l2j_mobius/trunk/dist/game/data/scripts/handlers/effecthandlers/RebalanceHP.java
2015-01-24 20:02:32 +00:00

155 lines
4.8 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.model.L2Party;
import com.l2jserver.gameserver.model.StatsSet;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Summon;
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.skills.BuffInfo;
import com.l2jserver.gameserver.model.skills.Skill;
import com.l2jserver.gameserver.util.Util;
/**
* Rebalance HP effect implementation.
* @author Adry_85, earendil
*/
public final class RebalanceHP extends AbstractEffect
{
public RebalanceHP(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
{
super(attachCond, applyCond, set, params);
}
@Override
public L2EffectType getEffectType()
{
return L2EffectType.REBALANCE_HP;
}
@Override
public boolean isInstant()
{
return true;
}
@Override
public void onStart(BuffInfo info)
{
if (!info.getEffector().isPlayer() || !info.getEffector().isInParty())
{
return;
}
double fullHP = 0;
double currentHPs = 0;
final L2Party party = info.getEffector().getParty();
final Skill skill = info.getSkill();
final L2Character effector = info.getEffector();
for (L2PcInstance member : party.getMembers())
{
if (!member.isDead() && Util.checkIfInRange(skill.getAffectRange(), effector, member, true))
{
fullHP += member.getMaxHp();
currentHPs += member.getCurrentHp();
}
final L2Summon summon = member.getPet();
if ((summon != null) && (!summon.isDead() && Util.checkIfInRange(skill.getAffectRange(), effector, summon, true)))
{
fullHP += summon.getMaxHp();
currentHPs += summon.getCurrentHp();
}
for (L2Summon servitors : member.getServitors().values())
{
fullHP += servitors.getMaxHp();
currentHPs += servitors.getCurrentHp();
}
}
double percentHP = currentHPs / fullHP;
for (L2PcInstance member : party.getMembers())
{
if (!member.isDead() && Util.checkIfInRange(skill.getAffectRange(), effector, member, true))
{
double newHP = member.getMaxHp() * percentHP;
if (newHP > member.getCurrentHp()) // The target gets healed
{
// The heal will be blocked if the current hp passes the limit
if (member.getCurrentHp() > member.getMaxRecoverableHp())
{
newHP = member.getCurrentHp();
}
else if (newHP > member.getMaxRecoverableHp())
{
newHP = member.getMaxRecoverableHp();
}
}
member.setCurrentHp(newHP);
}
final L2Summon summon = member.getPet();
if ((summon != null) && (!summon.isDead() && Util.checkIfInRange(skill.getAffectRange(), effector, summon, true)))
{
double newHP = summon.getMaxHp() * percentHP;
if (newHP > summon.getCurrentHp()) // The target gets healed
{
// The heal will be blocked if the current hp passes the limit
if (summon.getCurrentHp() > summon.getMaxRecoverableHp())
{
newHP = summon.getCurrentHp();
}
else if (newHP > summon.getMaxRecoverableHp())
{
newHP = summon.getMaxRecoverableHp();
}
}
summon.setCurrentHp(newHP);
}
for (L2Summon servitors : member.getServitors().values())
{
if (!servitors.isDead() && Util.checkIfInRange(skill.getAffectRange(), effector, summon, true))
{
double newHP = servitors.getMaxHp() * percentHP;
if (newHP > servitors.getCurrentHp()) // The target gets healed
{
// The heal will be blocked if the current hp passes the limit
if (servitors.getCurrentHp() > servitors.getMaxRecoverableHp())
{
newHP = servitors.getCurrentHp();
}
else if (newHP > servitors.getMaxRecoverableHp())
{
newHP = servitors.getMaxRecoverableHp();
}
}
servitors.setCurrentHp(newHP);
}
}
}
}
}