/* * 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): * * 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); } }