l2j_mobius/trunk/dist/game/data/scripts/handlers/effecthandlers/PhysicalAttack.java
2016-06-12 01:34:09 +00:00

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/*
* 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 <http://www.gnu.org/licenses/>.
*/
package handlers.effecthandlers;
import java.util.Collections;
import java.util.HashSet;
import java.util.Set;
import com.l2jmobius.commons.util.Rnd;
import com.l2jmobius.gameserver.enums.ShotType;
import com.l2jmobius.gameserver.model.StatsSet;
import com.l2jmobius.gameserver.model.actor.L2Attackable;
import com.l2jmobius.gameserver.model.actor.L2Character;
import com.l2jmobius.gameserver.model.effects.AbstractEffect;
import com.l2jmobius.gameserver.model.effects.L2EffectType;
import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
import com.l2jmobius.gameserver.model.skills.AbnormalType;
import com.l2jmobius.gameserver.model.skills.Skill;
import com.l2jmobius.gameserver.model.stats.BaseStats;
import com.l2jmobius.gameserver.model.stats.Formulas;
import com.l2jmobius.gameserver.model.stats.Stats;
/**
* Physical Attack effect implementation. <br>
* Current formulas were tested to be the best matching retail, damage appears to be identical: <br>
* For melee skills: 70 * graciaSkillBonus1.10113 * (patk * lvlmod + power) * crit * ss * skillpowerbonus / pdef <br>
* For ranged skills: 70 * (patk * lvlmod + power + patk + power) * crit * ss * skillpower / pdef <br>
* @author Nik
*/
public final class PhysicalAttack extends AbstractEffect
{
private final double _power;
private final double _pAtkMod;
private final double _pDefMod;
private final double _criticalChance;
private final boolean _ignoreShieldDefence;
private final boolean _overHit;
private final Set<AbnormalType> _abnormals;
private final double _abnormalPowerMod;
public PhysicalAttack(StatsSet params)
{
_power = params.getDouble("power", 0);
_pAtkMod = params.getDouble("pAtkMod", 1.0);
_pDefMod = params.getDouble("pDefMod", 1.0);
_criticalChance = params.getDouble("criticalChance", 0);
_ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
_overHit = params.getBoolean("overHit", false);
final String abnormals = params.getString("abnormalType", null);
if ((abnormals != null) && !abnormals.isEmpty())
{
_abnormals = new HashSet<>();
for (String slot : abnormals.split(";"))
{
_abnormals.add(AbnormalType.getAbnormalType(slot));
}
}
else
{
_abnormals = Collections.<AbnormalType> emptySet();
}
_abnormalPowerMod = params.getDouble("damageModifier", 1);
}
@Override
public boolean calcSuccess(L2Character effector, L2Character effected, Skill skill)
{
return !Formulas.calcPhysicalSkillEvasion(effector, effected, skill);
}
@Override
public L2EffectType getEffectType()
{
return L2EffectType.PHYSICAL_ATTACK;
}
@Override
public boolean isInstant()
{
return true;
}
@Override
public void instant(L2Character effector, L2Character effected, Skill skill, L2ItemInstance item)
{
if (effector.isAlikeDead())
{
return;
}
if (effected.isPlayer() && effected.getActingPlayer().isFakeDeath())
{
effected.stopFakeDeath(true);
}
if (_overHit && effected.isAttackable())
{
((L2Attackable) effected).overhitEnabled(true);
}
final double attack = effector.getPAtk() * _pAtkMod;
double defence = effected.getPDef() * _pDefMod;
if (!_ignoreShieldDefence)
{
switch (Formulas.calcShldUse(effector, effected))
{
case Formulas.SHIELD_DEFENSE_SUCCEED:
{
defence += effected.getShldDef();
break;
}
case Formulas.SHIELD_DEFENSE_PERFECT_BLOCK:
{
defence = -1;
break;
}
}
}
double damage = 1;
final boolean critical = (_criticalChance > 0) && ((BaseStats.STR.calcBonus(effector) * _criticalChance) > (Rnd.nextDouble() * 100));
if (defence != -1)
{
// Trait, elements
final double weaponTraitMod = Formulas.calcWeaponTraitBonus(effector, effected);
final double generalTraitMod = Formulas.calcGeneralTraitBonus(effector, effected, skill.getTraitType(), false);
final double attributeMod = Formulas.calcAttributeBonus(effector, effected, skill);
final double pvpPveMod = Formulas.calculatePvpPveBonus(effector, effected, skill, true);
final double randomMod = effector.getRandomDamageMultiplier();
// Skill specific mods.
final double wpnMod = effector.getAttackType().isRanged() ? 70 : (70 * 1.10113);
final double rangedBonus = effector.getAttackType().isRanged() ? (attack + _power) : 0;
final double abnormalMod = _abnormals.stream().anyMatch(effected::hasAbnormalType) ? _abnormalPowerMod : 1;
final double critMod = critical ? Formulas.calcCritDamage(effector, effected, skill) : 1;
final double ssmod = (skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS)) ? effector.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon?
// ...................____________Melee Damage_____________......................................___________________Ranged Damage____________________
// ATTACK CALCULATION 77 * ((pAtk * lvlMod) + power) / pdef            RANGED ATTACK CALCULATION 70 * ((pAtk * lvlMod) + power + patk + power) / pdef
// ```````````````````^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^``````````````````````````````````````^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
final double baseMod = (wpnMod * ((attack * effector.getLevelMod()) + _power + rangedBonus)) / defence;
damage = baseMod * abnormalMod * ssmod * critMod * weaponTraitMod * generalTraitMod * attributeMod * pvpPveMod * randomMod;
damage = effector.getStat().getValue(Stats.PHYSICAL_SKILL_POWER, damage);
}
// Check if damage should be reflected
Formulas.calcDamageReflected(effector, effected, skill, critical);
final double damageCap = effected.getStat().getValue(Stats.DAMAGE_LIMIT);
if (damageCap > 0)
{
damage = Math.min(damage, damageCap);
}
effected.reduceCurrentHp(damage, effector, skill, false, false, critical, false);
effector.sendDamageMessage(effected, skill, (int) damage, critical, false);
}
}