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l2jserver2/src/main/java/com/l2jserver/service/game/AttackServiceImpl.java
2011-06-01 00:59:15 -03:00

125 lines
4.0 KiB
Java

/*
* This file is part of l2jserver <l2jserver.com>.
*
* l2jserver 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.
*
* l2jserver 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 l2jserver. If not, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.service.game;
import java.util.concurrent.Callable;
import com.google.common.base.Preconditions;
import com.google.inject.Inject;
import com.l2jserver.model.server.AttackHit;
import com.l2jserver.model.server.attack.AttackCalculator;
import com.l2jserver.model.server.attack.AttackCalculator.AttackCalculatorType;
import com.l2jserver.model.server.attack.AttackCalculatorContext;
import com.l2jserver.model.server.attack.PhysicalAttackCalculator;
import com.l2jserver.model.world.Actor;
import com.l2jserver.model.world.NPC;
import com.l2jserver.model.world.actor.event.ActorAttackHitEvent;
import com.l2jserver.service.AbstractService;
import com.l2jserver.service.AbstractService.Depends;
import com.l2jserver.service.core.threading.AsyncFuture;
import com.l2jserver.service.core.threading.ThreadService;
import com.l2jserver.service.game.npc.NPCService;
import com.l2jserver.service.game.world.event.WorldEventDispatcher;
/**
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
@Depends({ ThreadService.class })
public class AttackServiceImpl extends AbstractService implements AttackService {
/**
* Calculator used to compute physical attacks
*/
private static final AttackCalculator PHYSICAL_ATTACK_CALCULATOR = new PhysicalAttackCalculator();
/**
* The {@link ThreadService} is used to schedule asynchronous attacks
*/
private final ThreadService threadService;
/**
* The {@link NPCService}
*/
private final NPCService npcService;
/**
* The {@link WorldEventDispatcher} is used to dispatch attack events to the
* world
*/
private final WorldEventDispatcher eventDispatcher;
@Inject
public AttackServiceImpl(ThreadService threadService,
NPCService npcService, WorldEventDispatcher eventDispatcher) {
this.threadService = threadService;
this.npcService = npcService;
this.eventDispatcher = eventDispatcher;
}
@Override
public AsyncFuture<AttackHit> attack(Actor attacker, Actor target) {
Preconditions.checkNotNull(attacker, "attacker");
Preconditions.checkNotNull(target, "target");
Preconditions.checkArgument(!attacker.equals(target),
"attacker must not be equal to target");
return threadService.async(new AttackCallable(attacker, target));
}
/**
* {@link Callable} implementation used to execute attacks.
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
private class AttackCallable implements Callable<AttackHit> {
/**
* The attacker
*/
private final Actor attacker;
/**
* The target
*/
private final Actor target;
public AttackCallable(Actor attacker, Actor target) {
this.attacker = attacker;
this.target = target;
}
@Override
public AttackHit call() throws Exception {
final double hp = target.getHP();
final double damage = PHYSICAL_ATTACK_CALCULATOR.calculate(
AttackCalculatorType.DAMAGE, new AttackCalculatorContext(
attacker, target));
final double dealDamage = (hp < damage ? hp : damage);
// TODO calculate miss
// TODO calculate critical
// TODO calculate soulshot
// reduce target life
target.setHP(target.getHP() - dealDamage);
final AttackHit hit = new AttackHit(attacker, target, damage);
eventDispatcher.dispatch(new ActorAttackHitEvent(hit));
if (target.getHP() <= 0) {
if (target instanceof NPC)
npcService.die((NPC) target, attacker);
}
return hit;
}
}
}