EffectConfuseMob.java 2.8 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 net.sf.l2j.gameserver.skills.effects;
  16. import java.util.Collection;
  17. import java.util.List;
  18. import javolution.util.FastList;
  19. import net.sf.l2j.gameserver.ai.CtrlIntention;
  20. import net.sf.l2j.gameserver.model.L2Attackable;
  21. import net.sf.l2j.gameserver.model.L2Character;
  22. import net.sf.l2j.gameserver.model.L2Effect;
  23. import net.sf.l2j.gameserver.model.L2Object;
  24. import net.sf.l2j.gameserver.skills.Env;
  25. import net.sf.l2j.util.Rnd;
  26. /**
  27. * @author littlecrow
  28. *
  29. * Implementation of the Confusion Effect
  30. */
  31. final class EffectConfuseMob extends L2Effect
  32. {
  33. public EffectConfuseMob(Env env, EffectTemplate template)
  34. {
  35. super(env, template);
  36. }
  37. /**
  38. *
  39. * @see net.sf.l2j.gameserver.model.L2Effect#getEffectType()
  40. */
  41. @Override
  42. public EffectType getEffectType()
  43. {
  44. return EffectType.CONFUSE_MOB_ONLY;
  45. }
  46. /**
  47. *
  48. * @see net.sf.l2j.gameserver.model.L2Effect#onStart()
  49. */
  50. @Override
  51. public void onStart()
  52. {
  53. getEffected().startConfused();
  54. onActionTime();
  55. }
  56. /**
  57. *
  58. * @see net.sf.l2j.gameserver.model.L2Effect#onExit()
  59. */
  60. @Override
  61. public void onExit()
  62. {
  63. getEffected().stopConfused(this);
  64. }
  65. /**
  66. *
  67. * @see net.sf.l2j.gameserver.model.L2Effect#onActionTime()
  68. */
  69. @Override
  70. public boolean onActionTime()
  71. {
  72. List<L2Character> targetList = new FastList<L2Character>();
  73. // Getting the possible targets
  74. Collection<L2Object> objs = getEffected().getKnownList().getKnownObjects().values();
  75. // synchronized (getEffected().getKnownList().getKnownObjects())
  76. {
  77. for (L2Object obj : objs)
  78. {
  79. if ((obj instanceof L2Attackable) && (obj != getEffected()))
  80. targetList.add((L2Character) obj);
  81. }
  82. }
  83. // if there is no target, exit function
  84. if (targetList.size() == 0)
  85. {
  86. return true;
  87. }
  88. // Choosing randomly a new target
  89. int nextTargetIdx = Rnd.nextInt(targetList.size());
  90. L2Object target = targetList.get(nextTargetIdx);
  91. // Attacking the target
  92. // getEffected().setTarget(target);
  93. getEffected().setTarget(target);
  94. getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
  95. return true;
  96. }
  97. }