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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 net.sf.l2j.gameserver.handler.skillhandlers;
- import net.sf.l2j.gameserver.ai.CtrlIntention;
- import net.sf.l2j.gameserver.handler.ISkillHandler;
- import net.sf.l2j.gameserver.model.L2Character;
- import net.sf.l2j.gameserver.model.L2Object;
- import net.sf.l2j.gameserver.model.L2Skill;
- import net.sf.l2j.gameserver.model.actor.instance.L2ChestInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
- import net.sf.l2j.gameserver.network.SystemMessageId;
- import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
- import net.sf.l2j.gameserver.network.serverpackets.SocialAction;
- import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
- import net.sf.l2j.gameserver.skills.Formulas;
- import net.sf.l2j.gameserver.templates.L2SkillType;
- import net.sf.l2j.util.Rnd;
- public class Unlock implements ISkillHandler
- {
- private static final L2SkillType[] SKILL_IDS =
- {
- L2SkillType.UNLOCK
- };
-
- /**
- *
- * @see net.sf.l2j.gameserver.handler.ISkillHandler#useSkill(net.sf.l2j.gameserver.model.L2Character, net.sf.l2j.gameserver.model.L2Skill, net.sf.l2j.gameserver.model.L2Object[])
- */
- public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
- {
- L2Object[] targetList = skill.getTargetList(activeChar);
-
- if (targetList == null)
- return;
-
- for (int index = 0; index < targetList.length; index++)
- {
- L2Object target = targetList[index];
-
- boolean success = Formulas.getInstance().calculateUnlockChance(skill);
- if (target instanceof L2DoorInstance)
- {
- L2DoorInstance door = (L2DoorInstance) target;
- if (!door.isUnlockable())
- {
- activeChar.sendPacket(new SystemMessage(SystemMessageId.UNABLE_TO_UNLOCK_DOOR));
- activeChar.sendPacket(ActionFailed.STATIC_PACKET);
- return;
- }
-
- if (success && (door.getOpen() == 1))
- {
- door.openMe();
- door.onOpen();
- activeChar.sendMessage("Unlock the door!");
- }
- else
- {
- activeChar.sendPacket(new SystemMessage(SystemMessageId.FAILED_TO_UNLOCK_DOOR));
- }
- }
- else if (target instanceof L2ChestInstance)
- {
- L2ChestInstance chest = (L2ChestInstance) targetList[index];
- if (chest.getCurrentHp() <= 0 || chest.isInteracted())
- {
- activeChar.sendPacket(ActionFailed.STATIC_PACKET);
- return;
- }
- else
- {
- int chestChance = 0;
- int chestGroup = 0;
- int chestTrapLimit = 0;
-
- if (chest.getLevel() > 60)
- chestGroup = 4;
- else if (chest.getLevel() > 40)
- chestGroup = 3;
- else if (chest.getLevel() > 30)
- chestGroup = 2;
- else
- chestGroup = 1;
-
- switch (chestGroup)
- {
- case 1:
- {
- if (skill.getLevel() > 10)
- chestChance = 100;
- else if (skill.getLevel() >= 3)
- chestChance = 50;
- else if (skill.getLevel() == 2)
- chestChance = 45;
- else if (skill.getLevel() == 1)
- chestChance = 40;
-
- chestTrapLimit = 10;
- }
- break;
- case 2:
- {
- if (skill.getLevel() > 12)
- chestChance = 100;
- else if (skill.getLevel() >= 7)
- chestChance = 50;
- else if (skill.getLevel() == 6)
- chestChance = 45;
- else if (skill.getLevel() == 5)
- chestChance = 40;
- else if (skill.getLevel() == 4)
- chestChance = 35;
- else if (skill.getLevel() == 3)
- chestChance = 30;
-
- chestTrapLimit = 30;
- }
- break;
- case 3:
- {
- if (skill.getLevel() >= 14)
- chestChance = 50;
- else if (skill.getLevel() == 13)
- chestChance = 45;
- else if (skill.getLevel() == 12)
- chestChance = 40;
- else if (skill.getLevel() == 11)
- chestChance = 35;
- else if (skill.getLevel() == 10)
- chestChance = 30;
- else if (skill.getLevel() == 9)
- chestChance = 25;
- else if (skill.getLevel() == 8)
- chestChance = 20;
- else if (skill.getLevel() == 7)
- chestChance = 15;
- else if (skill.getLevel() == 6)
- chestChance = 10;
-
- chestTrapLimit = 50;
- }
- break;
- case 4:
- {
- if (skill.getLevel() >= 14)
- chestChance = 50;
- else if (skill.getLevel() == 13)
- chestChance = 45;
- else if (skill.getLevel() == 12)
- chestChance = 40;
- else if (skill.getLevel() == 11)
- chestChance = 35;
-
- chestTrapLimit = 80;
- }
- break;
- }
- if (Rnd.get(100) <= chestChance)
- {
- activeChar.broadcastPacket(new SocialAction(activeChar.getObjectId(), 3));
- chest.setSpecialDrop();
- chest.setMustRewardExpSp(false);
- chest.setInteracted();
- chest.reduceCurrentHp(99999999, activeChar);
- }
- else
- {
- activeChar.broadcastPacket(new SocialAction(activeChar.getObjectId(), 13));
- if (Rnd.get(100) < chestTrapLimit)
- chest.chestTrap(activeChar);
- chest.setInteracted();
- chest.addDamageHate(activeChar, 0, 1);
- chest.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, activeChar);
- }
- }
- }
- }
- }
-
- /**
- *
- * @see net.sf.l2j.gameserver.handler.ISkillHandler#getSkillIds()
- */
- public L2SkillType[] getSkillIds()
- {
- return SKILL_IDS;
- }
- }
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