L2Weapon.java 12 KB

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  1. /*
  2. * Copyright (C) 2004-2015 L2J Server
  3. *
  4. * This file is part of L2J Server.
  5. *
  6. * L2J Server is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * L2J Server is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  14. * General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. package com.l2jserver.gameserver.model.items;
  20. import java.util.Objects;
  21. import com.l2jserver.gameserver.model.StatsSet;
  22. import com.l2jserver.gameserver.model.actor.L2Character;
  23. import com.l2jserver.gameserver.model.actor.L2Npc;
  24. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  25. import com.l2jserver.gameserver.model.conditions.Condition;
  26. import com.l2jserver.gameserver.model.conditions.ConditionGameChance;
  27. import com.l2jserver.gameserver.model.events.EventDispatcher;
  28. import com.l2jserver.gameserver.model.events.impl.character.npc.OnNpcSkillSee;
  29. import com.l2jserver.gameserver.model.holders.SkillHolder;
  30. import com.l2jserver.gameserver.model.items.type.WeaponType;
  31. import com.l2jserver.gameserver.model.skills.Skill;
  32. import com.l2jserver.gameserver.model.stats.Formulas;
  33. import com.l2jserver.gameserver.network.SystemMessageId;
  34. import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  35. import com.l2jserver.gameserver.util.Util;
  36. import com.l2jserver.util.StringUtil;
  37. /**
  38. * This class is dedicated to the management of weapons.
  39. */
  40. public final class L2Weapon extends L2Item
  41. {
  42. private final WeaponType _type;
  43. private final boolean _isMagicWeapon;
  44. private final int _rndDam;
  45. private final int _soulShotCount;
  46. private final int _spiritShotCount;
  47. private final int _mpConsume;
  48. private final int _baseAttackRange;
  49. private final int _baseAttackAngle;
  50. /**
  51. * Skill that activates when item is enchanted +4 (for duals).
  52. */
  53. private SkillHolder _enchant4Skill = null;
  54. private final int _changeWeaponId;
  55. // Attached skills for Special Abilities
  56. private SkillHolder _skillsOnMagic;
  57. private Condition _skillsOnMagicCondition = null;
  58. private SkillHolder _skillsOnCrit;
  59. private Condition _skillsOnCritCondition = null;
  60. private final int _reducedSoulshot;
  61. private final int _reducedSoulshotChance;
  62. private final int _reducedMpConsume;
  63. private final int _reducedMpConsumeChance;
  64. private final boolean _isForceEquip;
  65. private final boolean _isAttackWeapon;
  66. private final boolean _useWeaponSkillsOnly;
  67. /**
  68. * Constructor for Weapon.
  69. * @param set the StatsSet designating the set of couples (key,value) characterizing the weapon.
  70. */
  71. public L2Weapon(StatsSet set)
  72. {
  73. super(set);
  74. _type = WeaponType.valueOf(set.getString("weapon_type", "none").toUpperCase());
  75. _type1 = L2Item.TYPE1_WEAPON_RING_EARRING_NECKLACE;
  76. _type2 = L2Item.TYPE2_WEAPON;
  77. _isMagicWeapon = set.getBoolean("is_magic_weapon", false);
  78. _soulShotCount = set.getInt("soulshots", 0);
  79. _spiritShotCount = set.getInt("spiritshots", 0);
  80. _rndDam = set.getInt("random_damage", 0);
  81. _mpConsume = set.getInt("mp_consume", 0);
  82. _baseAttackRange = set.getInt("attack_range", 40);
  83. String[] damgeRange = set.getString("damage_range", "").split(";"); // 0?;0?;fan sector;base attack angle
  84. if ((damgeRange.length > 1) && Util.isDigit(damgeRange[3]))
  85. {
  86. _baseAttackAngle = Integer.parseInt(damgeRange[3]);
  87. }
  88. else
  89. {
  90. _baseAttackAngle = 120;
  91. }
  92. String[] reduced_soulshots = set.getString("reduced_soulshot", "").split(",");
  93. _reducedSoulshotChance = (reduced_soulshots.length == 2) ? Integer.parseInt(reduced_soulshots[0]) : 0;
  94. _reducedSoulshot = (reduced_soulshots.length == 2) ? Integer.parseInt(reduced_soulshots[1]) : 0;
  95. String[] reduced_mpconsume = set.getString("reduced_mp_consume", "").split(",");
  96. _reducedMpConsumeChance = (reduced_mpconsume.length == 2) ? Integer.parseInt(reduced_mpconsume[0]) : 0;
  97. _reducedMpConsume = (reduced_mpconsume.length == 2) ? Integer.parseInt(reduced_mpconsume[1]) : 0;
  98. String skill = set.getString("enchant4_skill", null);
  99. if (skill != null)
  100. {
  101. String[] info = skill.split("-");
  102. if ((info != null) && (info.length == 2))
  103. {
  104. int id = 0;
  105. int level = 0;
  106. try
  107. {
  108. id = Integer.parseInt(info[0]);
  109. level = Integer.parseInt(info[1]);
  110. }
  111. catch (Exception nfe)
  112. {
  113. // Incorrect syntax, dont add new skill
  114. _log.info(StringUtil.concat("> Couldnt parse ", skill, " in weapon enchant skills! item ", toString()));
  115. }
  116. if ((id > 0) && (level > 0))
  117. {
  118. _enchant4Skill = new SkillHolder(id, level);
  119. }
  120. }
  121. }
  122. skill = set.getString("onmagic_skill", null);
  123. if (skill != null)
  124. {
  125. String[] info = skill.split("-");
  126. final int chance = set.getInt("onmagic_chance", 100);
  127. if ((info != null) && (info.length == 2))
  128. {
  129. int id = 0;
  130. int level = 0;
  131. try
  132. {
  133. id = Integer.parseInt(info[0]);
  134. level = Integer.parseInt(info[1]);
  135. }
  136. catch (Exception nfe)
  137. {
  138. // Incorrect syntax, don't add new skill
  139. _log.info(StringUtil.concat("> Couldnt parse ", skill, " in weapon onmagic skills! item ", toString()));
  140. }
  141. if ((id > 0) && (level > 0) && (chance > 0))
  142. {
  143. _skillsOnMagic = new SkillHolder(id, level);
  144. _skillsOnMagicCondition = new ConditionGameChance(chance);
  145. }
  146. }
  147. }
  148. skill = set.getString("oncrit_skill", null);
  149. if (skill != null)
  150. {
  151. String[] info = skill.split("-");
  152. final int chance = set.getInt("oncrit_chance", 100);
  153. if ((info != null) && (info.length == 2))
  154. {
  155. int id = 0;
  156. int level = 0;
  157. try
  158. {
  159. id = Integer.parseInt(info[0]);
  160. level = Integer.parseInt(info[1]);
  161. }
  162. catch (Exception nfe)
  163. {
  164. // Incorrect syntax, don't add new skill
  165. _log.info(StringUtil.concat("> Couldnt parse ", skill, " in weapon oncrit skills! item ", toString()));
  166. }
  167. if ((id > 0) && (level > 0) && (chance > 0))
  168. {
  169. _skillsOnCrit = new SkillHolder(id, level);
  170. _skillsOnCritCondition = new ConditionGameChance(chance);
  171. }
  172. }
  173. }
  174. _changeWeaponId = set.getInt("change_weaponId", 0);
  175. _isForceEquip = set.getBoolean("isForceEquip", false);
  176. _isAttackWeapon = set.getBoolean("isAttackWeapon", true);
  177. _useWeaponSkillsOnly = set.getBoolean("useWeaponSkillsOnly", false);
  178. }
  179. /**
  180. * @return the type of Weapon
  181. */
  182. @Override
  183. public WeaponType getItemType()
  184. {
  185. return _type;
  186. }
  187. /**
  188. * @return the ID of the Etc item after applying the mask.
  189. */
  190. @Override
  191. public int getItemMask()
  192. {
  193. return getItemType().mask();
  194. }
  195. /**
  196. * @return {@code true} if the weapon is magic, {@code false} otherwise.
  197. */
  198. @Override
  199. public boolean isMagicWeapon()
  200. {
  201. return _isMagicWeapon;
  202. }
  203. /**
  204. * @return the quantity of SoulShot used.
  205. */
  206. public int getSoulShotCount()
  207. {
  208. return _soulShotCount;
  209. }
  210. /**
  211. * @return the quantity of SpiritShot used.
  212. */
  213. public int getSpiritShotCount()
  214. {
  215. return _spiritShotCount;
  216. }
  217. /**
  218. * @return the reduced quantity of SoultShot used.
  219. */
  220. public int getReducedSoulShot()
  221. {
  222. return _reducedSoulshot;
  223. }
  224. /**
  225. * @return the chance to use Reduced SoultShot.
  226. */
  227. public int getReducedSoulShotChance()
  228. {
  229. return _reducedSoulshotChance;
  230. }
  231. /**
  232. * @return the random damage inflicted by the weapon.
  233. */
  234. public int getRandomDamage()
  235. {
  236. return _rndDam;
  237. }
  238. /**
  239. * @return the MP consumption with the weapon.
  240. */
  241. public int getMpConsume()
  242. {
  243. return _mpConsume;
  244. }
  245. public int getBaseAttackRange()
  246. {
  247. return _baseAttackRange;
  248. }
  249. public int getBaseAttackAngle()
  250. {
  251. return _baseAttackAngle;
  252. }
  253. /**
  254. * @return the reduced MP consumption with the weapon.
  255. */
  256. public int getReducedMpConsume()
  257. {
  258. return _reducedMpConsume;
  259. }
  260. /**
  261. * @return the chance to use getReducedMpConsume()
  262. */
  263. public int getReducedMpConsumeChance()
  264. {
  265. return _reducedMpConsumeChance;
  266. }
  267. /**
  268. * @return the skill that player get when has equipped weapon +4 or more (for duals SA).
  269. */
  270. @Override
  271. public Skill getEnchant4Skill()
  272. {
  273. if (_enchant4Skill == null)
  274. {
  275. return null;
  276. }
  277. return _enchant4Skill.getSkill();
  278. }
  279. /**
  280. * @return the Id in which weapon this weapon can be changed.
  281. */
  282. public int getChangeWeaponId()
  283. {
  284. return _changeWeaponId;
  285. }
  286. /**
  287. * @return {@code true} if the weapon is force equip, {@code false} otherwise.
  288. */
  289. public boolean isForceEquip()
  290. {
  291. return _isForceEquip;
  292. }
  293. /**
  294. * @return {@code true} if the weapon is attack weapon, {@code false} otherwise.
  295. */
  296. public boolean isAttackWeapon()
  297. {
  298. return _isAttackWeapon;
  299. }
  300. /**
  301. * @return {@code true} if the weapon is skills only, {@code false} otherwise.
  302. */
  303. public boolean useWeaponSkillsOnly()
  304. {
  305. return _useWeaponSkillsOnly;
  306. }
  307. /**
  308. * @param caster the L2Character pointing out the caster
  309. * @param target the L2Character pointing out the target
  310. */
  311. public void castOnCriticalSkill(L2Character caster, L2Character target)
  312. {
  313. if ((_skillsOnCrit == null))
  314. {
  315. return;
  316. }
  317. final Skill onCritSkill = _skillsOnCrit.getSkill();
  318. if (_skillsOnCritCondition != null)
  319. {
  320. if (!_skillsOnCritCondition.test(caster, target, onCritSkill))
  321. {
  322. // Chance not met
  323. return;
  324. }
  325. }
  326. if (!onCritSkill.checkCondition(caster, target, false))
  327. {
  328. // Skill condition not met
  329. return;
  330. }
  331. onCritSkill.activateSkill(caster, target);
  332. }
  333. /**
  334. * @param caster the L2Character pointing out the caster
  335. * @param target the L2Character pointing out the target
  336. * @param trigger the L2Skill pointing out the skill triggering this action
  337. */
  338. public void castOnMagicSkill(L2Character caster, L2Character target, Skill trigger)
  339. {
  340. if (_skillsOnMagic == null)
  341. {
  342. return;
  343. }
  344. final Skill onMagicSkill = _skillsOnMagic.getSkill();
  345. // Trigger only if both are good or bad magic.
  346. if (trigger.isBad() != onMagicSkill.isBad())
  347. {
  348. return;
  349. }
  350. // No Trigger if not Magic Skill
  351. if (!trigger.isMagic() && !onMagicSkill.isMagic())
  352. {
  353. return;
  354. }
  355. if (trigger.isToggle())
  356. {
  357. return;
  358. }
  359. if (caster.getAI().getCastTarget() != target)
  360. {
  361. return;
  362. }
  363. if (_skillsOnMagicCondition != null)
  364. {
  365. if (!_skillsOnMagicCondition.test(caster, target, onMagicSkill))
  366. {
  367. // Chance not met
  368. return;
  369. }
  370. }
  371. if (!onMagicSkill.checkCondition(caster, target, false))
  372. {
  373. // Skill condition not met
  374. return;
  375. }
  376. if (onMagicSkill.isBad() && (Formulas.calcShldUse(caster, target, onMagicSkill) == Formulas.SHIELD_DEFENSE_PERFECT_BLOCK))
  377. {
  378. return;
  379. }
  380. // Launch the magic skill and calculate its effects
  381. // Get the skill handler corresponding to the skill type
  382. onMagicSkill.activateSkill(caster, target);
  383. // notify quests of a skill use
  384. if (caster instanceof L2PcInstance)
  385. {
  386. L2Character[] targets =
  387. {
  388. target
  389. };
  390. //@formatter:off
  391. caster.getKnownList().getKnownObjects().values().stream()
  392. .filter(Objects::nonNull)
  393. .filter(npc -> npc.isNpc())
  394. .filter(npc -> Util.checkIfInRange(1000, npc, caster, false))
  395. .forEach(npc ->
  396. {
  397. EventDispatcher.getInstance().notifyEventAsync(new OnNpcSkillSee((L2Npc) npc, caster.getActingPlayer(), onMagicSkill, targets, false), npc);
  398. });
  399. //@formatter:on
  400. }
  401. if (caster.isPlayer())
  402. {
  403. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HAS_BEEN_ACTIVATED);
  404. sm.addSkillName(onMagicSkill);
  405. caster.sendPacket(sm);
  406. }
  407. }
  408. }