Merged with released L2J-Unity files.
This commit is contained in:
@@ -1,101 +1,85 @@
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.effecthandlers;
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import java.util.ArrayList;
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import java.util.List;
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import com.l2jmobius.gameserver.ai.CtrlEvent;
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import com.l2jmobius.gameserver.ai.CtrlIntention;
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import com.l2jmobius.gameserver.model.L2Object;
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import com.l2jmobius.gameserver.model.StatsSet;
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import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.conditions.Condition;
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import com.l2jmobius.gameserver.model.effects.AbstractEffect;
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import com.l2jmobius.gameserver.model.effects.EffectFlag;
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import com.l2jmobius.gameserver.model.skills.BuffInfo;
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import com.l2jmobius.gameserver.model.stats.Formulas;
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import com.l2jmobius.util.Rnd;
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/**
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* Confuse effect implementation.
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* @author littlecrow
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*/
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public final class Confuse extends AbstractEffect
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{
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private final int _chance;
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public Confuse(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
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{
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super(attachCond, applyCond, set, params);
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_chance = params.getInt("chance", 100);
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}
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@Override
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public boolean calcSuccess(BuffInfo info)
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{
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return Formulas.calcProbability(_chance, info.getEffector(), info.getEffected(), info.getSkill());
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}
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@Override
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public int getEffectFlags()
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{
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return EffectFlag.CONFUSED.getMask();
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}
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@Override
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public boolean isInstant()
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{
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return true;
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}
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@Override
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public void onExit(BuffInfo info)
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{
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if (!info.getEffected().isPlayer())
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{
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info.getEffected().getAI().notifyEvent(CtrlEvent.EVT_THINK);
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}
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}
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@Override
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public void onStart(BuffInfo info)
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{
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info.getEffected().getAI().notifyEvent(CtrlEvent.EVT_CONFUSED);
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final List<L2Character> targetList = new ArrayList<>();
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// Getting the possible targets
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for (L2Object obj : info.getEffected().getKnownList().getKnownObjects().values())
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{
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if (((info.getEffected().isMonster() && obj.isAttackable()) || (obj instanceof L2Character)) && (obj != info.getEffected()))
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{
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targetList.add((L2Character) obj);
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}
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}
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// if there is no target, exit function
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if (!targetList.isEmpty())
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{
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// Choosing randomly a new target
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final L2Character target = targetList.get(Rnd.nextInt(targetList.size()));
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// Attacking the target
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info.getEffected().setTarget(target);
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info.getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
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}
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}
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}
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.effecthandlers;
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import java.util.ArrayList;
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import java.util.List;
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import com.l2jmobius.commons.util.Rnd;
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import com.l2jmobius.gameserver.ai.CtrlEvent;
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import com.l2jmobius.gameserver.ai.CtrlIntention;
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import com.l2jmobius.gameserver.model.L2World;
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import com.l2jmobius.gameserver.model.StatsSet;
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import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.effects.AbstractEffect;
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import com.l2jmobius.gameserver.model.effects.EffectFlag;
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import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
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import com.l2jmobius.gameserver.model.skills.Skill;
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import com.l2jmobius.gameserver.model.stats.Formulas;
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/**
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* Confuse effect implementation.
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* @author littlecrow
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*/
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public final class Confuse extends AbstractEffect
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{
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private final int _chance;
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public Confuse(StatsSet params)
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{
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_chance = params.getInt("chance", 100);
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}
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@Override
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public boolean calcSuccess(L2Character effector, L2Character effected, Skill skill)
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{
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return Formulas.calcProbability(_chance, effector, effected, skill);
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}
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@Override
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public long getEffectFlags()
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{
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return EffectFlag.CONFUSED.getMask();
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}
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@Override
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public boolean isInstant()
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{
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return true;
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}
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@Override
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public void instant(L2Character effector, L2Character effected, Skill skill, L2ItemInstance item)
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{
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effected.getAI().notifyEvent(CtrlEvent.EVT_CONFUSED);
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final List<L2Character> targetList = new ArrayList<>();
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// Getting the possible targets
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L2World.getInstance().forEachVisibleObject(effected, L2Character.class, targetList::add);
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// if there is no target, exit function
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if (!targetList.isEmpty())
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{
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// Choosing randomly a new target
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final L2Character target = targetList.get(Rnd.nextInt(targetList.size()));
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// Attacking the target
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effected.setTarget(target);
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effected.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
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}
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}
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}
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