/*
* 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.model.L2Effect;
import silentium.gameserver.model.L2ItemInstance;
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.SystemMessageId;
import silentium.gameserver.network.serverpackets.SystemMessage;
import silentium.gameserver.skills.Env;
import silentium.gameserver.skills.Formulas;
import silentium.gameserver.skills.basefuncs.Func;
import silentium.gameserver.templates.item.L2WeaponType;
import silentium.gameserver.templates.skills.L2SkillType;
/**
* @author Steuf
*/
public class Blow implements ISkillHandler {
private static final L2SkillType[] SKILL_IDS = { L2SkillType.BLOW };
public static final int FRONT = 50;
public static final int SIDE = 60;
public static final int BEHIND = 70;
@Override
public void useSkill(final L2Character activeChar, final L2Skill skill, final L2Object... targets) {
if (activeChar.isAlikeDead())
return;
// No weapon ? Sounds like a bug.
final L2ItemInstance weapon = activeChar.getActiveWeaponInstance();
if (weapon == null)
return;
final boolean soul = weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT && weapon.getItemType() == L2WeaponType.DAGGER;
for (final L2Character target : (L2Character[]) targets) {
if (target.isAlikeDead())
continue;
byte _successChance = SIDE;
if (activeChar.isBehindTarget())
_successChance = BEHIND;
else if (activeChar.isInFrontOfTarget())
_successChance = FRONT;
// If skill requires Crit or skill requires behind, calculate chance based on DEX, Position and on self BUFF
boolean success = true;
if ((skill.getCondition() & L2Skill.COND_BEHIND) != 0)
success = _successChance == BEHIND;
if ((skill.getCondition() & L2Skill.COND_CRIT) != 0)
success = success && Formulas.calcBlow(activeChar, target, _successChance);
if (success) {
// Calculate skill evasion
final boolean skillIsEvaded = Formulas.calcPhysicalSkillEvasion(target, skill);
if (skillIsEvaded) {
if (activeChar instanceof L2PcInstance)
activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_DODGES_ATTACK).addCharName(target));
if (target instanceof L2PcInstance)
target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.AVOIDED_S1_ATTACK).addCharName(activeChar));
// no futher calculations needed.
continue;
}
// Calculate skill reflect
final byte reflect = Formulas.calcSkillReflect(target, skill);
if (skill.hasEffects()) {
if (reflect == Formulas.SKILL_REFLECT_SUCCEED) {
activeChar.stopSkillEffects(skill.getId());
skill.getEffects(target, activeChar);
activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(skill));
} else {
final byte shld = Formulas.calcShldUse(activeChar, target, skill);
target.stopSkillEffects(skill.getId());
if (Formulas.calcSkillSuccess(activeChar, target, skill, shld, false, false, true)) {
skill.getEffects(activeChar, target, new Env(shld, false, false, false));
target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(skill));
} else
activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_RESISTED_YOUR_S2).addCharName(target).addSkillName(skill));
}
}
final byte shld = Formulas.calcShldUse(activeChar, target, skill);
// Crit rate base crit rate for skill, modified with STR bonus
boolean crit = false;
if (Formulas.calcCrit(skill.getBaseCritRate() * 10 * Formulas.getSTRBonus(activeChar)))
crit = true;
double damage = (int) Formulas.calcBlowDamage(activeChar, target, skill, shld, soul);
if (crit) {
damage *= 2;
// Vicious Stance is special after C5, and only for BLOW skills
final L2Effect vicious = activeChar.getFirstEffect(312);
if (vicious != null && damage > 1) {
for (final Func func : vicious.getStatFuncs()) {
final Env env = new Env();
env.player = activeChar;
env.target = target;
env.skill = skill;
env.value = damage;
func.calc(env);
damage = (int) env.value;
}
}
}
if (soul)
weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
target.reduceCurrentHp(damage, activeChar, skill);
// vengeance reflected damage
if ((reflect & Formulas.SKILL_REFLECT_VENGEANCE) != 0) {
if (target instanceof L2PcInstance)
target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.COUNTERED_S1_ATTACK).addCharName(activeChar));
if (activeChar instanceof L2PcInstance)
activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_PERFORMING_COUNTERATTACK).addCharName(target));
// Formula from Diego post, 700 from rpg tests
final double vegdamage = 700 * target.getPAtk(activeChar) / activeChar.getPDef(target);
activeChar.reduceCurrentHp(vegdamage, target, skill);
}
// Manage cast break of the target (calculating rate, sending message...)
Formulas.calcCastBreak(target, damage);
if (activeChar instanceof L2PcInstance)
activeChar.sendDamageMessage(target, (int) damage, false, true, false);
} else
activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.ATTACK_FAILED));
// Possibility of a lethal strike
Formulas.calcLethalHit(activeChar, target, skill);
// Self Effect
if (skill.hasSelfEffects()) {
final L2Effect effect = activeChar.getFirstEffect(skill.getId());
if (effect != null && effect.isSelfEffect())
effect.exit();
skill.getEffectsSelf(activeChar);
}
}
}
@Override
public L2SkillType[] getSkillIds() {
return SKILL_IDS;
}
}