/* * 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; } } }