/*
* 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.l2jserver.gameserver.skills.effects;
import com.l2jserver.gameserver.model.ChanceCondition;
import com.l2jserver.gameserver.model.IChanceSkillTrigger;
import com.l2jserver.gameserver.model.L2Effect;
import com.l2jserver.gameserver.skills.Env;
import com.l2jserver.gameserver.templates.effects.EffectTemplate;
import com.l2jserver.gameserver.templates.skills.L2EffectType;
public class EffectChanceSkillTrigger extends L2Effect implements IChanceSkillTrigger
{
private final int _triggeredId;
private final int _triggeredLevel;
private final ChanceCondition _chanceCondition;
public EffectChanceSkillTrigger(Env env, EffectTemplate template)
{
super(env, template);
_triggeredId = template.triggeredId;
_triggeredLevel = template.triggeredLevel;
_chanceCondition = template.chanceCondition;
}
// Special constructor to steal this effect
public EffectChanceSkillTrigger(Env env, L2Effect effect)
{
super(env, effect);
_triggeredId = effect.getEffectTemplate().triggeredId;
_triggeredLevel = effect.getEffectTemplate().triggeredLevel;
_chanceCondition = effect.getEffectTemplate().chanceCondition;
}
@Override
protected boolean effectCanBeStolen()
{
return true;
}
@Override
public L2EffectType getEffectType()
{
return L2EffectType.CHANCE_SKILL_TRIGGER;
}
@Override
public boolean onStart()
{
getEffected().addChanceTrigger(this);
getEffected().onStartChanceEffect(getSkill().getElement());
return super.onStart();
}
@Override
public boolean onActionTime()
{
getEffected().onActionTimeChanceEffect(getSkill().getElement());
return false;
}
@Override
public void onExit()
{
// trigger only if effect in use and successfully ticked to the end
if (getInUse() && getCount() == 0)
getEffected().onExitChanceEffect(getSkill().getElement());
getEffected().removeChanceEffect(this);
super.onExit();
}
@Override
public int getTriggeredChanceId()
{
return _triggeredId;
}
@Override
public int getTriggeredChanceLevel()
{
return _triggeredLevel;
}
@Override
public boolean triggersChanceSkill()
{
return _triggeredId > 1;
}
@Override
public ChanceCondition getTriggeredChanceCondition()
{
return _chanceCondition;
}
}