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/*
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* Copyright (C) 2004-2014 L2J Server
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*
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* This file is part of L2J Server.
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*
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* L2J Server 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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* L2J Server 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 com.l2jserver.gameserver.datatables;
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import org.w3c.dom.Document;
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import org.w3c.dom.NamedNodeMap;
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import org.w3c.dom.Node;
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import com.l2jserver.Config;
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import com.l2jserver.gameserver.GameTimeController;
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import com.l2jserver.gameserver.engines.DocumentParser;
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import com.l2jserver.gameserver.model.actor.L2Character;
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/**
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* This class load, holds and calculates the hit condition bonuses.
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* @author Nik
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*/
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public final class HitConditionBonus implements DocumentParser
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{
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private int frontBonus = 0;
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private int sideBonus = 0;
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private int backBonus = 0;
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private int highBonus = 0;
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private int lowBonus = 0;
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private int darkBonus = 0;
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private int rainBonus = 0;
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/**
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* Instantiates a new hit condition bonus.
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*/
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protected HitConditionBonus()
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{
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load();
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}
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@Override
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public void load()
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{
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parseDatapackFile("data/stats/hitConditionBonus.xml");
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LOGGER.info(getClass().getSimpleName() + ": Loaded Hit Condition bonuses.");
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if (Config.DEBUG)
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{
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LOGGER.info(getClass().getSimpleName() + ": Front bonus: " + frontBonus);
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LOGGER.info(getClass().getSimpleName() + ": Side bonus: " + sideBonus);
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LOGGER.info(getClass().getSimpleName() + ": Back bonus: " + backBonus);
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LOGGER.info(getClass().getSimpleName() + ": High bonus: " + highBonus);
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LOGGER.info(getClass().getSimpleName() + ": Low bonus: " + lowBonus);
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LOGGER.info(getClass().getSimpleName() + ": Dark bonus: " + darkBonus);
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LOGGER.info(getClass().getSimpleName() + ": Rain bonus: " + rainBonus);
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}
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}
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@Override
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public void parseDocument(Document doc)
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{
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final Node n = doc.getFirstChild();
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NamedNodeMap attrs;
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for (Node d = n.getFirstChild(); d != null; d = d.getNextSibling())
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{
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attrs = d.getAttributes();
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switch (d.getNodeName())
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{
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case "front":
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frontBonus = parseInteger(attrs, "val");
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break;
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case "side":
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sideBonus = parseInteger(attrs, "val");
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break;
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case "back":
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backBonus = parseInteger(attrs, "val");
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break;
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case "high":
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highBonus = parseInteger(attrs, "val");
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break;
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case "low":
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lowBonus = parseInteger(attrs, "val");
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break;
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case "dark":
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darkBonus = parseInteger(attrs, "val");
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break;
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case "rain":
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rainBonus = parseInteger(attrs, "val");
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break;
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}
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}
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}
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/**
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* Gets the condition bonus.
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* @param attacker the attacking character.
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* @param target the attacked character.
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* @return the bonus of the attacker against the target.
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*/
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public double getConditionBonus(L2Character attacker, L2Character target)
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{
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double mod = 100;
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// Get high or low bonus
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if ((attacker.getZ() - target.getZ()) > 50)
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{
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mod += highBonus;
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}
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else if ((attacker.getZ() - target.getZ()) < -50)
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{
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mod += lowBonus;
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}
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// Get weather bonus
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if (GameTimeController.getInstance().isNight())
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{
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mod += darkBonus;
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// else if () No rain support yet.
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// chance += hitConditionBonus.rainBonus;
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}
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// Get side bonus
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if (attacker.isBehindTarget())
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{
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mod += backBonus;
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}
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else if (attacker.isInFrontOfTarget())
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{
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mod += frontBonus;
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}
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else
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{
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mod += sideBonus;
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}
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// If (mod / 100) is less than 0, return 0, because we can't lower more than 100%.
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return Math.max(mod / 100, 0);
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}
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/**
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* Gets the single instance of HitConditionBonus.
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* @return single instance of HitConditionBonus
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*/
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public static HitConditionBonus getInstance()
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{
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return SingletonHolder._instance;
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}
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private static class SingletonHolder
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{
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protected static final HitConditionBonus _instance = new HitConditionBonus();
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}
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}
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