ChanceSkillList.java 6.9 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 com.l2jserver.gameserver.datatables.SkillTable;
  17. import com.l2jserver.gameserver.handler.ISkillHandler;
  18. import com.l2jserver.gameserver.handler.SkillHandler;
  19. import com.l2jserver.gameserver.model.actor.L2Character;
  20. import com.l2jserver.gameserver.model.actor.L2Playable;
  21. import com.l2jserver.gameserver.network.serverpackets.MagicSkillLaunched;
  22. import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
  23. import com.l2jserver.gameserver.skills.effects.EffectChanceSkillTrigger;
  24. import com.l2jserver.gameserver.templates.skills.L2SkillType;
  25. import javolution.util.FastMap;
  26. /**
  27. * CT2.3: Added support for allowing effect as a chance skill trigger (DrHouse)
  28. *
  29. * @author kombat
  30. */
  31. public class ChanceSkillList extends FastMap<IChanceSkillTrigger, ChanceCondition>
  32. {
  33. private static final long serialVersionUID = 1L;
  34. private L2Character _owner;
  35. public ChanceSkillList(L2Character owner)
  36. {
  37. super();
  38. setShared(true);
  39. _owner = owner;
  40. }
  41. public L2Character getOwner()
  42. {
  43. return _owner;
  44. }
  45. public void setOwner(L2Character owner)
  46. {
  47. _owner = owner;
  48. }
  49. public void onHit(L2Character target, boolean ownerWasHit, boolean wasCrit)
  50. {
  51. int event;
  52. if (ownerWasHit)
  53. {
  54. event = ChanceCondition.EVT_ATTACKED | ChanceCondition.EVT_ATTACKED_HIT;
  55. if (wasCrit)
  56. event |= ChanceCondition.EVT_ATTACKED_CRIT;
  57. }
  58. else
  59. {
  60. event = ChanceCondition.EVT_HIT;
  61. if (wasCrit)
  62. event |= ChanceCondition.EVT_CRIT;
  63. }
  64. onEvent(event, target, Elementals.NONE);
  65. }
  66. public void onEvadedHit(L2Character attacker)
  67. {
  68. onEvent(ChanceCondition.EVT_EVADED_HIT, attacker, Elementals.NONE);
  69. }
  70. public void onSkillHit(L2Character target, boolean ownerWasHit, boolean wasMagic, boolean wasOffensive, byte element)
  71. {
  72. int event;
  73. if (ownerWasHit)
  74. {
  75. event = ChanceCondition.EVT_HIT_BY_SKILL;
  76. if (wasOffensive)
  77. {
  78. event |= ChanceCondition.EVT_HIT_BY_OFFENSIVE_SKILL;
  79. event |= ChanceCondition.EVT_ATTACKED;
  80. }
  81. else
  82. {
  83. event |= ChanceCondition.EVT_HIT_BY_GOOD_MAGIC;
  84. }
  85. }
  86. else
  87. {
  88. event = ChanceCondition.EVT_CAST;
  89. event |= wasMagic ? ChanceCondition.EVT_MAGIC : ChanceCondition.EVT_PHYSICAL;
  90. event |= wasOffensive ? ChanceCondition.EVT_MAGIC_OFFENSIVE : ChanceCondition.EVT_MAGIC_GOOD;
  91. }
  92. onEvent(event, target, element);
  93. }
  94. public void onStart(byte element)
  95. {
  96. onEvent(ChanceCondition.EVT_ON_START, _owner, element);
  97. }
  98. public void onActionTime(byte element)
  99. {
  100. onEvent(ChanceCondition.EVT_ON_ACTION_TIME, _owner, element);
  101. }
  102. public void onExit(byte element)
  103. {
  104. onEvent(ChanceCondition.EVT_ON_EXIT, _owner, element);
  105. }
  106. public void onEvent(int event, L2Character target, byte element)
  107. {
  108. if (_owner.isDead())
  109. return;
  110. final boolean playable = target instanceof L2Playable;
  111. for (FastMap.Entry<IChanceSkillTrigger, ChanceCondition> e = head(), end = tail(); (e = e.getNext()) != end;)
  112. {
  113. if (e.getValue() != null && e.getValue().trigger(event, element, playable))
  114. {
  115. if (e.getKey() instanceof L2Skill)
  116. makeCast((L2Skill)e.getKey(), target);
  117. else if (e.getKey() instanceof EffectChanceSkillTrigger)
  118. makeCast((EffectChanceSkillTrigger)e.getKey(), target);
  119. }
  120. }
  121. }
  122. private void makeCast(L2Skill skill, L2Character target)
  123. {
  124. try
  125. {
  126. if(skill.getWeaponDependancy(_owner,true) && skill.checkCondition(_owner, target, false))
  127. {
  128. if(skill.triggersChanceSkill()) //skill will trigger another skill, but only if its not chance skill
  129. {
  130. skill = SkillTable.getInstance().getInfo(skill.getTriggeredChanceId(), skill.getTriggeredChanceLevel());
  131. if(skill == null || skill.getSkillType() == L2SkillType.NOTDONE)
  132. return;
  133. }
  134. if (_owner.isSkillDisabled(skill.getId()))
  135. return;
  136. if (skill.getReuseDelay() > 0)
  137. _owner.disableSkill(skill.getId(), skill.getReuseDelay());
  138. L2Object[] targets = skill.getTargetList(_owner, false, target);
  139. if (targets.length == 0)
  140. return;
  141. L2Character firstTarget = (L2Character)targets[0];
  142. ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(skill.getSkillType());
  143. _owner.broadcastPacket(new MagicSkillLaunched(_owner, skill.getDisplayId(), skill.getLevel(), targets));
  144. _owner.broadcastPacket(new MagicSkillUse(_owner, firstTarget, skill.getDisplayId(), skill.getLevel(), 0, 0));
  145. // Launch the magic skill and calculate its effects
  146. // TODO: once core will support all possible effects, use effects (not handler)
  147. if (handler != null)
  148. handler.useSkill(_owner, skill, targets);
  149. else
  150. skill.useSkill(_owner, targets);
  151. }
  152. }
  153. catch(Exception e)
  154. {
  155. e.printStackTrace();
  156. }
  157. }
  158. private void makeCast(EffectChanceSkillTrigger effect, L2Character target)
  159. {
  160. try
  161. {
  162. if (effect == null || !effect.triggersChanceSkill())
  163. return;
  164. L2Skill triggered = SkillTable.getInstance().getInfo(effect.getTriggeredChanceId(), effect.getTriggeredChanceLevel());
  165. L2Character caster = triggered.getTargetType() == L2Skill.SkillTargetType.TARGET_SELF ? _owner : effect.getEffector();
  166. if (caster == null
  167. || triggered == null
  168. || triggered.getSkillType() == L2SkillType.NOTDONE
  169. || caster.isSkillDisabled(triggered.getId()))
  170. return;
  171. if (triggered.getReuseDelay() > 0)
  172. caster.disableSkill(triggered.getId(), 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. e.printStackTrace();
  190. }
  191. }
  192. }