/*
* 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 silentium.gameserver.model.actor.stat;
import silentium.gameserver.configs.NPCConfig;
import silentium.gameserver.model.L2Skill;
import silentium.gameserver.model.actor.L2Character;
import silentium.gameserver.skills.Calculator;
import silentium.gameserver.skills.Env;
import silentium.gameserver.skills.Stats;
import silentium.gameserver.templates.item.L2Weapon;
import silentium.gameserver.templates.item.L2WeaponType;
public class CharStat
{
private final L2Character _activeChar;
private long _exp = 0;
private int _sp = 0;
private byte _level = 1;
public CharStat(L2Character activeChar)
{
_activeChar = activeChar;
}
/**
* Calculate the new value of the state with modifiers that will be applied on the targeted L2Character.<BR>
* <BR>
* <B><U> Concept</U> :</B><BR>
* <BR>
* A L2Character owns a table of Calculators called <B>_calculators</B>. Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...) : <BR>
* <BR>
* FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR>
* <BR>
* When the calc method of a calculator is launched, each mathematic function is called according to its priority <B>_order</B>. Indeed, Func
* with lowest priority order is executed firsta and Funcs with the same order are executed in unspecified order. The result of the
* calculation is stored in the value property of an Env class instance.<BR>
* <BR>
*
* @param stat
* The stat to calculate the new value with modifiers
* @param init
* The initial value of the stat before applying modifiers
* @param target
* The L2Charcater whose properties will be used in the calculation (ex : CON, INT...)
* @param skill
* The L2Skill whose properties will be used in the calculation (ex : Level...)
* @return
*/
public final double calcStat(Stats stat, double init, L2Character target, L2Skill skill)
{
if (_activeChar == null || stat == null)
return init;
int id = stat.ordinal();
Calculator c = _activeChar.getCalculators()[id];
// If no Func object found, no modifier is applied
if (c == null || c.size() == 0)
return init;
// Create and init an Env object to pass parameters to the Calculator
Env env = new Env();
env.player = _activeChar;
env.target = target;
env.skill = skill;
env.value = init;
// Launch the calculation
c.calc(env);
// avoid some troubles with negative stats (some stats should never be negative)
if (env.value <= 0)
{
switch (stat)
{
case MAX_HP:
case MAX_MP:
case MAX_CP:
case MAGIC_DEFENCE:
case POWER_DEFENCE:
case POWER_ATTACK:
case MAGIC_ATTACK:
case POWER_ATTACK_SPEED:
case MAGIC_ATTACK_SPEED:
case SHIELD_DEFENCE:
case STAT_CON:
case STAT_DEX:
case STAT_INT:
case STAT_MEN:
case STAT_STR:
case STAT_WIT:
env.value = 1;
}
}
return env.value;
}
/**
* @return the Accuracy (base+modifier) of the L2Character in function of the Weapon Expertise Penalty.
*/
public int getAccuracy()
{
if (_activeChar == null)
return 0;
return (int) (calcStat(Stats.ACCURACY_COMBAT, 0, null, null));
}
public L2Character getActiveChar()
{
return _activeChar;
}
/**
* @return the Attack Speed multiplier (base+modifier) of the L2Character to get proper animations.
*/
public final float getAttackSpeedMultiplier()
{
if (_activeChar == null)
return 1;
return (float) ((1.1) * getPAtkSpd() / _activeChar.getTemplate().getBasePAtkSpd());
}
/**
* @return the CON of the L2Character (base+modifier).
*/
public final int getCON()
{
if (_activeChar == null)
return 1;
return (int) (calcStat(Stats.STAT_CON, _activeChar.getTemplate().getBaseCON(), null, null));
}
/**
* @param target
* @param skill
* @return the Critical Hit rate (base+modifier) of the L2Character.
*/
public int getCriticalHit(L2Character target, L2Skill skill)
{
if (_activeChar == null)
return 1;
int criticalHit = (int) calcStat(Stats.CRITICAL_RATE, _activeChar.getTemplate().getBaseCritRate(), target, skill);
if (criticalHit > 500)
criticalHit = 500;
return criticalHit;
}
/**
* @return the DEX of the L2Character (base+modifier).
*/
public final int getDEX()
{
if (_activeChar == null)
return 1;
return (int) (calcStat(Stats.STAT_DEX, _activeChar.getTemplate().getBaseDEX(), null, null));
}
/**
* @param target
* @return the Attack Evasion rate (base+modifier) of the L2Character.
*/
public int getEvasionRate(L2Character target)
{
if (_activeChar == null)
return 1;
return (int) (calcStat(Stats.EVASION_RATE, 0, target, null));
}
public long getExp()
{
return _exp;
}
public void setExp(long value)
{
_exp = value;
}
/**
* @return the INT of the L2Character (base+modifier).
*/
public int getINT()
{
if (_activeChar == null)
return 1;
return (int) (calcStat(Stats.STAT_INT, _activeChar.getTemplate().getBaseINT(), null, null));
}
public byte getLevel()
{
return _level;
}
public void setLevel(byte value)
{
_level = value;
}
/**
* @param skill
* The skill to make checks on.
* @return the Magical Attack range (base+modifier) of the L2Character.
*/
public final int getMagicalAttackRange(L2Skill skill)
{
if (skill != null)
return (int) calcStat(Stats.MAGIC_ATTACK_RANGE, skill.getCastRange(), null, skill);
return _activeChar.getTemplate().getBaseAtkRange();
}
public int getMaxCp()
{
if (_activeChar == null)
return 1;
return (int) (calcStat(Stats.MAX_CP, _activeChar.getTemplate().getBaseCpMax(), null, null));
}
public int getMaxHp()
{
if (_activeChar == null)
return 1;
return (int) (calcStat(Stats.MAX_HP, _activeChar.getTemplate().getBaseHpMax(), null, null));
}
public int getMaxMp()
{
if (_activeChar == null)
return 1;
return (int) (calcStat(Stats.MAX_MP, _activeChar.getTemplate().getBaseMpMax(), null, null));
}
/**
* @param target
* The L2Character targeted by the skill
* @param skill
* The L2Skill used against the target
* @return the MAtk (base+modifier) of the L2Character for a skill used in function of abnormal effects in progress.
*/
public int getMAtk(L2Character target, L2Skill skill)
{
if (_activeChar == null)
return 1;
float bonusAtk = 1;
if (NPCConfig.CHAMPION_ENABLE && _activeChar.isChampion())
bonusAtk = NPCConfig.CHAMPION_ATK;
double attack = _activeChar.getTemplate().getBaseMAtk() * bonusAtk;
// Add the power of the skill to the attack effect
if (skill != null)
attack += skill.getPower();
// Calculate modifiers Magic Attack
return (int) (calcStat(Stats.MAGIC_ATTACK, attack, target, skill));
}
/**
* @return the MAtk Speed (base+modifier) of the L2Character in function of the Armour Expertise Penalty.
*/
public int getMAtkSpd()
{
if (_activeChar == null)
return 1;
float bonusSpdAtk = 1;
if (NPCConfig.CHAMPION_ENABLE && _activeChar.isChampion())
bonusSpdAtk = NPCConfig.CHAMPION_SPD_ATK;
return (int) (calcStat(Stats.MAGIC_ATTACK_SPEED, _activeChar.getTemplate().getBaseMAtkSpd() * bonusSpdAtk, null, null));
}
/**
* @param target
* @param skill
* @return the Magic Critical Hit rate (base+modifier) of the L2Character.
*/
public final int getMCriticalHit(L2Character target, L2Skill skill)
{
if (_activeChar == null)
return 1;
return (int) (calcStat(Stats.MCRITICAL_RATE, 8, target, skill));
}
/**
* @param target
* The L2Character targeted by the skill
* @param skill
* The L2Skill used against the target
* @return the MDef (base+modifier) of the L2Character against a skill in function of abnormal effects in progress.
*/
public int getMDef(L2Character target, L2Skill skill)
{
if (_activeChar == null)
return 1;
// Get the base MAtk of the L2Character
double defence = _activeChar.getTemplate().getBaseMDef();
// Calculate modifier for Raid Bosses
if (_activeChar.isRaid())
defence *= NPCConfig.RAID_DEFENCE_MULTIPLIER;
// Calculate modifiers Magic Attack
return (int) (calcStat(Stats.MAGIC_DEFENCE, defence, target, skill));
}
/**
* @return the MEN of the L2Character (base+modifier).
*/
public final int getMEN()
{
if (_activeChar == null)
return 1;
return (int) (calcStat(Stats.STAT_MEN, _activeChar.getTemplate().getBaseMEN(), null, null));
}
public float getMovementSpeedMultiplier()
{
if (_activeChar == null)
return 1;
float base = getActiveChar().getTemplate().getBaseRunSpd();
if (base == 0)
return 1;
return getRunSpeed() / base;
}
/**
* @return the RunSpeed (base+modifier) or WalkSpeed (base+modifier) of the L2Character in function of the movement type.
*/
public float getMoveSpeed()
{
if (_activeChar == null)
return 1;
if (_activeChar.isRunning())
return getRunSpeed();
return getWalkSpeed();
}
/**
* @param skill
* The skill to make checks on.
* @return the MReuse rate (base+modifier) of the L2Character.
*/
public final double getMReuseRate(L2Skill skill)
{
if (_activeChar == null)
return 1;
return calcStat(Stats.MAGIC_REUSE_RATE, _activeChar.getTemplate().getBaseMReuseRate(), null, skill);
}
/**
* @param skill
* The skill to make checks on.
* @return the PReuse rate (base+modifier) of the L2Character.
*/
public final double getPReuseRate(L2Skill skill)
{
if (_activeChar == null)
return 1;
return calcStat(Stats.P_REUSE, _activeChar.getTemplate().getBaseMReuseRate(), null, skill);
}
/**
* @param target
* @return the PAtk (base+modifier) of the L2Character.
*/
public int getPAtk(L2Character target)
{
if (_activeChar == null)
return 1;
float bonusAtk = 1;
if (NPCConfig.CHAMPION_ENABLE && _activeChar.isChampion())
bonusAtk = NPCConfig.CHAMPION_ATK;
return (int) (calcStat(Stats.POWER_ATTACK, _activeChar.getTemplate().getBasePAtk() * bonusAtk, target, null));
}
/**
* @param target
* @return the PAtk Modifier against animals.
*/
public final double getPAtkAnimals(L2Character target)
{
return calcStat(Stats.PATK_ANIMALS, 1, target, null);
}
/**
* @param target
* @return the PAtk Modifier against dragons.
*/
public final double getPAtkDragons(L2Character target)
{
return calcStat(Stats.PATK_DRAGONS, 1, target, null);
}
/**
* @param target
* @return the PAtk Modifier against insects.
*/
public final double getPAtkInsects(L2Character target)
{
return calcStat(Stats.PATK_INSECTS, 1, target, null);
}
/**
* @param target
* @return the PAtk Modifier against monsters.
*/
public final double getPAtkMonsters(L2Character target)
{
return calcStat(Stats.PATK_MONSTERS, 1, target, null);
}
/**
* @param target
* @return the PAtk Modifier against plants.
*/
public final double getPAtkPlants(L2Character target)
{
return calcStat(Stats.PATK_PLANTS, 1, target, null);
}
/**
* @param target
* @return the PAtk Modifier against giants.
*/
public final double getPAtkGiants(L2Character target)
{
return calcStat(Stats.PATK_GIANTS, 1, target, null);
}
/**
* @param target
* @return the PAtk Modifier against magic creatures
*/
public final double getPAtkMagicCreatures(L2Character target)
{
return calcStat(Stats.PATK_MCREATURES, 1, target, null);
}
/**
* @param target
* @return the PDef Modifier against animals.
*/
public final double getPDefAnimals(L2Character target)
{
return calcStat(Stats.PDEF_ANIMALS, 1, target, null);
}
/**
* @param target
* @return the PDef Modifier against dragons.
*/
public final double getPDefDragons(L2Character target)
{
return calcStat(Stats.PDEF_DRAGONS, 1, target, null);
}
/**
* @param target
* @return the PDef Modifier against insects.
*/
public final double getPDefInsects(L2Character target)
{
return calcStat(Stats.PDEF_INSECTS, 1, target, null);
}
/**
* @param target
* @return the PDef Modifier against monsters.
*/
public final double getPDefMonsters(L2Character target)
{
return calcStat(Stats.PDEF_MONSTERS, 1, target, null);
}
/**
* @param target
* @return the PDef Modifier against plants.
*/
public final double getPDefPlants(L2Character target)
{
return calcStat(Stats.PDEF_PLANTS, 1, target, null);
}
/**
* @param target
* @return the PDef Modifier against giants.
*/
public final double getPDefGiants(L2Character target)
{
return calcStat(Stats.PDEF_GIANTS, 1, target, null);
}
/**
* @param target
* @return the PDef Modifier against giants.
*/
public final double getPDefMagicCreatures(L2Character target)
{
return calcStat(Stats.PDEF_MCREATURES, 1, target, null);
}
/**
* @return the PAtk Speed (base+modifier) of the L2Character in function of the Armour Expertise Penalty.
*/
public int getPAtkSpd()
{
if (_activeChar == null)
return 1;
float bonusAtk = 1;
if (NPCConfig.CHAMPION_ENABLE && _activeChar.isChampion())
bonusAtk = NPCConfig.CHAMPION_SPD_ATK;
return (int) (calcStat(Stats.POWER_ATTACK_SPEED, _activeChar.getTemplate().getBasePAtkSpd() * bonusAtk, null, null));
}
/**
* @param target
* @return the PDef (base+modifier) of the L2Character.
*/
public int getPDef(L2Character target)
{
if (_activeChar == null)
return 1;
return (int) (calcStat(Stats.POWER_DEFENCE, (_activeChar.isRaid()) ? _activeChar.getTemplate().getBasePDef() * NPCConfig.RAID_DEFENCE_MULTIPLIER : _activeChar.getTemplate().getBasePDef(), target, null));
}
/**
* @return the Physical Attack range (base+modifier) of the L2Character.
*/
public final int getPhysicalAttackRange()
{
if (_activeChar == null)
return 1;
L2Weapon weaponItem = _activeChar.getActiveWeaponItem();
if (weaponItem != null && weaponItem.getItemType() == L2WeaponType.POLE)
return (int) calcStat(Stats.POWER_ATTACK_RANGE, 66, null, null);
return (int) (calcStat(Stats.POWER_ATTACK_RANGE, _activeChar.getTemplate().getBaseAtkRange(), null, null));
}
/**
* @param target
* @return the weapon reuse modifier
*/
public final double getWeaponReuseModifier(L2Character target)
{
return calcStat(Stats.ATK_REUSE, 1, target, null);
}
/**
* @return the RunSpeed (base+modifier) of the L2Character in function of the Armour Expertise Penalty.
*/
public int getRunSpeed()
{
if (_activeChar == null)
return 1;
double baseRunSpd = _activeChar.getTemplate().getBaseRunSpd();
if (baseRunSpd == 0)
return 0;
return (int) (calcStat(Stats.RUN_SPEED, baseRunSpd, null, null));
}
/**
* @return the ShieldDef rate (base+modifier) of the L2Character.
*/
public final int getShldDef()
{
return (int) (calcStat(Stats.SHIELD_DEFENCE, 0, null, null));
}
public int getSp()
{
return _sp;
}
public void setSp(int value)
{
_sp = value;
}
/**
* @return the STR of the L2Character (base+modifier).
*/
public final int getSTR()
{
if (_activeChar == null)
return 1;
return (int) (calcStat(Stats.STAT_STR, _activeChar.getTemplate().getBaseSTR(), null, null));
}
/**
* @return the WalkSpeed (base+modifier) of the L2Character.
*/
public int getWalkSpeed()
{
if (_activeChar == null)
return 1;
double baseWalkSpd = _activeChar.getTemplate().getBaseWalkSpd();
if (baseWalkSpd == 0)
return 0;
return (int) (calcStat(Stats.WALK_SPEED, baseWalkSpd, null, null));
}
/**
* @return the WIT of the L2Character (base+modifier).
*/
public final int getWIT()
{
if (_activeChar == null)
return 1;
return (int) (calcStat(Stats.STAT_WIT, _activeChar.getTemplate().getBaseWIT(), null, null));
}
/**
* @param skill
* @return the mpConsume.
*/
public final int getMpConsume(L2Skill skill)
{
if (skill == null)
return 1;
double mpConsume = skill.getMpConsume();
if (skill.isDance())
{
if (_activeChar != null && _activeChar.getDanceCount() > 0)
mpConsume += _activeChar.getDanceCount() * skill.getNextDanceMpCost();
}
mpConsume = calcStat(Stats.MP_CONSUME, mpConsume, null, skill);
if (skill.isDance())
return (int) (calcStat(Stats.DANCE_MP_CONSUME_RATE, mpConsume, null, null));
else if (skill.isMagic())
return (int) (calcStat(Stats.MAGICAL_MP_CONSUME_RATE, mpConsume, null, null));
else
return (int) (calcStat(Stats.PHYSICAL_MP_CONSUME_RATE, mpConsume, null, null));
}
/**
* @param skill
* @return the mpInitialConsume.
*/
public final int getMpInitialConsume(L2Skill skill)
{
if (skill == null)
return 1;
double mpConsume = calcStat(Stats.MP_CONSUME, skill.getMpInitialConsume(), null, skill);
if (skill.isDance())
return (int) (calcStat(Stats.DANCE_MP_CONSUME_RATE, mpConsume, null, null));
else if (skill.isMagic())
return (int) (calcStat(Stats.MAGICAL_MP_CONSUME_RATE, mpConsume, null, null));
else
return (int) (calcStat(Stats.PHYSICAL_MP_CONSUME_RATE, mpConsume, null, null));
}
public int getAttackElementValue(byte attackAttribute)
{
switch (attackAttribute)
{
case 1: // wind
return (int) (calcStat(Stats.WIND_POWER, 0, null, null));
case 2: // fire
return (int) (calcStat(Stats.FIRE_POWER, 0, null, null));
case 3: // water
return (int) (calcStat(Stats.WATER_POWER, 0, null, null));
case 4: // earth
return (int) (calcStat(Stats.EARTH_POWER, 0, null, null));
case 5: // holy
return (int) (calcStat(Stats.HOLY_POWER, 0, null, null));
case 6: // dark
return (int) (calcStat(Stats.DARK_POWER, 0, null, null));
default:
return 0;
}
}
public int getDefenseElementValue(byte defenseAttribute)
{
switch (defenseAttribute)
{
case 1: // wind
return (int) (calcStat(Stats.WIND_RES, 0, null, null));
case 2: // fire
return (int) (calcStat(Stats.FIRE_RES, 0, null, null));
case 3: // water
return (int) (calcStat(Stats.WATER_RES, 0, null, null));
case 4: // earth
return (int) (calcStat(Stats.EARTH_RES, 0, null, null));
case 5: // holy
return (int) (calcStat(Stats.HOLY_RES, 0, null, null));
case 6: // dark
return (int) (calcStat(Stats.DARK_RES, 0, null, null));
default:
return 0;
}
}
}