/*
* 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.skills.effects;
import java.util.Collection;
import java.util.List;
import javolution.util.FastList;
import silentium.commons.utils.Rnd;
import silentium.gameserver.ai.CtrlIntention;
import silentium.gameserver.model.CharEffectList;
import silentium.gameserver.model.L2Effect;
import silentium.gameserver.model.L2Object;
import silentium.gameserver.model.actor.L2Attackable;
import silentium.gameserver.model.actor.L2Character;
import silentium.gameserver.model.actor.instance.L2ChestInstance;
import silentium.gameserver.model.actor.instance.L2DoorInstance;
import silentium.gameserver.skills.Env;
import silentium.gameserver.templates.skills.L2EffectType;
/**
* This effect changes the target of the victim. It adds some random aggro aswell to force the monster to keep attacking. As the added aggro is
* random, the victim can often change of target.<br>
* <br>
* Only others mobs can fill the aggroList of the victim. For a more generic use, consider using EffectConfusion.
*
* @author littlecrow, Tryskell
*/
public class EffectConfuseMob extends L2Effect
{
public EffectConfuseMob(Env env, EffectTemplate template)
{
super(env, template);
}
@Override
public L2EffectType getEffectType()
{
return L2EffectType.CONFUSE_MOB_ONLY;
}
/** Notify started */
@Override
public boolean onStart()
{
getEffected().startConfused();
onActionTime();
return true;
}
/** Notify exited */
@Override
public void onExit()
{
getEffected().stopConfused(this);
}
@Override
public boolean onActionTime()
{
List<L2Character> targetList = new FastList<>();
// Getting the possible targets
Collection<L2Object> objs = getEffected().getKnownList().getKnownObjects().values();
for (L2Object obj : objs)
{
// Only attackable NPCs are put in the list.
if ((obj instanceof L2Attackable) && (obj != getEffected()))
// Don't put doors nor chests on it.
if (!(obj instanceof L2DoorInstance || obj instanceof L2ChestInstance))
targetList.add((L2Character) obj);
}
// if there is no target, exit function
if (targetList.isEmpty())
return true;
// Choosing randomly a new target
int nextTargetIdx = Rnd.nextInt(targetList.size());
L2Object target = targetList.get(nextTargetIdx);
// Attacking the target
getEffected().setTarget(target);
getEffected().getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
// Add aggro to that target aswell. The aggro power is random.
int aggro = (5 + Rnd.get(5)) * getEffector().getLevel();
((L2Attackable) getEffected()).addDamageHate((L2Character) target, 0, aggro);
return true;
}
@Override
public int getEffectFlags()
{
return CharEffectList.EFFECT_FLAG_CONFUSED;
}
}