L2Weapon.java 14 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.quest.Quest.QuestEventType;
  35. import com.l2jserver.gameserver.model.skills.L2Skill;
  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 int _reducedSoulshot;
  63. private final int _reducedSoulshotChance;
  64. private final int _reducedMpConsume;
  65. private final int _reducedMpConsumeChance;
  66. private final boolean _isForceEquip;
  67. private final boolean _isAttackWeapon;
  68. private final boolean _useWeaponSkillsOnly;
  69. /**
  70. * Constructor for Weapon.
  71. * @param set the StatsSet designating the set of couples (key,value) characterizing the weapon.
  72. * @see L2Item constructor
  73. */
  74. public L2Weapon(StatsSet set)
  75. {
  76. super(set);
  77. _type = L2WeaponType.valueOf(set.getString("weapon_type", "none").toUpperCase());
  78. _type1 = L2Item.TYPE1_WEAPON_RING_EARRING_NECKLACE;
  79. _type2 = L2Item.TYPE2_WEAPON;
  80. _isMagicWeapon = set.getBool("is_magic_weapon", false);
  81. _soulShotCount = set.getInteger("soulshots", 0);
  82. _spiritShotCount = set.getInteger("spiritshots", 0);
  83. _rndDam = set.getInteger("random_damage", 0);
  84. _mpConsume = set.getInteger("mp_consume", 0);
  85. String[] reduced_soulshots = set.getString("reduced_soulshot", "").split(",");
  86. _reducedSoulshotChance = (reduced_soulshots.length == 2) ? Integer.parseInt(reduced_soulshots[0]) : 0;
  87. _reducedSoulshot = (reduced_soulshots.length == 2) ? Integer.parseInt(reduced_soulshots[1]) : 0;
  88. String[] reduced_mpconsume = set.getString("reduced_mp_consume", "").split(",");
  89. _reducedMpConsumeChance = (reduced_mpconsume.length == 2) ? Integer.parseInt(reduced_mpconsume[0]) : 0;
  90. _reducedMpConsume = (reduced_mpconsume.length == 2) ? Integer.parseInt(reduced_mpconsume[1]) : 0;
  91. String skill = set.getString("enchant4_skill", null);
  92. if (skill != null)
  93. {
  94. String[] info = skill.split("-");
  95. if ((info != null) && (info.length == 2))
  96. {
  97. int id = 0;
  98. int level = 0;
  99. try
  100. {
  101. id = Integer.parseInt(info[0]);
  102. level = Integer.parseInt(info[1]);
  103. }
  104. catch (Exception nfe)
  105. {
  106. // Incorrect syntax, dont add new skill
  107. _log.info(StringUtil.concat("> Couldnt parse ", skill, " in weapon enchant skills! item ", toString()));
  108. }
  109. if ((id > 0) && (level > 0))
  110. {
  111. _enchant4Skill = new SkillHolder(id, level);
  112. }
  113. }
  114. }
  115. skill = set.getString("oncast_skill", null);
  116. if (skill != null)
  117. {
  118. String[] info = skill.split("-");
  119. final int chance = set.getInteger("oncast_chance", 100);
  120. if ((info != null) && (info.length == 2))
  121. {
  122. int id = 0;
  123. int level = 0;
  124. try
  125. {
  126. id = Integer.parseInt(info[0]);
  127. level = Integer.parseInt(info[1]);
  128. }
  129. catch (Exception nfe)
  130. {
  131. // Incorrect syntax, don't add new skill
  132. _log.info(StringUtil.concat("> Couldnt parse ", skill, " in weapon oncast skills! item ", toString()));
  133. }
  134. if ((id > 0) && (level > 0) && (chance > 0))
  135. {
  136. _skillsOnCast = new SkillHolder(id, level);
  137. _skillsOnCastCondition = new ConditionGameChance(chance);
  138. }
  139. }
  140. }
  141. skill = set.getString("oncrit_skill", null);
  142. if (skill != null)
  143. {
  144. String[] info = skill.split("-");
  145. final int chance = set.getInteger("oncrit_chance", 100);
  146. if ((info != null) && (info.length == 2))
  147. {
  148. int id = 0;
  149. int level = 0;
  150. try
  151. {
  152. id = Integer.parseInt(info[0]);
  153. level = Integer.parseInt(info[1]);
  154. }
  155. catch (Exception nfe)
  156. {
  157. // Incorrect syntax, don't add new skill
  158. _log.info(StringUtil.concat("> Couldnt parse ", skill, " in weapon oncrit skills! item ", toString()));
  159. }
  160. if ((id > 0) && (level > 0) && (chance > 0))
  161. {
  162. _skillsOnCrit = new SkillHolder(id, level);
  163. _skillsOnCritCondition = new ConditionGameChance(chance);
  164. }
  165. }
  166. }
  167. _changeWeaponId = set.getInteger("change_weaponId", 0);
  168. _isForceEquip = set.getBool("isForceEquip", false);
  169. _isAttackWeapon = set.getBool("isAttackWeapon", true);
  170. _useWeaponSkillsOnly = set.getBool("useWeaponSkillsOnly", false);
  171. }
  172. /**
  173. * @return the type of Weapon
  174. */
  175. @Override
  176. public L2WeaponType getItemType()
  177. {
  178. return _type;
  179. }
  180. /**
  181. * @return the ID of the Etc item after applying the mask.
  182. */
  183. @Override
  184. public int getItemMask()
  185. {
  186. return getItemType().mask();
  187. }
  188. /**
  189. * @return {@code true} if the weapon is magic, {@code false} otherwise.
  190. */
  191. public boolean isMagicWeapon()
  192. {
  193. return _isMagicWeapon;
  194. }
  195. /**
  196. * @return the quantity of SoulShot used.
  197. */
  198. public int getSoulShotCount()
  199. {
  200. return _soulShotCount;
  201. }
  202. /**
  203. * @return the quantity of SpiritShot used.
  204. */
  205. public int getSpiritShotCount()
  206. {
  207. return _spiritShotCount;
  208. }
  209. /**
  210. * @return the reduced quantity of SoultShot used.
  211. */
  212. public int getReducedSoulShot()
  213. {
  214. return _reducedSoulshot;
  215. }
  216. /**
  217. * @return the chance to use Reduced SoultShot.
  218. */
  219. public int getReducedSoulShotChance()
  220. {
  221. return _reducedSoulshotChance;
  222. }
  223. /**
  224. * @return the random damage inflicted by the weapon.
  225. */
  226. public int getRandomDamage()
  227. {
  228. return _rndDam;
  229. }
  230. /**
  231. * @return the MP consumption with the weapon.
  232. */
  233. public int getMpConsume()
  234. {
  235. return _mpConsume;
  236. }
  237. /**
  238. * @return the reduced MP consumption with the weapon.
  239. */
  240. public int getReducedMpConsume()
  241. {
  242. return _reducedMpConsume;
  243. }
  244. /**
  245. * @return the chance to use getReducedMpConsume()
  246. */
  247. public int getReducedMpConsumeChance()
  248. {
  249. return _reducedMpConsumeChance;
  250. }
  251. /**
  252. * @return the skill that player get when has equipped weapon +4 or more (for duals SA).
  253. */
  254. public L2Skill getEnchant4Skill()
  255. {
  256. if (_enchant4Skill == null)
  257. {
  258. return null;
  259. }
  260. return _enchant4Skill.getSkill();
  261. }
  262. /**
  263. * @return the Id in which weapon this weapon can be changed.
  264. */
  265. public int getChangeWeaponId()
  266. {
  267. return _changeWeaponId;
  268. }
  269. /**
  270. * @return {@code true} if the weapon is force equip, {@code false} otherwise.
  271. */
  272. public boolean isForceEquip()
  273. {
  274. return _isForceEquip;
  275. }
  276. /**
  277. * @return {@code true} if the weapon is attack weapon, {@code false} otherwise.
  278. */
  279. public boolean isAttackWeapon()
  280. {
  281. return _isAttackWeapon;
  282. }
  283. /**
  284. * @return {@code true} if the weapon is skills only, {@code false} otherwise.
  285. */
  286. public boolean useWeaponSkillsOnly()
  287. {
  288. return _useWeaponSkillsOnly;
  289. }
  290. /**
  291. * @param item the L2ItemInstance pointing out the weapon.
  292. * @param player the L2Character pointing out the player.
  293. * @return an array of Func objects containing the list of functions used by the weapon.
  294. */
  295. @Override
  296. public Func[] getStatFuncs(L2ItemInstance item, L2Character player)
  297. {
  298. if ((_funcTemplates == null) || (_funcTemplates.length == 0))
  299. {
  300. return _emptyFunctionSet;
  301. }
  302. ArrayList<Func> funcs = new ArrayList<>(_funcTemplates.length);
  303. Env env = new Env();
  304. env.setCharacter(player);
  305. env.setItem(item);
  306. Func f;
  307. for (FuncTemplate t : _funcTemplates)
  308. {
  309. f = t.getFunc(env, item);
  310. if (f != null)
  311. {
  312. funcs.add(f);
  313. }
  314. }
  315. return funcs.toArray(new Func[funcs.size()]);
  316. }
  317. /**
  318. * @param caster the L2Character pointing out the caster
  319. * @param target the L2Character pointing out the target
  320. * @param crit the boolean tells whether the hit was critical
  321. * @return the effects of skills associated with the item to be triggered onHit.
  322. */
  323. public L2Effect[] getSkillEffects(L2Character caster, L2Character target, boolean crit)
  324. {
  325. if ((_skillsOnCrit == null) || !crit)
  326. {
  327. return _emptyEffectSet;
  328. }
  329. final List<L2Effect> effects = new FastList<>();
  330. final L2Skill onCritSkill = _skillsOnCrit.getSkill();
  331. if (_skillsOnCritCondition != null)
  332. {
  333. Env env = new Env();
  334. env.setCharacter(caster);
  335. env.setTarget(target);
  336. env.setSkill(onCritSkill);
  337. if (!_skillsOnCritCondition.test(env))
  338. {
  339. // Chance not met
  340. return _emptyEffectSet;
  341. }
  342. }
  343. if (!onCritSkill.checkCondition(caster, target, false))
  344. {
  345. // Skill condition not met
  346. return _emptyEffectSet;
  347. }
  348. final byte shld = Formulas.calcShldUse(caster, target, onCritSkill);
  349. if (!Formulas.calcSkillSuccess(caster, target, onCritSkill, shld, false, false, false))
  350. {
  351. // These skills should not work on RaidBoss
  352. return _emptyEffectSet;
  353. }
  354. if (target.getFirstEffect(onCritSkill.getId()) != null)
  355. {
  356. target.getFirstEffect(onCritSkill.getId()).exit();
  357. }
  358. for (L2Effect e : onCritSkill.getEffects(caster, target, new Env(shld, false, false, false)))
  359. {
  360. effects.add(e);
  361. }
  362. if (effects.isEmpty())
  363. {
  364. return _emptyEffectSet;
  365. }
  366. return effects.toArray(new L2Effect[effects.size()]);
  367. }
  368. /**
  369. * @param caster the L2Character pointing out the caster
  370. * @param target the L2Character pointing out the target
  371. * @param trigger the L2Skill pointing out the skill triggering this action
  372. * @return the effects of skills associated with the item to be triggered onCast.
  373. */
  374. public L2Effect[] getSkillEffects(L2Character caster, L2Character target, L2Skill trigger)
  375. {
  376. if (_skillsOnCast == null)
  377. {
  378. return _emptyEffectSet;
  379. }
  380. final L2Skill onCastSkill = _skillsOnCast.getSkill();
  381. // No Trigger if Offensive Skill
  382. if (trigger.isOffensive() && onCastSkill.isOffensive())
  383. {
  384. return _emptyEffectSet;
  385. }
  386. // No Trigger if not Magic Skill
  387. if (!trigger.isMagic() && !onCastSkill.isMagic())
  388. {
  389. return _emptyEffectSet;
  390. }
  391. if (_skillsOnCastCondition != null)
  392. {
  393. Env env = new Env();
  394. env.setCharacter(caster);
  395. env.setTarget(target);
  396. env.setSkill(onCastSkill);
  397. if (!_skillsOnCastCondition.test(env))
  398. {
  399. // Chance not met
  400. return _emptyEffectSet;
  401. }
  402. }
  403. if (!onCastSkill.checkCondition(caster, target, false))
  404. {
  405. // Skill condition not met
  406. return _emptyEffectSet;
  407. }
  408. final byte shld = Formulas.calcShldUse(caster, target, onCastSkill);
  409. if (onCastSkill.isOffensive() && !Formulas.calcSkillSuccess(caster, target, onCastSkill, shld, false, false, false))
  410. {
  411. return _emptyEffectSet;
  412. }
  413. L2Character[] targets = { target };
  414. // Launch the magic skill and calculate its effects
  415. // Get the skill handler corresponding to the skill type
  416. final ISkillHandler handler = SkillHandler.getInstance().getHandler(onCastSkill.getSkillType());
  417. if (handler != null)
  418. {
  419. handler.useSkill(caster, onCastSkill, targets);
  420. }
  421. else
  422. {
  423. onCastSkill.useSkill(caster, targets);
  424. }
  425. // notify quests of a skill use
  426. if (caster instanceof L2PcInstance)
  427. {
  428. // Mobs in range 1000 see spell
  429. Collection<L2Object> objs = caster.getKnownList().getKnownObjects().values();
  430. for (L2Object spMob : objs)
  431. {
  432. if (spMob instanceof L2Npc)
  433. {
  434. L2Npc npcMob = (L2Npc) spMob;
  435. if (npcMob.getTemplate().getEventQuests(QuestEventType.ON_SKILL_SEE) != null)
  436. {
  437. for (Quest quest : npcMob.getTemplate().getEventQuests(QuestEventType.ON_SKILL_SEE))
  438. {
  439. quest.notifySkillSee(npcMob, caster.getActingPlayer(), onCastSkill, targets, false);
  440. }
  441. }
  442. }
  443. }
  444. }
  445. return _emptyEffectSet;
  446. }
  447. }