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.skillengine.effect;
  
  import java.util.ArrayList;
  import java.util.List;
  
  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.model.stats.calc.functions.IStatFunction;
  import com.aionemu.gameserver.model.stats.calc.functions.StatWeaponMasteryFunction;
  import com.aionemu.gameserver.model.stats.container.StatEnum;
  import com.aionemu.gameserver.model.templates.item.WeaponType;
  import com.aionemu.gameserver.skillengine.model.Effect;
  
  /**
   * @author ATracer
   */
  @XmlAccessorType(XmlAccessType.FIELD)
  @XmlType(name = "WeaponMasteryEffect")
  public class WeaponMasteryEffect extends BuffEffect {
  
  	@XmlAttribute(name = "weapon")
  	private WeaponType weaponType;
  
  	@Override
  	public void startEffect(Effect effect) {
  		if (change == null) {
  			return;
  		}
  
  		List<IStatFunction> modifiers = getModifiers(effect);
  		List<IStatFunction> masteryModifiers = new ArrayList<IStatFunction>(modifiers.size());
  		for (IStatFunction modifier : modifiers) {
  			if (weaponType.getRequiredSlots() == 2) {
  				masteryModifiers.add(new StatWeaponMasteryFunction(weaponType, modifier.getName(), modifier.getValue(), modifier.isBonus()));
  			}
  			else if (modifier.getName() == StatEnum.PHYSICAL_ATTACK) {
  				masteryModifiers.add(new StatWeaponMasteryFunction(weaponType, StatEnum.MAIN_HAND_POWER, modifier.getValue(), modifier.isBonus()));
  				masteryModifiers.add(new StatWeaponMasteryFunction(weaponType, StatEnum.OFF_HAND_POWER, modifier.getValue(), modifier.isBonus()));
  			}
  		}
  		effect.getEffected().getGameStats().addEffect(effect, masteryModifiers);
  	}
  }
  