  355. {
  356. return _emptyEffectSet; // No buffing with toggle skills
  357. }
  358. if (!trigger.isMagic() && (_skillsOnCast.getSkill().getSkillType() == L2SkillType.BUFF))
  359. {
  360. return _emptyEffectSet; // No buffing with not magic skills
  361. }
  362. if (_skillsOnCastCondition != null)
  363. {
  364. Env env = new Env();
  365. env.setCharacter(caster);
  366. env.setTarget(target);
  367. env.setSkill(_skillsOnCast.getSkill());
  368. if (!_skillsOnCastCondition.test(env))
  369. {
  370. return _emptyEffectSet;
  371. }
  372. }
  373. byte shld = Formulas.calcShldUse(caster, target, _skillsOnCast.getSkill());
  374. if (_skillsOnCast.getSkill().isOffensive() && !Formulas.calcSkillSuccess(caster, target, _skillsOnCast.getSkill(), shld, false, false, false))
  375. {
  376. return _emptyEffectSet;
  377. }
  378. // Get the skill handler corresponding to the skill type
  379. ISkillHandler handler = SkillHandler.getInstance().getHandler(_skillsOnCast.getSkill().getSkillType());
  380. L2Character[] targets = new L2Character[1];
  381. targets[0] = target;
  382. // Launch the magic skill and calculate its effects
  383. if (handler != null)
  384. {
  385. handler.useSkill(caster, _skillsOnCast.getSkill(), targets);
  386. }
  387. else
  388. {
  389. _skillsOnCast.getSkill().useSkill(caster, targets);
  390. }
  391. // notify quests of a skill use
  392. if (caster instanceof L2PcInstance)
  393. {
  394. // Mobs in range 1000 see spell
  395. Collection<L2Object> objs = caster.getKnownList().getKnownObjects().values();
  396. for (L2Object spMob : objs)
  397. {
  398. if (spMob instanceof L2Npc)
  399. {
  400. L2Npc npcMob = (L2Npc) spMob;
  401. if (npcMob.getTemplate().getEventQuests(Quest.QuestEventType.ON_SKILL_SEE) != null)
  402. {
  403. for (Quest quest : npcMob.getTemplate().getEventQuests(Quest.QuestEventType.ON_SKILL_SEE))
  404. {
  405. quest.notifySkillSee(npcMob, (L2PcInstance) caster, _skillsOnCast.getSkill(), targets, false);
  406. }
  407. }
  408. }
  409. }
  410. }
  411. return _emptyEffectSet;
  412. }
  413. }