Package com.l2jfrozen.gameserver.handler.skillhandlers

Source Code of com.l2jfrozen.gameserver.handler.skillhandlers.StrSiegeAssault

/*
* 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 2, 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* http://www.gnu.org/copyleft/gpl.html
*/
package com.l2jfrozen.gameserver.handler.skillhandlers;

import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.handler.ISkillHandler;
import com.l2jfrozen.gameserver.managers.CastleManager;
import com.l2jfrozen.gameserver.managers.FortManager;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.model.L2Object;
import com.l2jfrozen.gameserver.model.L2Skill;
import com.l2jfrozen.gameserver.model.L2Skill.SkillType;
import com.l2jfrozen.gameserver.model.actor.instance.L2DoorInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2ItemInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.model.entity.siege.Castle;
import com.l2jfrozen.gameserver.model.entity.siege.Fort;
import com.l2jfrozen.gameserver.network.SystemMessageId;
import com.l2jfrozen.gameserver.network.serverpackets.SystemMessage;
import com.l2jfrozen.gameserver.skills.Formulas;
import com.l2jfrozen.gameserver.templates.L2WeaponType;

/**
* @author programmos
*/
public class StrSiegeAssault implements ISkillHandler
{
  //private static Logger _log = Logger.getLogger(StrSiegeAssault.class.getName());
  private static final SkillType[] SKILL_IDS = { SkillType.STRSIEGEASSAULT };

  @Override
  public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
  {

    if(activeChar == null || !(activeChar instanceof L2PcInstance))
      return;

    L2PcInstance player = (L2PcInstance) activeChar;

    if(!activeChar.isRiding())
      return;

    if(!(player.getTarget() instanceof L2DoorInstance))
      return;

    Castle castle = CastleManager.getInstance().getCastle(player);
    Fort fort = FortManager.getInstance().getFort(player);
    if((castle == null) && (fort == null))
      return;

    if(castle != null)
    {
      if(!checkIfOkToUseStriderSiegeAssault(player, castle, true))
        return;
    }
    else
    {
      if(!checkIfOkToUseStriderSiegeAssault(player, fort, true))
        return;
    }

    castle = null;
    fort = null;

    try
    {
      L2ItemInstance itemToTake = player.getInventory().getItemByItemId(skill.getItemConsumeId());

      if(!player.destroyItem("Consume", itemToTake.getObjectId(), skill.getItemConsume(), null, true))
        return;

      itemToTake = null;

      // damage calculation
      int damage = 0;

      for(L2Object target2 : targets)
      {
        L2Character target = (L2Character) target2;
        L2ItemInstance weapon = activeChar.getActiveWeaponInstance();
        if(activeChar instanceof L2PcInstance && target instanceof L2PcInstance && target.isAlikeDead() && target.isFakeDeath())
        {
          target.stopFakeDeath(null);
        }
        else if(target.isAlikeDead())
          continue;

        boolean dual = activeChar.isUsingDualWeapon();
        boolean shld = Formulas.calcShldUse(activeChar, target);
        boolean crit = Formulas.calcCrit(activeChar.getCriticalHit(target, skill));
        boolean soul = (weapon != null && weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT && weapon.getItemType() != L2WeaponType.DAGGER);

        if(!crit && (skill.getCondition() & L2Skill.COND_CRIT) != 0)
          damage = 0;
        else
          damage = (int) Formulas.calcPhysDam(activeChar, target, skill, shld, crit, dual, soul);

        if(damage > 0)
        {
          target.reduceCurrentHp(damage, activeChar);
          if(soul && weapon != null)
            weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);

          activeChar.sendDamageMessage(target, damage, false, false, false);

        }
        else
          activeChar.sendPacket(SystemMessage.sendString(skill.getName() + " failed."));

        target = null;
        weapon = null;
      }
    }
    catch(Exception e)
    {
      if(Config.ENABLE_ALL_EXCEPTIONS)
        e.printStackTrace();
     
      player.sendMessage("Error using siege assault:" + e);
    }
    player = null;
  }

  @Override
  public SkillType[] getSkillIds()
  {
    return SKILL_IDS;
  }

  /**
   * Return true if character clan place a flag<BR>
   * <BR>
   *
   * @param activeChar The L2Character of the character placing the flag
   * @param isCheckOnly if false, it will send a notification to the player telling him why it failed
   * @return
   */
  public static boolean checkIfOkToUseStriderSiegeAssault(L2Character activeChar, boolean isCheckOnly)
  {
    Castle castle = CastleManager.getInstance().getCastle(activeChar);
    Fort fort = FortManager.getInstance().getFort(activeChar);

    if((castle == null) && (fort == null))
      return false;

    if(castle != null)
    {
      return checkIfOkToUseStriderSiegeAssault(activeChar, castle, isCheckOnly);
    }
    return checkIfOkToUseStriderSiegeAssault(activeChar, fort, isCheckOnly);
  }

  public static boolean checkIfOkToUseStriderSiegeAssault(L2Character activeChar, Castle castle, boolean isCheckOnly)
  {
    if(activeChar == null || !(activeChar instanceof L2PcInstance))
      return false;

    SystemMessage sm = new SystemMessage(SystemMessageId.S1_S2);
    L2PcInstance player = (L2PcInstance) activeChar;

    if(castle == null || castle.getCastleId() <= 0)
      sm.addString("You must be on castle ground to use strider siege assault");
    else if(!castle.getSiege().getIsInProgress())
      sm.addString("You can only use strider siege assault during a siege.");
    else if(!(player.getTarget() instanceof L2DoorInstance))
      sm.addString("You can only use strider siege assault on doors and walls.");
    else if(!activeChar.isRiding())
      sm.addString("You can only use strider siege assault when on strider.");
    else
      return true;

    if(!isCheckOnly)
    {
      player.sendPacket(sm);
      player = null;
      sm = null;
    }

    player = null;
    sm = null;

    return false;
  }

  public static boolean checkIfOkToUseStriderSiegeAssault(L2Character activeChar, Fort fort, boolean isCheckOnly)
  {
    if(activeChar == null || !(activeChar instanceof L2PcInstance))
      return false;

    SystemMessage sm = new SystemMessage(SystemMessageId.S1_S2);
    L2PcInstance player = (L2PcInstance) activeChar;

    if(fort == null || fort.getFortId() <= 0)
      sm.addString("You must be on fort ground to use strider siege assault");
    else if(!fort.getSiege().getIsInProgress())
      sm.addString("You can only use strider siege assault during a siege.");
    else if(!(player.getTarget() instanceof L2DoorInstance))
      sm.addString("You can only use strider siege assault on doors and walls.");
    //TODO: isRidingStrider -> isRiding
    else if(!activeChar.isRiding())
      sm.addString("You can only use strider siege assault when on strider.");
    else
      return true;

    if(!isCheckOnly)
    {
      player.sendPacket(sm);
      player = null;
      sm = null;
    }

    player = null;
    sm = null;

    return false;
  }
}
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