/*
* This file is part of aion-unique <aion-unique.org>.
*
* 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.model.gameobjects.Creature;
import com.aionemu.gameserver.model.gameobjects.player.Player;
import com.aionemu.gameserver.model.gameobjects.state.CreatureSeeState;
import com.aionemu.gameserver.network.aion.serverpackets.SM_PLAYER_STATE;
import com.aionemu.gameserver.skillengine.model.Effect;
import com.aionemu.gameserver.utils.PacketSendUtility;
/**
* @author Sweetkr
*
*/
@XmlAccessorType(XmlAccessType.FIELD)
@XmlType(name = "SearchEffect")
public class SearchEffect extends EffectTemplate
{
@XmlAttribute
protected int value;
@Override
public void applyEffect(Effect effect)
{
effect.addToEffectedController();
}
@Override
public void calculate(Effect effect)
{
effect.increaseSuccessEffect();
}
@Override
public void endEffect(Effect effect)
{
Creature effected = effect.getEffected();
CreatureSeeState seeState;
switch(value)
{
case 1:
seeState = CreatureSeeState.SEARCH1;
break;
case 2:
seeState = CreatureSeeState.SEARCH2;
break;
default:
seeState = CreatureSeeState.NORMAL;
break;
}
effected.unsetSeeState(seeState);
if(effected instanceof Player)
{
PacketSendUtility.broadcastPacket((Player)effected, new SM_PLAYER_STATE((Player)effected), true);
}
}
@Override
public void startEffect(final Effect effect)
{
final Creature effected = effect.getEffected();
CreatureSeeState seeState;
switch(value)
{
case 1:
seeState = CreatureSeeState.SEARCH1;
break;
case 2:
seeState = CreatureSeeState.SEARCH2;
break;
default:
seeState = CreatureSeeState.NORMAL;
break;
}
effected.setSeeState(seeState);
if(effected instanceof Player)
{
PacketSendUtility.broadcastPacket((Player)effected, new SM_PLAYER_STATE((Player)effected), true);
}
}
}