/*
* This file is part of aion-unique <aion-unique.com>.
*
* aion-unique 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.
*
* aion-unique 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 aion-unique. If not, see <http://www.gnu.org/licenses/>.
*/
package com.aionemu.gameserver.skillengine.effect;
import javax.xml.bind.annotation.XmlAccessType;
import javax.xml.bind.annotation.XmlAccessorType;
import javax.xml.bind.annotation.XmlAttribute;
import javax.xml.bind.annotation.XmlType;
import com.aionemu.gameserver.controllers.attack.AttackStatus;
import com.aionemu.gameserver.controllers.attack.AttackUtil;
import com.aionemu.gameserver.model.gameobjects.player.Player;
import com.aionemu.gameserver.network.aion.serverpackets.SM_ATTACK_STATUS.TYPE;
import com.aionemu.gameserver.skillengine.action.DamageType;
import com.aionemu.gameserver.skillengine.model.Effect;
/**
* @author ATracer
*
*/
@XmlAccessorType(XmlAccessType.FIELD)
@XmlType(name = "DamageEffect")
public abstract class DamageEffect
extends EffectTemplate
{
@XmlAttribute(required = true)
protected int value;
@XmlAttribute
protected int delta;
@Override
public void applyEffect(Effect effect)
{
effect.getEffected().getController().onAttack(effect.getEffector(),
effect.getSkillId(), TYPE.REGULAR, effect.getReserved1());
effect.getEffector().getObserveController().notifyAttackObservers(effect.getEffected());
}
public void calculate(Effect effect, DamageType damageType)
{
int skillLvl = effect.getSkillLevel();
int valueWithDelta = value + delta * skillLvl;
valueWithDelta = applyActionModifiers(effect, valueWithDelta);
// apply pvp damage ratio
if(effect.getEffected() instanceof Player && effect.getPvpDamage() != 0)
valueWithDelta = Math.round(valueWithDelta * (effect.getPvpDamage() / 100f));
switch(damageType)
{
case PHYSICAL:
AttackUtil.calculatePhysicalSkillAttackResult(effect, valueWithDelta);
break;
case MAGICAL:
AttackUtil.calculateMagicalSkillAttackResult(effect, valueWithDelta, getElement());
break;
default:
AttackUtil.calculatePhysicalSkillAttackResult(effect, 0);
}
if(effect.getAttackStatus() != AttackStatus.RESIST
&& effect.getAttackStatus() != AttackStatus.DODGE)
effect.increaseSuccessEffect();
}
}