ChanceSkillList.java 7.1 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;
  16. import java.util.logging.Level;
  17. import java.util.logging.Logger;
  18. import javolution.util.FastMap;
  19. import com.l2jserver.gameserver.datatables.SkillTable;
  20. import com.l2jserver.gameserver.handler.ISkillHandler;
  21. import com.l2jserver.gameserver.handler.SkillHandler;
  22. import com.l2jserver.gameserver.model.actor.L2Character;
  23. import com.l2jserver.gameserver.model.actor.L2Playable;
  24. import com.l2jserver.gameserver.network.serverpackets.MagicSkillLaunched;
  25. import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
  26. import com.l2jserver.gameserver.skills.effects.EffectChanceSkillTrigger;
  27. import com.l2jserver.gameserver.templates.skills.L2SkillType;
  28. /**
  29. * CT2.3: Added support for allowing effect as a chance skill trigger (DrHouse)
  30. *
  31. * @author kombat
  32. */
  33. public class ChanceSkillList extends FastMap<IChanceSkillTrigger, ChanceCondition>
  34. {
  35. protected static final Logger _log = Logger.getLogger(ChanceSkillList.class.getName());
  36. private static final long serialVersionUID = 1L;
  37. private final L2Character _owner;
  38. public ChanceSkillList(L2Character owner)
  39. {
  40. super();
  41. shared();
  42. _owner = owner;
  43. }
  44. public L2Character getOwner()
  45. {
  46. return _owner;
  47. }
  48. public void onHit(L2Character target, int damage, boolean ownerWasHit, boolean wasCrit)
  49. {
  50. int event;
  51. if (ownerWasHit)
  52. {
  53. event = ChanceCondition.EVT_ATTACKED | ChanceCondition.EVT_ATTACKED_HIT;
  54. if (wasCrit)
  55. event |= ChanceCondition.EVT_ATTACKED_CRIT;
  56. }
  57. else
  58. {
  59. event = ChanceCondition.EVT_HIT;
  60. if (wasCrit)
  61. event |= ChanceCondition.EVT_CRIT;
  62. }
  63. onEvent(event, damage, target, Elementals.NONE);
  64. }
  65. public void onEvadedHit(L2Character attacker)
  66. {
  67. onEvent(ChanceCondition.EVT_EVADED_HIT, 0, attacker, Elementals.NONE);
  68. }
  69. public void onSkillHit(L2Character target, boolean ownerWasHit, boolean wasMagic, boolean wasOffensive, byte element)
  70. {
  71. int event;
  72. if (ownerWasHit)
  73. {
  74. event = ChanceCondition.EVT_HIT_BY_SKILL;
  75. if (wasOffensive)
  76. {
  77. event |= ChanceCondition.EVT_HIT_BY_OFFENSIVE_SKILL;
  78. event |= ChanceCondition.EVT_ATTACKED;
  79. }
  80. else
  81. {
  82. event |= ChanceCondition.EVT_HIT_BY_GOOD_MAGIC;
  83. }
  84. }
  85. else
  86. {
  87. event = ChanceCondition.EVT_CAST;
  88. event |= wasMagic ? ChanceCondition.EVT_MAGIC : ChanceCondition.EVT_PHYSICAL;
  89. event |= wasOffensive ? ChanceCondition.EVT_MAGIC_OFFENSIVE : ChanceCondition.EVT_MAGIC_GOOD;
  90. }
  91. onEvent(event, 0, target, element);
  92. }
  93. public void onStart(byte element)
  94. {
  95. onEvent(ChanceCondition.EVT_ON_START, 0, _owner, element);
  96. }
  97. public void onActionTime(byte element)
  98. {
  99. onEvent(ChanceCondition.EVT_ON_ACTION_TIME, 0, _owner, element);
  100. }
  101. public void onExit(byte element)
  102. {
  103. onEvent(ChanceCondition.EVT_ON_EXIT, 0, _owner, element);
  104. }
  105. public void onEvent(int event, int damage, L2Character target, byte element)
  106. {
  107. if (_owner.isDead())
  108. return;
  109. final boolean playable = target instanceof L2Playable;
  110. for (FastMap.Entry<IChanceSkillTrigger, ChanceCondition> e = head(), end = tail(); (e = e.getNext()) != end;)
  111. {
  112. if (e.getValue() != null && e.getValue().trigger(event, damage, element, playable))
  113. {
  114. if (e.getKey() instanceof L2Skill)
  115. makeCast((L2Skill)e.getKey(), target);
  116. else if (e.getKey() instanceof EffectChanceSkillTrigger)
  117. makeCast((EffectChanceSkillTrigger)e.getKey(), target);
  118. }
  119. }
  120. }
  121. private void makeCast(L2Skill skill, L2Character target)
  122. {
  123. try
  124. {
  125. if(skill.getWeaponDependancy(_owner,true) && skill.checkCondition(_owner, target, false))
  126. {
  127. if(skill.triggersChanceSkill()) //skill will trigger another skill, but only if its not chance skill
  128. {
  129. skill = SkillTable.getInstance().getInfo(skill.getTriggeredChanceId(), skill.getTriggeredChanceLevel());
  130. if(skill == null || skill.getSkillType() == L2SkillType.NOTDONE)
  131. return;
  132. }
  133. if (_owner.isSkillDisabled(skill))
  134. return;
  135. if (skill.getReuseDelay() > 0)
  136. _owner.disableSkill(skill, skill.getReuseDelay());
  137. L2Object[] targets = skill.getTargetList(_owner, false, target);
  138. if (targets.length == 0)
  139. return;
  140. L2Character firstTarget = (L2Character)targets[0];
  141. ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(skill.getSkillType());
  142. _owner.broadcastPacket(new MagicSkillLaunched(_owner, skill.getDisplayId(), skill.getLevel(), targets));
  143. _owner.broadcastPacket(new MagicSkillUse(_owner, firstTarget, skill.getDisplayId(), skill.getLevel(), 0, 0));
  144. // Launch the magic skill and calculate its effects
  145. // TODO: once core will support all possible effects, use effects (not handler)
  146. if (handler != null)
  147. handler.useSkill(_owner, skill, targets);
  148. else
  149. skill.useSkill(_owner, targets);
  150. }
  151. }
  152. catch(Exception e)
  153. {
  154. _log.log(Level.WARNING, "", e);
  155. }
  156. }
  157. private void makeCast(EffectChanceSkillTrigger effect, L2Character target)
  158. {
  159. try
  160. {
  161. if (effect == null || !effect.triggersChanceSkill())
  162. return;
  163. L2Skill triggered = SkillTable.getInstance().getInfo(effect.getTriggeredChanceId(), effect.getTriggeredChanceLevel());
  164. if (triggered == null)
  165. return;
  166. L2Character caster = triggered.getTargetType() == L2Skill.SkillTargetType.TARGET_SELF ? _owner : effect.getEffector();
  167. if (caster == null
  168. || triggered.getSkillType() == L2SkillType.NOTDONE
  169. || caster.isSkillDisabled(triggered))
  170. return;
  171. if (triggered.getReuseDelay() > 0)
  172. caster.disableSkill(triggered, triggered.getReuseDelay());
  173. L2Object[] targets = triggered.getTargetList(caster, false, target);
  174. if (targets.length == 0)
  175. return;
  176. L2Character firstTarget = (L2Character)targets[0];
  177. ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(triggered.getSkillType());
  178. _owner.broadcastPacket(new MagicSkillLaunched(_owner, triggered.getDisplayId(), triggered.getLevel(), targets));
  179. _owner.broadcastPacket(new MagicSkillUse(_owner, firstTarget, triggered.getDisplayId(), triggered.getLevel(), 0, 0));
  180. // Launch the magic skill and calculate its effects
  181. // TODO: once core will support all possible effects, use effects (not handler)
  182. if (handler != null)
  183. handler.useSkill(caster, triggered, targets);
  184. else
  185. triggered.useSkill(caster, targets);
  186. }
  187. catch (Exception e)
  188. {
  189. _log.log(Level.WARNING, "", e);
  190. }
  191. }
  192. }