l2j_mobius/trunk/java/com/l2jmobius/gameserver/model/items/L2Weapon.java
2016-06-12 01:34:09 +00:00

308 lines
7.8 KiB
Java

/*
* 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 com.l2jmobius.gameserver.model.items;
import com.l2jmobius.commons.util.Rnd;
import com.l2jmobius.gameserver.enums.ItemSkillType;
import com.l2jmobius.gameserver.model.L2World;
import com.l2jmobius.gameserver.model.StatsSet;
import com.l2jmobius.gameserver.model.actor.L2Character;
import com.l2jmobius.gameserver.model.actor.L2Npc;
import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
import com.l2jmobius.gameserver.model.events.EventDispatcher;
import com.l2jmobius.gameserver.model.events.impl.character.npc.OnNpcSkillSee;
import com.l2jmobius.gameserver.model.items.type.WeaponType;
import com.l2jmobius.gameserver.model.skills.Skill;
import com.l2jmobius.gameserver.model.stats.Formulas;
import com.l2jmobius.gameserver.network.SystemMessageId;
import com.l2jmobius.gameserver.network.serverpackets.SystemMessage;
import com.l2jmobius.gameserver.util.Util;
/**
* This class is dedicated to the management of weapons.
*/
public final class L2Weapon extends L2Item
{
private WeaponType _type;
private boolean _isMagicWeapon;
private int _soulShotCount;
private int _spiritShotCount;
private int _mpConsume;
private int _baseAttackRange;
private int _baseAttackRadius;
private int _baseAttackAngle;
private int _changeWeaponId;
private int _reducedSoulshot;
private int _reducedSoulshotChance;
private int _reducedMpConsume;
private int _reducedMpConsumeChance;
private boolean _isForceEquip;
private boolean _isAttackWeapon;
private boolean _useWeaponSkillsOnly;
/**
* Constructor for Weapon.
* @param set the StatsSet designating the set of couples (key,value) characterizing the weapon.
*/
public L2Weapon(StatsSet set)
{
super(set);
}
@Override
public void set(StatsSet set)
{
super.set(set);
_type = WeaponType.valueOf(set.getString("weapon_type", "none").toUpperCase());
_type1 = L2Item.TYPE1_WEAPON_RING_EARRING_NECKLACE;
_type2 = L2Item.TYPE2_WEAPON;
_isMagicWeapon = set.getBoolean("is_magic_weapon", false);
_soulShotCount = set.getInt("soulshots", 0);
_spiritShotCount = set.getInt("spiritshots", 0);
_mpConsume = set.getInt("mp_consume", 0);
_baseAttackRange = set.getInt("attack_range", 40);
final String[] damgeRange = set.getString("damage_range", "").split(";"); // 0?;0?;fan sector;base attack angle
if ((damgeRange.length > 1) && Util.isDigit(damgeRange[2]) && Util.isDigit(damgeRange[3]))
{
_baseAttackRadius = Integer.parseInt(damgeRange[2]);
_baseAttackAngle = Integer.parseInt(damgeRange[3]);
}
else
{
_baseAttackRadius = 40;
_baseAttackAngle = 120;
}
final String[] reduced_soulshots = set.getString("reduced_soulshot", "").split(",");
_reducedSoulshotChance = (reduced_soulshots.length == 2) ? Integer.parseInt(reduced_soulshots[0]) : 0;
_reducedSoulshot = (reduced_soulshots.length == 2) ? Integer.parseInt(reduced_soulshots[1]) : 0;
final String[] reduced_mpconsume = set.getString("reduced_mp_consume", "").split(",");
_reducedMpConsumeChance = (reduced_mpconsume.length == 2) ? Integer.parseInt(reduced_mpconsume[0]) : 0;
_reducedMpConsume = (reduced_mpconsume.length == 2) ? Integer.parseInt(reduced_mpconsume[1]) : 0;
_changeWeaponId = set.getInt("change_weaponId", 0);
_isForceEquip = set.getBoolean("isForceEquip", false);
_isAttackWeapon = set.getBoolean("isAttackWeapon", true);
_useWeaponSkillsOnly = set.getBoolean("useWeaponSkillsOnly", false);
}
/**
* @return the type of Weapon
*/
@Override
public WeaponType getItemType()
{
return _type;
}
/**
* @return the ID of the Etc item after applying the mask.
*/
@Override
public int getItemMask()
{
return getItemType().mask();
}
/**
* @return {@code true} if the weapon is magic, {@code false} otherwise.
*/
@Override
public boolean isMagicWeapon()
{
return _isMagicWeapon;
}
/**
* @return the quantity of SoulShot used.
*/
public int getSoulShotCount()
{
return _soulShotCount;
}
/**
* @return the quantity of SpiritShot used.
*/
public int getSpiritShotCount()
{
return _spiritShotCount;
}
/**
* @return the reduced quantity of SoultShot used.
*/
public int getReducedSoulShot()
{
return _reducedSoulshot;
}
/**
* @return the chance to use Reduced SoultShot.
*/
public int getReducedSoulShotChance()
{
return _reducedSoulshotChance;
}
/**
* @return the MP consumption with the weapon.
*/
public int getMpConsume()
{
return _mpConsume;
}
public int getBaseAttackRange()
{
return _baseAttackRange;
}
public int getBaseAttackRadius()
{
return _baseAttackRadius;
}
public int getBaseAttackAngle()
{
return _baseAttackAngle;
}
/**
* @return the reduced MP consumption with the weapon.
*/
public int getReducedMpConsume()
{
return _reducedMpConsume;
}
/**
* @return the chance to use getReducedMpConsume()
*/
public int getReducedMpConsumeChance()
{
return _reducedMpConsumeChance;
}
/**
* @return the Id in which weapon this weapon can be changed.
*/
public int getChangeWeaponId()
{
return _changeWeaponId;
}
/**
* @return {@code true} if the weapon is force equip, {@code false} otherwise.
*/
public boolean isForceEquip()
{
return _isForceEquip;
}
/**
* @return {@code true} if the weapon is attack weapon, {@code false} otherwise.
*/
public boolean isAttackWeapon()
{
return _isAttackWeapon;
}
/**
* @return {@code true} if the weapon is skills only, {@code false} otherwise.
*/
public boolean useWeaponSkillsOnly()
{
return _useWeaponSkillsOnly;
}
/**
* @param caster the L2Character pointing out the caster
* @param target the L2Character pointing out the target
* @param trigger
* @param type
*/
public void applyConditionalSkills(L2Character caster, L2Character target, Skill trigger, ItemSkillType type)
{
forEachSkill(type, holder ->
{
final Skill skill = holder.getSkill();
if (Rnd.get(100) >= holder.getChance())
{
return;
}
if (type == ItemSkillType.ON_MAGIC_SKILL)
{
// Trigger only if both are good or bad magic.
if (trigger.isBad() != skill.isBad())
{
return;
}
// No Trigger if not Magic Skill or is toggle
if (trigger.isMagic() != skill.isMagic())
{
return;
}
// No Trigger if skill is toggle
if (trigger.isToggle())
{
return;
}
if (skill.isBad() && (Formulas.calcShldUse(caster, target) == Formulas.SHIELD_DEFENSE_PERFECT_BLOCK))
{
return;
}
}
// Skill condition not met
if (!skill.checkCondition(caster, target))
{
return;
}
skill.activateSkill(caster, target);
// TODO: Verify if this applies ONLY to ON_MAGIC_SKILL!
if (type == ItemSkillType.ON_MAGIC_SKILL)
{
// notify quests of a skill use
if (caster instanceof L2PcInstance)
{
L2World.getInstance().forEachVisibleObjectInRange(caster, L2Npc.class, 1000, npc ->
{
EventDispatcher.getInstance().notifyEventAsync(new OnNpcSkillSee(npc, caster.getActingPlayer(), skill, false, target), npc);
});
}
if (caster.isPlayer())
{
final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HAS_BEEN_ACTIVATED);
sm.addSkillName(skill);
caster.sendPacket(sm);
}
}
});
}
}