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src/main/java/com/l2jserver/gameserver/model/effects/AbstractEffect.java
267 строк
8 KB
Zoey76
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01 янв 2025, 07:57
01 янв 2025, 07:57
16130a5
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/* * Copyright © 2004-2025 L2J Server * * This file is part of L2J Server. * * L2J Server 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. * * L2J Server 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 com.l2jserver.gameserver.model.effects; import static com.l2jserver.gameserver.config.Configuration.character; import java.lang.reflect.InvocationTargetException; import java.util.ArrayList; import java.util.List; import org.slf4j.Logger; import org.slf4j.LoggerFactory; import com.l2jserver.gameserver.handler.EffectHandler; import com.l2jserver.gameserver.model.StatsSet; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.conditions.Condition; import com.l2jserver.gameserver.model.skills.BuffInfo; import com.l2jserver.gameserver.model.skills.Skill; import com.l2jserver.gameserver.model.stats.functions.AbstractFunction; import com.l2jserver.gameserver.model.stats.functions.FuncTemplate; /** * Abstract effect implementation.<br> * Instant effects should not override {@link #onExit(BuffInfo)}.<br> * Instant effects should not override {@link #canStart(BuffInfo)}, all checks should be done {@link #onStart(BuffInfo)}.<br> * Do not call super class methods {@link #onStart(BuffInfo)} nor {@link #onExit(BuffInfo)}. * @since <a href="http://trac.l2jserver.com/changeset/6249">Changeset 6249</a> the "effect steal constructor" is deprecated. * @author Zoey76 */ public abstract class AbstractEffect { private static final Logger LOG = LoggerFactory.getLogger(AbstractEffect.class); // Conditions /** Attach condition. */ private final Condition _attachCond; // Apply condition // private final Condition _applyCond; // TODO: Use or cleanup. private List<FuncTemplate> _funcTemplates; /** Effect name. */ private final String _name; /** Ticks. */ private int _ticks; /** * Abstract effect constructor. * @param attachCond the attach condition * @param applyCond the apply condition * @param set the attributes * @param params the parameters */ protected AbstractEffect(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params) { _attachCond = attachCond; // _applyCond = applyCond; _name = set.getString("name"); } /** * Creates an effect given the parameters. * @param attachCond the attach condition * @param applyCond the apply condition * @param set the attributes * @param params the parameters * @return the new effect */ public static AbstractEffect createEffect(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params) { final var name = set.getString("name"); final var handler = EffectHandler.getInstance().getHandler(name); if (handler == null) { LOG.warn("Requested unexistent effect handler {} in skill Id {}!", name, set.getInt("id")); return null; } try { final var constructor = handler.getConstructor(Condition.class, Condition.class, StatsSet.class, StatsSet.class); return constructor.newInstance(attachCond, applyCond, set, params); } catch (NoSuchMethodException | SecurityException ex) { LOG.warn("Requested unexistent constructor for effect handler {} in skill Id {}!", name, set.getInt("id"), ex); } catch (InstantiationException | IllegalAccessException | IllegalArgumentException | InvocationTargetException ex) { LOG.warn("Unable to initialize effect handler {} in skill Id {}!", name, set.getInt("id"), ex); } return null; } /** * Tests the attach condition. * @param caster the caster * @param target the target * @param skill the skill * @return {@code true} if there isn't a condition to test or it's passed, {@code false} otherwise */ public boolean testConditions(L2Character caster, L2Character target, Skill skill) { return (_attachCond == null) || _attachCond.test(caster, target, skill); } /** * Attaches a function template. * @param f the function */ public void attach(FuncTemplate f) { if (_funcTemplates == null) { _funcTemplates = new ArrayList<>(1); } _funcTemplates.add(f); } /** * Gets the effect name. * @return the name */ public String getName() { return _name; } /** * Gets the effect ticks * @return the ticks */ public int getTicks() { return _ticks; } /** * Sets the effect ticks * @param ticks the ticks */ protected void setTicks(int ticks) { _ticks = ticks; } public double getTicksMultiplier() { return (getTicks() * character().getEffectTickRatio()) / 1000f; } public List<FuncTemplate> getFuncTemplates() { return _funcTemplates; } /** * Calculates whether this effects land or not.<br> * If it lands will be scheduled and added to the character effect list.<br> * Override in effect implementation to change behavior. <br> * <b>Warning:</b> Must be used only for instant effects continuous effects will not call this they have their success handled by activate_rate. * @param info the buff info * @return {@code true} if this effect land, {@code false} otherwise */ public boolean calcSuccess(BuffInfo info) { return true; } /** * Get this effect's type.<br> * TODO: Remove. * @return the effect type */ public L2EffectType getEffectType() { return L2EffectType.NONE; } /** * Verify if the buff can start.<br> * Used for continuous effects. * @param info the buff info * @return {@code true} if all the start conditions are meet, {@code false} otherwise */ public boolean canStart(BuffInfo info) { return true; } /** * Called on effect start. * @param info the buff info */ public void onStart(BuffInfo info) { } /** * Called on each tick.<br> * If the abnormal time is lesser than zero it will last forever. * @param info the buff info * @return if {@code true} this effect will continue forever, if {@code false} it will stop after abnormal time has passed */ public boolean onActionTime(BuffInfo info) { return false; } /** * Called when the effect is exited. * @param info the buff info */ public void onExit(BuffInfo info) { } /** * Get this effect's stats functions. * @param caster the caster * @param target the target * @param skill the skill * @return a list of stat functions. */ public List<AbstractFunction> getStatFuncs(L2Character caster, L2Character target, Skill skill) { if (getFuncTemplates() == null) { return List.of(); } final var functions = new ArrayList<AbstractFunction>(getFuncTemplates().size()); for (var functionTemplate : getFuncTemplates()) { final var function = functionTemplate.getFunc(caster, target, skill, this); if (function != null) { functions.add(function); } } return functions; } /** * Get the effect flags. * @return bit flag for current effect */ public int getEffectFlags() { return EffectFlag.NONE.getMask(); } @Override public String toString() { return "Effect " + _name; } public void decreaseForce() { } public void increaseEffect() { } public boolean checkCondition(Object obj) { return true; } /** * Verify if this effect is an instant effect. * @return {@code true} if this effect is instant, {@code false} otherwise */ public boolean isInstant() { return false; } }