package com.aionemu.gameserver.skillengine.effect;
import javax.xml.bind.annotation.XmlAttribute;
import com.aionemu.gameserver.model.gameobjects.player.Player;
import com.aionemu.gameserver.network.aion.serverpackets.SM_ATTACK_STATUS.LOG;
import com.aionemu.gameserver.network.aion.serverpackets.SM_ATTACK_STATUS.TYPE;
import com.aionemu.gameserver.skillengine.model.Effect;
import com.aionemu.gameserver.utils.ThreadPoolManager;
/**
* @author kecimis
*/
public class DelayedFpAtkInstantEffect extends EffectTemplate {
@XmlAttribute
protected int delay;
@XmlAttribute
protected boolean percent;
@Override
public void calculate(Effect effect) {
// Only players have FP
if (effect.getEffected() instanceof Player)
super.calculate(effect, null, null);
}
@Override
public void applyEffect(final Effect effect) {
ThreadPoolManager.getInstance().schedule(new Runnable() {
@Override
public void run() {
calculateAndApplyDamage(effect);
}
}, delay);
}
private void calculateAndApplyDamage(Effect effect) {
if (!effect.getEffector().isEnemy(effect.getEffected()))
return;
int valueWithDelta = calculateBaseValue(effect);
Player player = (Player) effect.getEffected();
int maxFP = player.getLifeStats().getMaxFp();
int newValue = valueWithDelta;
// Support for values in percentage
if (percent)
newValue = (maxFP * valueWithDelta) / 100;
player.getLifeStats().reduceFp(TYPE.FP_DAMAGE, newValue, effect.getSkillId(), LOG.FPATTACK);
}
}