/* 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.gameserver.ai.CtrlIntention;
import com.l2jfrozen.gameserver.handler.ISkillHandler;
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.L2ChestInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2DoorInstance;
import com.l2jfrozen.gameserver.network.SystemMessageId;
import com.l2jfrozen.gameserver.network.serverpackets.ActionFailed;
import com.l2jfrozen.gameserver.network.serverpackets.SocialAction;
import com.l2jfrozen.gameserver.network.serverpackets.SystemMessage;
import com.l2jfrozen.gameserver.skills.Formulas;
import com.l2jfrozen.util.random.Rnd;
public class Unlock implements ISkillHandler
{
// private static Logger _log = Logger.getLogger(Unlock.class.getName());
private static final SkillType[] SKILL_IDS =
{
SkillType.UNLOCK
};
@Override
public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
{
L2Object[] targetList = skill.getTargetList(activeChar);
if (targetList == null)
return;
for (L2Object element : targetList)
{
L2Object target = element;
boolean success = Formulas.getInstance().calculateUnlockChance(skill);
if (target instanceof L2DoorInstance)
{
L2DoorInstance door = (L2DoorInstance) target;
if (!door.isUnlockable())
{
activeChar.sendPacket(new SystemMessage(SystemMessageId.UNABLE_TO_UNLOCK_DOOR));
activeChar.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
if (success && (!door.getOpen()))
{
door.openMe();
door.onOpen();
SystemMessage msg = new SystemMessage(SystemMessageId.S1_S2);
msg.addString("Unlock the door!");
activeChar.sendPacket(msg);
msg = null;
}
else
{
activeChar.sendPacket(new SystemMessage(SystemMessageId.FAILED_TO_UNLOCK_DOOR));
}
door = null;
}
else if (target instanceof L2ChestInstance)
{
L2ChestInstance chest = (L2ChestInstance) element;
if (chest.getCurrentHp() <= 0 || chest.isInteracted())
{
activeChar.sendPacket(ActionFailed.STATIC_PACKET);
return;
}
int chestChance = 0;
int chestGroup = 0;
int chestTrapLimit = 0;
if (chest.getLevel() > 60)
chestGroup = 4;
else if (chest.getLevel() > 40)
chestGroup = 3;
else if (chest.getLevel() > 30)
chestGroup = 2;
else
chestGroup = 1;
switch (chestGroup)
{
case 1:
{
if (skill.getLevel() > 10)
chestChance = 100;
else if (skill.getLevel() >= 3)
chestChance = 50;
else if (skill.getLevel() == 2)
chestChance = 45;
else if (skill.getLevel() == 1)
chestChance = 40;
chestTrapLimit = 10;
}
break;
case 2:
{
if (skill.getLevel() > 12)
chestChance = 100;
else if (skill.getLevel() >= 7)
chestChance = 50;
else if (skill.getLevel() == 6)
chestChance = 45;
else if (skill.getLevel() == 5)
chestChance = 40;
else if (skill.getLevel() == 4)
chestChance = 35;
else if (skill.getLevel() == 3)
chestChance = 30;
chestTrapLimit = 30;
}
break;
case 3:
{
if (skill.getLevel() >= 14)
chestChance = 50;
else if (skill.getLevel() == 13)
chestChance = 45;
else if (skill.getLevel() == 12)
chestChance = 40;
else if (skill.getLevel() == 11)
chestChance = 35;
else if (skill.getLevel() == 10)
chestChance = 30;
else if (skill.getLevel() == 9)
chestChance = 25;
else if (skill.getLevel() == 8)
chestChance = 20;
else if (skill.getLevel() == 7)
chestChance = 15;
else if (skill.getLevel() == 6)
chestChance = 10;
chestTrapLimit = 50;
}
break;
case 4:
{
if (skill.getLevel() >= 14)
chestChance = 50;
else if (skill.getLevel() == 13)
chestChance = 45;
else if (skill.getLevel() == 12)
chestChance = 40;
else if (skill.getLevel() == 11)
chestChance = 35;
chestTrapLimit = 80;
}
break;
}
if (Rnd.get(100) <= chestChance)
{
activeChar.broadcastPacket(new SocialAction(activeChar.getObjectId(), 3));
chest.setSpecialDrop();
chest.setMustRewardExpSp(false);
chest.setInteracted();
chest.reduceCurrentHp(99999999, activeChar);
}
else
{
activeChar.broadcastPacket(new SocialAction(activeChar.getObjectId(), 13));
if (Rnd.get(100) < chestTrapLimit)
chest.chestTrap(activeChar);
chest.setInteracted();
chest.addDamageHate(activeChar, 0, 1);
chest.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, activeChar);
}
chest = null;
}
target = null;
}
targetList = null;
}
@Override
public SkillType[] getSkillIds()
{
return SKILL_IDS;
}
}