L2Weapon.java 12 KB

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  1. /*
  2. * Copyright (C) 2004-2014 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.Env;
  33. import com.l2jserver.gameserver.model.stats.Formulas;
  34. import com.l2jserver.gameserver.util.Util;
  35. import com.l2jserver.util.StringUtil;
  36. /**
  37. * This class is dedicated to the management of weapons.
  38. */
  39. public final class L2Weapon extends L2Item
  40. {
  41. private final WeaponType _type;
  42. private final boolean _isMagicWeapon;
  43. private final int _rndDam;
  44. private final int _soulShotCount;
  45. private final int _spiritShotCount;
  46. private final int _mpConsume;
  47. private final int _baseAttackRange;
  48. private final int _baseAttackAngle;
  49. /**
  50. * Skill that activates when item is enchanted +4 (for duals).
  51. */
  52. private SkillHolder _enchant4Skill = null;
  53. private final int _changeWeaponId;
  54. // Attached skills for Special Abilities
  55. private SkillHolder _skillsOnMagic;
  56. private Condition _skillsOnMagicCondition = null;
  57. private SkillHolder _skillsOnCrit;
  58. private Condition _skillsOnCritCondition = null;
  59. private final int _reducedSoulshot;
  60. private final int _reducedSoulshotChance;
  61. private final int _reducedMpConsume;
  62. private final int _reducedMpConsumeChance;
  63. private final boolean _isForceEquip;
  64. private final boolean _isAttackWeapon;
  65. private final boolean _useWeaponSkillsOnly;
  66. /**
  67. * Constructor for Weapon.
  68. * @param set the StatsSet designating the set of couples (key,value) characterizing the weapon.
  69. */
  70. public L2Weapon(StatsSet set)
  71. {
  72. super(set);
  73. _type = WeaponType.valueOf(set.getString("weapon_type", "none").toUpperCase());
  74. _type1 = L2Item.TYPE1_WEAPON_RING_EARRING_NECKLACE;
  75. _type2 = L2Item.TYPE2_WEAPON;
  76. _isMagicWeapon = set.getBoolean("is_magic_weapon", false);
  77. _soulShotCount = set.getInt("soulshots", 0);
  78. _spiritShotCount = set.getInt("spiritshots", 0);
  79. _rndDam = set.getInt("random_damage", 0);
  80. _mpConsume = set.getInt("mp_consume", 0);
  81. _baseAttackRange = set.getInt("attack_range", 40);
  82. String[] damgeRange = set.getString("damage_range", "").split(";"); // 0?;0?;fan sector;base attack angle
  83. if ((damgeRange.length > 1) && Util.isDigit(damgeRange[3]))
  84. {
  85. _baseAttackAngle = Integer.parseInt(damgeRange[3]);
  86. }
  87. else
  88. {
  89. _baseAttackAngle = 120;
  90. }
  91. String[] reduced_soulshots = set.getString("reduced_soulshot", "").split(",");
  92. _reducedSoulshotChance = (reduced_soulshots.length == 2) ? Integer.parseInt(reduced_soulshots[0]) : 0;
  93. _reducedSoulshot = (reduced_soulshots.length == 2) ? Integer.parseInt(reduced_soulshots[1]) : 0;
  94. String[] reduced_mpconsume = set.getString("reduced_mp_consume", "").split(",");
  95. _reducedMpConsumeChance = (reduced_mpconsume.length == 2) ? Integer.parseInt(reduced_mpconsume[0]) : 0;
  96. _reducedMpConsume = (reduced_mpconsume.length == 2) ? Integer.parseInt(reduced_mpconsume[1]) : 0;
  97. String skill = set.getString("enchant4_skill", null);
  98. if (skill != null)
  99. {
  100. String[] info = skill.split("-");
  101. if ((info != null) && (info.length == 2))
  102. {
  103. int id = 0;
  104. int level = 0;
  105. try
  106. {
  107. id = Integer.parseInt(info[0]);
  108. level = Integer.parseInt(info[1]);
  109. }
  110. catch (Exception nfe)
  111. {
  112. // Incorrect syntax, dont add new skill
  113. _log.info(StringUtil.concat("> Couldnt parse ", skill, " in weapon enchant skills! item ", toString()));
  114. }
  115. if ((id > 0) && (level > 0))
  116. {
  117. _enchant4Skill = new SkillHolder(id, level);
  118. }
  119. }
  120. }
  121. skill = set.getString("onmagic_skill", null);
  122. if (skill != null)
  123. {
  124. String[] info = skill.split("-");
  125. final int chance = set.getInt("onmagic_chance", 100);
  126. if ((info != null) && (info.length == 2))
  127. {
  128. int id = 0;
  129. int level = 0;
  130. try
  131. {
  132. id = Integer.parseInt(info[0]);
  133. level = Integer.parseInt(info[1]);
  134. }
  135. catch (Exception nfe)
  136. {
  137. // Incorrect syntax, don't add new skill
  138. _log.info(StringUtil.concat("> Couldnt parse ", skill, " in weapon onmagic skills! item ", toString()));
  139. }
  140. if ((id > 0) && (level > 0) && (chance > 0))
  141. {
  142. _skillsOnMagic = new SkillHolder(id, level);
  143. _skillsOnMagicCondition = new ConditionGameChance(chance);
  144. }
  145. }
  146. }
  147. skill = set.getString("oncrit_skill", null);
  148. if (skill != null)
  149. {
  150. String[] info = skill.split("-");
  151. final int chance = set.getInt("oncrit_chance", 100);
  152. if ((info != null) && (info.length == 2))
  153. {
  154. int id = 0;
  155. int level = 0;
  156. try
  157. {
  158. id = Integer.parseInt(info[0]);
  159. level = Integer.parseInt(info[1]);
  160. }
  161. catch (Exception nfe)
  162. {
  163. // Incorrect syntax, don't add new skill
  164. _log.info(StringUtil.concat("> Couldnt parse ", skill, " in weapon oncrit skills! item ", toString()));
  165. }
  166. if ((id > 0) && (level > 0) && (chance > 0))
  167. {
  168. _skillsOnCrit = new SkillHolder(id, level);
  169. _skillsOnCritCondition = new ConditionGameChance(chance);
  170. }
  171. }
  172. }
  173. _changeWeaponId = set.getInt("change_weaponId", 0);
  174. _isForceEquip = set.getBoolean("isForceEquip", false);
  175. _isAttackWeapon = set.getBoolean("isAttackWeapon", true);
  176. _useWeaponSkillsOnly = set.getBoolean("useWeaponSkillsOnly", false);
  177. }
  178. /**
  179. * @return the type of Weapon
  180. */
  181. @Override
  182. public WeaponType 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. @Override
  198. public boolean isMagicWeapon()
  199. {
  200. return _isMagicWeapon;
  201. }
  202. /**
  203. * @return the quantity of SoulShot used.
  204. */
  205. public int getSoulShotCount()
  206. {
  207. return _soulShotCount;
  208. }
  209. /**
  210. * @return the quantity of SpiritShot used.
  211. */
  212. public int getSpiritShotCount()
  213. {
  214. return _spiritShotCount;
  215. }
  216. /**
  217. * @return the reduced quantity of SoultShot used.
  218. */
  219. public int getReducedSoulShot()
  220. {
  221. return _reducedSoulshot;
  222. }
  223. /**
  224. * @return the chance to use Reduced SoultShot.
  225. */
  226. public int getReducedSoulShotChance()
  227. {
  228. return _reducedSoulshotChance;
  229. }
  230. /**
  231. * @return the random damage inflicted by the weapon.
  232. */
  233. public int getRandomDamage()
  234. {
  235. return _rndDam;
  236. }
  237. /**
  238. * @return the MP consumption with the weapon.
  239. */
  240. public int getMpConsume()
  241. {
  242. return _mpConsume;
  243. }
  244. public int getBaseAttackRange()
  245. {
  246. return _baseAttackRange;
  247. }
  248. public int getBaseAttackAngle()
  249. {
  250. return _baseAttackAngle;
  251. }
  252. /**
  253. * @return the reduced MP consumption with the weapon.
  254. */
  255. public int getReducedMpConsume()
  256. {
  257. return _reducedMpConsume;
  258. }
  259. /**
  260. * @return the chance to use getReducedMpConsume()
  261. */
  262. public int getReducedMpConsumeChance()
  263. {
  264. return _reducedMpConsumeChance;
  265. }
  266. /**
  267. * @return the skill that player get when has equipped weapon +4 or more (for duals SA).
  268. */
  269. @Override
  270. public Skill getEnchant4Skill()
  271. {
  272. if (_enchant4Skill == null)
  273. {
  274. return null;
  275. }
  276. return _enchant4Skill.getSkill();
  277. }
  278. /**
  279. * @return the Id in which weapon this weapon can be changed.
  280. */
  281. public int getChangeWeaponId()
  282. {
  283. return _changeWeaponId;
  284. }
  285. /**
  286. * @return {@code true} if the weapon is force equip, {@code false} otherwise.
  287. */
  288. public boolean isForceEquip()
  289. {
  290. return _isForceEquip;
  291. }
  292. /**
  293. * @return {@code true} if the weapon is attack weapon, {@code false} otherwise.
  294. */
  295. public boolean isAttackWeapon()
  296. {
  297. return _isAttackWeapon;
  298. }
  299. /**
  300. * @return {@code true} if the weapon is skills only, {@code false} otherwise.
  301. */
  302. public boolean useWeaponSkillsOnly()
  303. {
  304. return _useWeaponSkillsOnly;
  305. }
  306. /**
  307. * @param caster the L2Character pointing out the caster
  308. * @param target the L2Character pointing out the target
  309. * @param crit the boolean tells whether the hit was critical
  310. */
  311. public void getSkillEffects(L2Character caster, L2Character target, boolean crit)
  312. {
  313. if ((_skillsOnCrit == null) || !crit)
  314. {
  315. return;
  316. }
  317. final Skill onCritSkill = _skillsOnCrit.getSkill();
  318. if (_skillsOnCritCondition != null)
  319. {
  320. Env env = new Env();
  321. env.setCharacter(caster);
  322. env.setTarget(target);
  323. env.setSkill(onCritSkill);
  324. if (!_skillsOnCritCondition.test(env))
  325. {
  326. // Chance not met
  327. return;
  328. }
  329. }
  330. if (!onCritSkill.checkCondition(caster, target, false))
  331. {
  332. // Skill condition not met
  333. return;
  334. }
  335. L2Character[] targets =
  336. {
  337. target
  338. };
  339. onCritSkill.activateSkill(caster, targets);
  340. }
  341. /**
  342. * @param caster the L2Character pointing out the caster
  343. * @param target the L2Character pointing out the target
  344. * @param trigger the L2Skill pointing out the skill triggering this action
  345. * @return the effects of skills associated with the item to be triggered onMagic.
  346. */
  347. public boolean getSkillEffects(L2Character caster, L2Character target, Skill trigger)
  348. {
  349. if (_skillsOnMagic == null)
  350. {
  351. return false;
  352. }
  353. final Skill onMagicSkill = _skillsOnMagic.getSkill();
  354. // Trigger only if both are good or bad magic.
  355. if (trigger.isBad() != onMagicSkill.isBad())
  356. {
  357. return false;
  358. }
  359. // No Trigger if not Magic Skill
  360. if (!trigger.isMagic() && !onMagicSkill.isMagic())
  361. {
  362. return false;
  363. }
  364. if (_skillsOnMagicCondition != null)
  365. {
  366. Env env = new Env();
  367. env.setCharacter(caster);
  368. env.setTarget(target);
  369. env.setSkill(onMagicSkill);
  370. if (!_skillsOnMagicCondition.test(env))
  371. {
  372. // Chance not met
  373. return false;
  374. }
  375. }
  376. if (!onMagicSkill.checkCondition(caster, target, false))
  377. {
  378. // Skill condition not met
  379. return false;
  380. }
  381. if (onMagicSkill.isBad() && (Formulas.calcShldUse(caster, target, onMagicSkill) == Formulas.SHIELD_DEFENSE_PERFECT_BLOCK))
  382. {
  383. return false;
  384. }
  385. L2Character[] targets =
  386. {
  387. target
  388. };
  389. // Launch the magic skill and calculate its effects
  390. // Get the skill handler corresponding to the skill type
  391. onMagicSkill.activateSkill(caster, targets);
  392. // notify quests of a skill use
  393. if (caster instanceof L2PcInstance)
  394. {
  395. //@formatter:off
  396. caster.getKnownList().getKnownObjects().values().stream()
  397. .filter(Objects::nonNull)
  398. .filter(npc -> npc.isNpc())
  399. .filter(npc -> Util.checkIfInRange(1000, npc, caster, false))
  400. .forEach(npc ->
  401. {
  402. EventDispatcher.getInstance().notifyEventAsync(new OnNpcSkillSee((L2Npc) npc, caster.getActingPlayer(), onMagicSkill, targets, false), npc);
  403. });
  404. //@formatter:on
  405. }
  406. return true;
  407. }
  408. }