/*
* 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.scripts.handlers.skill;
import silentium.gameserver.handler.ISkillHandler;
import silentium.gameserver.handler.SkillHandler;
import silentium.gameserver.model.L2Object;
import silentium.gameserver.model.L2Skill;
import silentium.gameserver.model.actor.L2Character;
import silentium.gameserver.model.actor.instance.L2PcInstance;
import silentium.gameserver.network.serverpackets.StatusUpdate;
import silentium.gameserver.templates.skills.L2SkillType;
/**
* @author earendil
*/
public class BalanceLife implements ISkillHandler {
private static final L2SkillType[] SKILL_IDS = { L2SkillType.BALANCE_LIFE };
@Override
public void useSkill(final L2Character activeChar, final L2Skill skill, final L2Object... targets) {
final ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(L2SkillType.BUFF);
if (handler != null)
handler.useSkill(activeChar, skill, targets);
final L2PcInstance player = activeChar.getActingPlayer();
double fullHP = 0;
double currentHPs = 0;
for (final L2Character target : (L2Character[]) targets) {
// We should not heal if char is dead
if (target == null || target.isDead())
continue;
// Player holding a cursed weapon can't be healed and can't heal
if (target != activeChar) {
if (target instanceof L2PcInstance && ((L2PcInstance) target).isCursedWeaponEquipped())
continue;
else if (player != null && player.isCursedWeaponEquipped())
continue;
}
fullHP += target.getMaxHp();
currentHPs += target.getCurrentHp();
}
final double percentHP = currentHPs / fullHP;
for (final L2Character target : (L2Character[]) targets) {
if (target == null || target.isDead())
continue;
// Player holding a cursed weapon can't be healed and can't heal
if (target != activeChar) {
if (target instanceof L2PcInstance && ((L2PcInstance) target).isCursedWeaponEquipped())
continue;
else if (player != null && player.isCursedWeaponEquipped())
continue;
}
final double newHP = target.getMaxHp() * percentHP;
target.setCurrentHp(newHP);
final StatusUpdate su = new StatusUpdate(target);
su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp());
target.sendPacket(su);
}
}
@Override
public L2SkillType[] getSkillIds() {
return SKILL_IDS;
}
}