content: /**
   * This file is part of Aion-Lightning <aion-lightning.org>.
   *
   *  Aion-Lightning 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.
   *
   *  Aion-Lightning 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 Aion-Lightning.
   *  If not, see <http://www.gnu.org/licenses/>.
   */
  package com.aionemu.gameserver.controllers.attack;
  
  import com.aionemu.gameserver.skillengine.model.HitType;
  
  /**
   * @author ATracer modified by Sippolo, kecimis
   */
  public class AttackResult {
  
  	private int damage;
  	private AttackStatus attackStatus;
  	private HitType hitType = HitType.EVERYHIT;
  	/**
  	 * shield effects related
  	 */
  	private int shieldType;
  	private int reflectedDamage = 0;
  	private int reflectedSkillId = 0;
  	private int protectedSkillId = 0;
  	private int protectedDamage = 0;
  	private int protectorId = 0;
  	private int shieldMp = 0;
  	private boolean launchSubEffect = true;
  
  	public AttackResult(int damage, AttackStatus attackStatus) {
  		this.damage = damage;
  		this.attackStatus = attackStatus;
  	}
  
  	public AttackResult(int damage, AttackStatus attackStatus, HitType type) {
  		this(damage, attackStatus);
  		this.hitType = type;
  	}
  
  	/**
  	 * @return the damage
  	 */
  	public int getDamage() {
  		return damage;
  	}
  
  	/**
  	 * @param damage
  	 *            the damage to set
  	 */
  	public void setDamage(int damage) {
  		this.damage = damage;
  	}
  
  	/**
  	 * @return the attackStatus
  	 */
  	public AttackStatus getAttackStatus() {
  		return attackStatus;
  	}
  
  	/**
  	 * @return the Damage Type
  	 */
  	public HitType getDamageType() {
  		return hitType;
  	}
  
  	/**
  	 * @param type
  	 *            the Damage Type to set
  	 */
  	public void setDamageType(HitType type) {
  		this.hitType = type;
  	}
  
  	/**
  	 * shield effects related
  	 */
  	/**
  	 * @return the shieldType
  	 */
  	public int getShieldType() {
  		return shieldType;
  	}
  
  	/**
  	 * @param shieldType
  	 *            the shieldType to set
  	 */
  	public void setShieldType(int shieldType) {
  		this.shieldType |= shieldType;
  	}
  
  	public int getReflectedDamage() {
  		return this.reflectedDamage;
  	}
  
  	public void setReflectedDamage(int reflectedDamage) {
  		this.reflectedDamage = reflectedDamage;
  	}
  
  	public int getReflectedSkillId() {
  		return this.reflectedSkillId;
  	}
  
  	public void setReflectedSkillId(int skillId) {
  		this.reflectedSkillId = skillId;
  	}
  
  	public int getProtectedSkillId() {
  		return this.protectedSkillId;
  	}
  
  	public void setProtectedSkillId(int skillId) {
  		this.protectedSkillId = skillId;
  	}
  
  	public int getProtectedDamage() {
  		return this.protectedDamage;
  	}
  
  	public void setProtectedDamage(int protectedDamage) {
  		this.protectedDamage = protectedDamage;
  	}
  
  	public int getProtectorId() {
  		return this.protectorId;
  	}
  
  	public void setProtectorId(int protectorId) {
  		this.protectorId = protectorId;
  	}
  
  	public boolean isLaunchSubEffect() {
  		return launchSubEffect;
  	}
  
  	public void setLaunchSubEffect(boolean launchSubEffect) {
  		this.launchSubEffect = launchSubEffect;
  	}
  
  	public int getShieldMp() {
  		return this.shieldMp;
  	}
  
  	public void setShieldMp(int shieldMp) {
  		this.shieldMp = shieldMp;
  	}
  }
  