/*
* This file is part of the L2J Mobius project.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
package handlers.effecthandlers;
import com.l2jmobius.gameserver.GeoData;
import com.l2jmobius.gameserver.ai.CtrlIntention;
import com.l2jmobius.gameserver.model.Location;
import com.l2jmobius.gameserver.model.StatsSet;
import com.l2jmobius.gameserver.model.actor.L2Character;
import com.l2jmobius.gameserver.model.effects.AbstractEffect;
import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
import com.l2jmobius.gameserver.model.skills.BuffInfo;
import com.l2jmobius.gameserver.model.skills.Skill;
import com.l2jmobius.gameserver.network.serverpackets.FlyToLocation;
import com.l2jmobius.gameserver.network.serverpackets.FlyToLocation.FlyType;
import com.l2jmobius.gameserver.network.serverpackets.ValidateLocation;
import com.l2jmobius.gameserver.util.Util;
/**
* Blink effect implementation.
* This class handles warp effects, disappear and quickly turn up in a near location.
* If geodata enabled and an object is between initial and final point, flight is stopped just before colliding with object.
* Flight course and radius are set as skill properties (flyCourse and flyRadius):
*
* - Fly Radius means the distance between starting point and final point, it must be an integer.
* - Fly Course means the movement direction: imagine a compass above player's head, making north player's heading. So if fly course is 180, player will go backwards (good for blink, e.g.).
*
* By the way, if flyCourse = 360 or 0, player will be moved in in front of him.
* If target is effector, put in XML self="1", this will make _actor = getEffector(). This, combined with target type, allows more complex actions like flying target's backwards or player's backwards.
* @author DrHouse
*/
public final class Blink extends AbstractEffect
{
private final int _flyCourse;
private final int _flyRadius;
private final FlyType _flyType;
private final int _flySpeed;
private final int _flyDelay;
private final int _animationSpeed;
public Blink(StatsSet params)
{
_flyCourse = params.getInt("angle", 0);
_flyRadius = params.getInt("range", 0);
_flyType = params.getEnum("flyType", FlyType.class, FlyType.DUMMY);
_flySpeed = params.getInt("speed", 0);
_flyDelay = params.getInt("delay", 0);
_animationSpeed = params.getInt("animationSpeed", 0);
}
@Override
public boolean isInstant()
{
return true;
}
@Override
public boolean canStart(BuffInfo info)
{
// While affected by escape blocking effect you cannot use Blink or Scroll of Escape
return !info.getEffected().cannotEscape();
}
@Override
public void instant(L2Character effector, L2Character effected, Skill skill, L2ItemInstance item)
{
final double angle = Util.convertHeadingToDegree(effected.getHeading());
final double radian = Math.toRadians(angle);
final double course = Math.toRadians(_flyCourse);
final int x1 = (int) (Math.cos(Math.PI + radian + course) * _flyRadius);
final int y1 = (int) (Math.sin(Math.PI + radian + course) * _flyRadius);
final int x = effected.getX() + x1;
final int y = effected.getY() + y1;
final int z = effected.getZ();
final Location destination = GeoData.getInstance().moveCheck(effected.getX(), effected.getY(), effected.getZ(), x, y, z, effected.getInstanceWorld());
effected.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
effected.broadcastPacket(new FlyToLocation(effected, destination, _flyType, _flySpeed, _flyDelay, _animationSpeed));
effected.setXYZ(destination);
effected.broadcastPacket(new ValidateLocation(effected));
effected.revalidateZone(true);
}
}