l2j_mobius/trunk/java/com/l2jserver/gameserver/datatables/HitConditionBonus.java
2015-01-01 20:02:50 +00:00

162 lines
4.4 KiB
Java

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