/*
* 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 java.util.ArrayList;
import java.util.List;
import javax.xml.bind.annotation.XmlAccessType;
import javax.xml.bind.annotation.XmlAccessorType;
import javax.xml.bind.annotation.XmlAttribute;
import javax.xml.bind.annotation.XmlElement;
import javax.xml.bind.annotation.XmlElements;
import javax.xml.bind.annotation.XmlType;
/**
* @author ATracer
*
*/
@XmlAccessorType(XmlAccessType.FIELD)
@XmlType(name = "Effects")
public class Effects
{
@XmlElements({
@XmlElement(name = "root", type = RootEffect.class),
@XmlElement(name = "buf", type = BufEffect.class),
@XmlElement(name = "dot", type = DamageOverTimeEffect.class),
@XmlElement(name = "hot", type = HealOverTimeEffect.class),
@XmlElement(name = "transform", type = TransformEffect.class),
@XmlElement(name = "poison", type = PoisonEffect.class),
@XmlElement(name = "stun", type = StunEffect.class),
@XmlElement(name = "sleep", type = SleepEffect.class),
@XmlElement(name = "bleed", type = BleedEffect.class),
@XmlElement(name = "hide", type = HideEffect.class),
@XmlElement(name = "search", type = SearchEffect.class),
@XmlElement(name = "statup", type = StatupEffect.class),
@XmlElement(name = "statdown", type = StatdownEffect.class),
@XmlElement(name = "statboost", type = StatboostEffect.class),
@XmlElement(name = "weaponstatboost", type = WeaponStatboostEffect.class),
@XmlElement(name = "wpnmastery", type = WeaponMasteryEffect.class),
@XmlElement(name = "snare", type = SnareEffect.class),
@XmlElement(name = "slow", type = SlowEffect.class),
@XmlElement(name = "stumble", type = StumbleEffect.class),
@XmlElement(name = "spin", type = SpinEffect.class),
@XmlElement(name = "stagger", type = StaggerEffect.class),
@XmlElement(name = "openaerial", type = OpenAerialEffect.class),
@XmlElement(name = "closeaerial", type = CloseAerialEffect.class),
@XmlElement(name = "shield", type = ShieldEffect.class),
@XmlElement(name = "bind", type = BindEffect.class),
@XmlElement(name = "dispel", type = DispelEffect.class),
@XmlElement(name = "skillatk", type = SkillAttackEffect.class),
@XmlElement(name = "spellatk", type = SpellAttackEffect.class),
@XmlElement(name = "dash", type = DashEffect.class),
@XmlElement(name = "backdash", type = BackDashEffect.class),
@XmlElement(name = "delaydamage", type = DelayDamageEffect.class),
@XmlElement(name = "return", type = ReturnEffect.class),
@XmlElement(name = "heal", type = HealEffect.class),
@XmlElement(name = "healmp", type = HealMpEffect.class),
@XmlElement(name = "healdp", type = HealDpEffect.class),
@XmlElement(name = "healfp", type = HealFpEffect.class),
@XmlElement(name = "itemheal", type = ItemHealEffect.class),
@XmlElement(name = "itemhealmp", type = ItemHealMpEffect.class),
@XmlElement(name = "itemhealdp", type = ItemHealDpEffect.class),
@XmlElement(name = "itemhealfp", type = ItemHealFpEffect.class),
@XmlElement(name = "carvesignet", type = CarveSignetEffect.class),
@XmlElement(name = "signet", type = SignetEffect.class),
@XmlElement(name = "signetburst", type = SignetBurstEffect.class),
@XmlElement(name = "silence", type = SilenceEffect.class),
@XmlElement(name = "curse", type = CurseEffect.class),
@XmlElement(name = "blind", type = BlindEffect.class),
@XmlElement(name = "boosthate", type = BoostHateEffect.class),
@XmlElement(name = "hostileup", type = HostileUpEffect.class),
@XmlElement(name = "paralyze", type = ParalyzeEffect.class),
@XmlElement(name = "confuse", type = ConfuseEffect.class),
@XmlElement(name = "dispeldebuffphysical", type = DispelDebuffPhysicalEffect.class),
@XmlElement(name = "dispeldebuffmental", type = DispelDebuffMentalEffect.class),
@XmlElement(name = "dispeldebuff", type = DispelDebuffEffect.class),
@XmlElement(name = "alwaysdodge", type = AlwaysDodgeEffect.class),
@XmlElement(name = "alwaysparry", type = AlwaysParryEffect.class),
@XmlElement(name = "alwaysresist", type = AlwaysResistEffect.class),
@XmlElement(name = "alwaysblock", type = AlwaysBlockEffect.class),
@XmlElement(name = "mpuseovertime", type = MpUseOverTimeEffect.class),
@XmlElement(name = "switchhpmp", type = SwitchHpMpEffect.class),
@XmlElement(name = "summon", type = SummonEffect.class),
@XmlElement(name = "aura", type = AuraEffect.class),
@XmlElement(name = "resurrect", type = ResurrectEffect.class),
@XmlElement(name = "returnpoint", type = ReturnPointEffect.class),
@XmlElement(name = "provoker", type = ProvokerEffect.class),
@XmlElement(name = "reflector", type = ReflectorEffect.class),
@XmlElement(name = "spellatkdraininstant", type = SpellAtkDrainInstantEffect.class),
@XmlElement(name = "onetimeboostskillattack", type = OneTimeBoostSkillAttackEffect.class),
@XmlElement(name = "armormastery", type = ArmorMasteryEffect.class),
@XmlElement(name = "weaponstatup", type = WeaponStatupEffect.class),
@XmlElement(name = "boostskillcastingtime", type = BoostSkillCastingTimeEffect.class),
@XmlElement(name = "summontrap", type = SummonTrapEffect.class),
@XmlElement(name = "summonservant", type = SummonServantEffect.class),
@XmlElement(name = "skillatkdraininstant", type = SkillAtkDrainInstantEffect.class)
})
protected List<EffectTemplate> effects;
@XmlAttribute
protected boolean food;
/**
* Gets the value of the effects property.
*
* <p>
* This accessor method returns a reference to the live list,
* not a snapshot. Therefore any modification you make to the
* returned list will be present inside the JAXB object.
* This is why there is not a <CODE>set</CODE> method for the effect property.
*
* <p>
* For example, to add a new item, do as follows:
* <pre>
* getEffects().add(newItem);
* </pre>
*
*/
public List<EffectTemplate> getEffects()
{
if (effects == null) {
effects = new ArrayList<EffectTemplate>();
}
return this.effects;
}
/**
* @return the food
*/
public boolean isFood()
{
return food;
}
/**
*
* @return
*/
public int getEffectsDuration()
{
int duration = 0;
for(EffectTemplate template : getEffects())
{
duration = duration > template.getDuration() ? duration : template.getDuration();
}
return duration;
}
/**
* TODO remove after effect types are done !!
*
* @return
*/
public boolean isResurrect()
{
for(EffectTemplate template : getEffects())
{
if(template instanceof ResurrectEffect)
return true;
}
return false;
}
}