EffectConfuseMob.java 3.0 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.L2Effect;
  21. import net.sf.l2j.gameserver.model.L2Object;
  22. import net.sf.l2j.gameserver.model.actor.L2Attackable;
  23. import net.sf.l2j.gameserver.model.actor.L2Character;
  24. import net.sf.l2j.gameserver.skills.Env;
  25. import net.sf.l2j.gameserver.templates.effects.EffectTemplate;
  26. import net.sf.l2j.gameserver.templates.skills.L2EffectType;
  27. import net.sf.l2j.util.Rnd;
  28. /**
  29. * @author littlecrow
  30. *
  31. * Implementation of the Confusion Effect
  32. */
  33. public class EffectConfuseMob extends L2Effect
  34. {
  35. public EffectConfuseMob(Env env, EffectTemplate template)
  36. {
  37. super(env, template);
  38. }
  39. /**
  40. *
  41. * @see net.sf.l2j.gameserver.model.L2Effect#getEffectType()
  42. */
  43. @Override
  44. public L2EffectType getEffectType()
  45. {
  46. return L2EffectType.CONFUSE_MOB_ONLY;
  47. }
  48. /**
  49. *
  50. * @see net.sf.l2j.gameserver.model.L2Effect#onStart()
  51. */
  52. @Override
  53. public boolean onStart()
  54. {
  55. getEffected().startConfused();
  56. onActionTime();
  57. return true;
  58. }
  59. /**
  60. *
  61. * @see net.sf.l2j.gameserver.model.L2Effect#onExit()
  62. */
  63. @Override
  64. public void onExit()
  65. {
  66. getEffected().stopConfused(this);
  67. }
  68. /**
  69. *
  70. * @see net.sf.l2j.gameserver.model.L2Effect#onActionTime()
  71. */
  72. @Override
  73. public boolean onActionTime()
  74. {
  75. List<L2Character> targetList = new FastList<L2Character>();
  76. // Getting the possible targets
  77. Collection<L2Object> objs = getEffected().getKnownList().getKnownObjects().values();
  78. // synchronized (getEffected().getKnownList().getKnownObjects())
  79. {
  80. for (L2Object obj : objs)
  81. {
  82. if ((obj instanceof L2Attackable) && (obj != getEffected()))
  83. targetList.add((L2Character) obj);
  84. }
  85. }
  86. // if there is no target, exit function
  87. if (targetList.isEmpty())
  88. {
  89. return true;
  90. }
  91. // Choosing randomly a new target
  92. int nextTargetIdx = Rnd.nextInt(targetList.size());
  93. L2Object target = targetList.get(nextTargetIdx);
  94. // Attacking the target
  95. // getEffected().setTarget(target);
  96. getEffected().setTarget(target);
  97. getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
  98. return true;
  99. }
  100. }