package l2p.gameserver.skills.skillclasses;
import l2p.gameserver.cache.Msg;
import l2p.gameserver.model.L2Character;
import l2p.gameserver.model.L2Player;
import l2p.gameserver.model.L2Skill;
import l2p.gameserver.serverpackets.MagicSkillUse;
import l2p.gameserver.skills.Formulas;
import l2p.gameserver.templates.StatsSet;
import l2p.util.GArray;
public class Charge extends L2Skill
{
public static final int MAX_CHARGE = 8;
private int _charges;
private boolean _fullCharge;
public Charge(StatsSet set)
{
super(set);
_charges = set.getInteger("charges", getLevel());
_fullCharge = set.getBool("fullCharge", false);
}
@Override
public boolean checkCondition(final L2Character activeChar, final L2Character target, boolean forceUse, boolean dontMove, boolean first)
{
if(!activeChar.isPlayer())
{
return false;
}
L2Player player = (L2Player) activeChar;
//Камушки можно юзать даже если заряд > 7, остальное только если заряд < уровень скила
if(getPower() <= 0 && getId() != 2165 && player.getIncreasedForce() >= _charges)
{
activeChar.sendPacket(Msg.YOUR_FORCE_HAS_REACHED_MAXIMUM_CAPACITY_);
return false;
}
else if(getId() == 2165)
{
player.sendPacket(new MagicSkillUse(player, player, 2165, 1, 0, 0));
}
return super.checkCondition(activeChar, target, forceUse, dontMove, first);
}
@Override
public void useSkill(L2Character activeChar, GArray<L2Character> targets)
{
if(!activeChar.isPlayer())
{
return;
}
boolean ss = activeChar.getChargedSoulShot() && isSSPossible();
if(ss && getTargetType() != SkillTargetType.TARGET_SELF)
{
activeChar.unChargeShots(false);
}
for(L2Character target : targets)
{
if(target.isDead() || target == activeChar)
{
continue;
}
if(target.checkReflectSkill(activeChar, this))
{
target = activeChar;
}
if(getPower() > 0) // Если == 0 значит скилл "отключен"
{
double damage = Formulas.calcPhysDam(activeChar, target, this, false, false, ss, false).damage;
target.reduceCurrentHp(damage, activeChar, this, true, true, false, true);
}
getEffects(activeChar, target, getActivateRate() > 0, false);
}
chargePlayer((L2Player) activeChar, getId());
}
public void chargePlayer(L2Player player, Integer skillId)
{
if(player.getIncreasedForce() >= _charges)
{
player.sendPacket(Msg.YOUR_FORCE_HAS_REACHED_MAXIMUM_CAPACITY_);
return;
}
if(_fullCharge)
{
player.setIncreasedForce(_charges);
}
else
{
player.setIncreasedForce(player.getIncreasedForce() + 1);
}
}
}