/*
* 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.l2skills;
import java.util.logging.Level;
import java.util.logging.LogRecord;
import java.util.logging.Logger;
import com.l2jserver.Config;
import com.l2jserver.gameserver.model.L2Effect;
import com.l2jserver.gameserver.model.L2ItemInstance;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Playable;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
import com.l2jserver.gameserver.skills.BaseStats;
import com.l2jserver.gameserver.skills.Env;
import com.l2jserver.gameserver.skills.Formulas;
import com.l2jserver.gameserver.templates.StatsSet;
import com.l2jserver.gameserver.templates.item.L2WeaponType;
public class L2SkillChargeDmg extends L2Skill
{
private static final Logger _logDamage = Logger.getLogger("damage");
public L2SkillChargeDmg(StatsSet set)
{
super(set);
}
@Override
public void useSkill(L2Character caster, L2Object[] targets)
{
if (caster.isAlikeDead())
{
return;
}
double modifier = 0;
if (caster instanceof L2PcInstance)
{
// thanks Diego Vargas of L2Guru: 70*((0.8+0.201*No.Charges) * (PATK+POWER)) / PDEF
modifier = 0.8+0.201*(getNumCharges()+((L2PcInstance)caster).getCharges());
}
L2ItemInstance weapon = caster.getActiveWeaponInstance();
boolean soul = (weapon != null
&& weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT
&& weapon.getItemType() != L2WeaponType.DAGGER );
for (L2Character target: (L2Character[]) targets)
{
if (target.isAlikeDead())
continue;
// Calculate skill evasion
boolean skillIsEvaded = Formulas.calcPhysicalSkillEvasion(target, this);
if(skillIsEvaded)
{
if (caster instanceof L2PcInstance)
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_DODGES_ATTACK);
sm.addString(target.getName());
((L2PcInstance) caster).sendPacket(sm);
}
if (target instanceof L2PcInstance)
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.AVOIDED_C1_ATTACK2);
sm.addString(caster.getName());
((L2PcInstance) target).sendPacket(sm);
}
//no futher calculations needed.
continue;
}
// TODO: should we use dual or not?
// because if so, damage are lowered but we don't do anything special with dual then
// like in doAttackHitByDual which in fact does the calcPhysDam call twice
//boolean dual = caster.isUsingDualWeapon();
byte shld = Formulas.calcShldUse(caster, target, this);
boolean crit = false;
if (this.getBaseCritRate() > 0)
crit = Formulas.calcCrit(this.getBaseCritRate() * 10 * BaseStats.STR.calcBonus(caster), true, target);
// damage calculation, crit is static 2x
double damage = Formulas.calcPhysDam(caster, target, this, shld, false, false, soul);
if (crit)
damage *= 2;
if (damage > 0)
{
byte reflect = Formulas.calcSkillReflect(target, this);
if (hasEffects())
{
if ((reflect & Formulas.SKILL_REFLECT_SUCCEED) != 0)
{
caster.stopSkillEffects(getId());
getEffects(target, caster);
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
sm.addSkillName(this);
caster.sendPacket(sm);
}
else
{
// activate attacked effects, if any
target.stopSkillEffects(getId());
if (Formulas.calcSkillSuccess(caster, target, this, shld, false, false, true))
{
getEffects(caster, target, new Env(shld, false, false, false));
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
sm.addSkillName(this);
target.sendPacket(sm);
}
else
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
sm.addCharName(target);
sm.addSkillName(this);
caster.sendPacket(sm);
}
}
}
double finalDamage = damage*modifier;
if (Config.LOG_GAME_DAMAGE
&& caster instanceof L2Playable
&& damage > Config.LOG_GAME_DAMAGE_THRESHOLD)
{
LogRecord record = new LogRecord(Level.INFO, "");
record.setParameters(new Object[]{caster, " did damage ", (int)damage, this, " to ", target});
record.setLoggerName("pdam");
_logDamage.log(record);
}
target.reduceCurrentHp(finalDamage, caster, this);
// vengeance reflected damage
if ((reflect & Formulas.SKILL_REFLECT_VENGEANCE) != 0)
{
if (target instanceof L2PcInstance)
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.COUNTERED_C1_ATTACK);
sm.addCharName(caster);
target.sendPacket(sm);
}
if (caster instanceof L2PcInstance)
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_PERFORMING_COUNTERATTACK);
sm.addCharName(target);
caster.sendPacket(sm);
}
// Formula from Diego post, 700 from rpg tests
double vegdamage = (700 * target.getPAtk(caster) / (double)caster.getPDef(target));
caster.reduceCurrentHp(vegdamage, target, this);
}
caster.sendDamageMessage(target, (int)finalDamage, false, crit, false);
}
else
{
caster.sendDamageMessage(target, 0, false, false, true);
}
}
if (soul && weapon!= null)
weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
// effect self :]
if (hasSelfEffects())
{
L2Effect effect = caster.getFirstEffect(getId());
if (effect != null && effect.isSelfEffect())
{
//Replace old effect with new one.
effect.exit();
}
// cast self effect if any
getEffectsSelf(caster);
}
}
}