l2j_mobius/trunk/dist/game/data/scripts/handlers/effecthandlers/EnergyAttack.java
2015-01-02 15:09:44 +00:00

168 lines
5.3 KiB
Java

/*
* Copyright (C) 2004-2015 L2J DataPack
*
* This file is part of L2J DataPack.
*
* L2J DataPack 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.
*
* L2J DataPack 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 <http://www.gnu.org/licenses/>.
*/
package handlers.effecthandlers;
import com.l2jserver.gameserver.enums.ShotType;
import com.l2jserver.gameserver.model.StatsSet;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.conditions.Condition;
import com.l2jserver.gameserver.model.effects.AbstractEffect;
import com.l2jserver.gameserver.model.effects.L2EffectType;
import com.l2jserver.gameserver.model.items.L2Weapon;
import com.l2jserver.gameserver.model.items.type.WeaponType;
import com.l2jserver.gameserver.model.skills.BuffInfo;
import com.l2jserver.gameserver.model.skills.Skill;
import com.l2jserver.gameserver.model.stats.BaseStats;
import com.l2jserver.gameserver.model.stats.Formulas;
import com.l2jserver.gameserver.model.stats.Stats;
import com.l2jserver.util.Rnd;
/**
* Energy Attack effect implementation.
* @author NosBit
*/
public final class EnergyAttack extends AbstractEffect
{
private final double _power;
private final int _criticalChance;
private final boolean _ignoreShieldDefence;
public EnergyAttack(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
{
super(attachCond, applyCond, set, params);
_power = params.getDouble("power", 0);
_criticalChance = params.getInt("criticalChance", 0);
_ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
}
@Override
public boolean calcSuccess(BuffInfo info)
{
// TODO: Verify this on retail
return !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill());
}
@Override
public L2EffectType getEffectType()
{
return L2EffectType.PHYSICAL_ATTACK;
}
@Override
public boolean isInstant()
{
return true;
}
@Override
public void onStart(BuffInfo info)
{
final L2PcInstance attacker = info.getEffector() instanceof L2PcInstance ? (L2PcInstance) info.getEffector() : null;
if (attacker == null)
{
return;
}
final L2Character target = info.getEffected();
final Skill skill = info.getSkill();
double attack = attacker.getPAtk(target);
int defence = target.getPDef(attacker);
if (!_ignoreShieldDefence)
{
byte shield = Formulas.calcShldUse(attacker, target, skill, true);
switch (shield)
{
case Formulas.SHIELD_DEFENSE_FAILED:
{
break;
}
case Formulas.SHIELD_DEFENSE_SUCCEED:
{
defence += target.getShldDef();
break;
}
case Formulas.SHIELD_DEFENSE_PERFECT_BLOCK:
{
defence = -1;
break;
}
}
}
double damage = 1;
boolean critical = false;
if (defence != -1)
{
double damageMultiplier = Formulas.calcWeaponTraitBonus(attacker, target) * Formulas.calcAttributeBonus(attacker, target, skill) * Formulas.calcGeneralTraitBonus(attacker, target, skill.getTraitType(), true);
boolean ss = info.getSkill().useSoulShot() && attacker.isChargedShot(ShotType.SOULSHOTS);
double ssBoost = ss ? 2 : 1.0;
double weaponTypeBoost;
L2Weapon weapon = attacker.getActiveWeaponItem();
if ((weapon != null) && ((weapon.getItemType() == WeaponType.BOW) || (weapon.getItemType() == WeaponType.CROSSBOW)))
{
weaponTypeBoost = 70;
}
else
{
weaponTypeBoost = 77;
}
// charge count should be the count before casting the skill but since its reduced before calling effects
// we add skill consume charges to current charges
double energyChargesBoost = (((attacker.getCharges() + skill.getChargeConsume()) - 1) * 0.2) + 1;
attack += _power;
attack *= ssBoost;
attack *= energyChargesBoost;
attack *= weaponTypeBoost;
damage = attack / defence;
damage *= damageMultiplier;
if (target instanceof L2PcInstance)
{
damage *= attacker.getStat().calcStat(Stats.PVP_PHYS_SKILL_DMG, 1.0);
damage *= target.getStat().calcStat(Stats.PVP_PHYS_SKILL_DEF, 1.0);
damage = attacker.getStat().calcStat(Stats.PHYSICAL_SKILL_POWER, damage);
}
critical = (BaseStats.STR.calcBonus(attacker) * _criticalChance) > (Rnd.nextDouble() * 100);
if (critical)
{
damage *= 2;
}
}
if (damage > 0)
{
attacker.sendDamageMessage(target, (int) damage, false, critical, false);
target.reduceCurrentHp(damage, attacker, skill);
target.notifyDamageReceived(damage, attacker, skill, critical, false);
// Check if damage should be reflected
Formulas.calcDamageReflected(attacker, target, skill, critical);
}
}
}