package com.aionemu.gameserver.skillengine.effect;
import javax.xml.bind.annotation.XmlAccessType;
import javax.xml.bind.annotation.XmlAccessorType;
import javax.xml.bind.annotation.XmlAttribute;
import javax.xml.bind.annotation.XmlType;
import com.aionemu.gameserver.controllers.observer.ActionObserver;
import com.aionemu.gameserver.controllers.observer.ObserverType;
import com.aionemu.gameserver.skillengine.SkillEngine;
import com.aionemu.gameserver.skillengine.model.ActivationAttribute;
import com.aionemu.gameserver.skillengine.model.Effect;
import com.aionemu.gameserver.skillengine.model.HealType;
/**
* @author Sippolo
*/
@XmlAccessorType(XmlAccessType.FIELD)
@XmlType(name = "CondSkillLauncherEffect")
public class CondSkillLauncherEffect extends EffectTemplate {
@XmlAttribute(name = "skill_id")
protected int skillId;
@XmlAttribute
protected HealType type;
// TODO what if you fall? effect is not applied? what if you use skill that consume hp?
@Override
public void applyEffect(Effect effect) {
effect.addToEffectedController();
}
@Override
public void startEffect(Effect effect) {
effect.addObserver(effect.getEffected(), new ActionObserver(ObserverType.HP_CHANGED) {
private Effect conditionalEffect;
@Override
public void hpChanged(int hpValue) {
boolean hpAtOrBelowThreshold = hpValue <= value * effect.getEffected().getLifeStats().getMaxHp() / 100;
synchronized (this) {
if (hpAtOrBelowThreshold && conditionalEffect == null) {
boolean permanent = effect.getSkillTemplate().getActivationAttribute() == ActivationAttribute.PASSIVE;
Integer duration = permanent ? 0 : null; // passive skills like Determination have no time limit
conditionalEffect = SkillEngine.getInstance().applyEffectDirectly(skillId, effect.getEffected(), effect.getEffected(), duration, null);
} else if (!hpAtOrBelowThreshold && conditionalEffect != null) {
conditionalEffect.endEffect();
conditionalEffect = null;
}
}
}
@Override
public void onRemoved() {
if (conditionalEffect != null)
conditionalEffect.endEffect();
}
});
}
}