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trunk/dist/doc/3rdPartyLicenses/javolution.txt
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/*
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||||
* Javolution - Java(tm) Solution for Real-Time and Embedded Systems
|
||||
* Copyright (c) 2005-2009, Javolution (http://javolution.org/)
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
*
|
||||
* 1. Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
*
|
||||
* 2. Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
173
trunk/dist/doc/3rdPartyLicenses/mail.txt
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trunk/dist/doc/3rdPartyLicenses/mail.txt
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README
|
||||
======
|
||||
|
||||
JavaMail(TM) API 1.5.0 release
|
||||
------------------------------
|
||||
|
||||
Welcome to the JavaMail API 1.5.0 release! This release includes
|
||||
versions of the JavaMail API implementation, IMAP, SMTP, and POP3
|
||||
service providers, some examples, and documentation for the JavaMail
|
||||
API.
|
||||
|
||||
Please see the FAQ at http://www.oracle.com/technetwork/java/javamail/faq/
|
||||
|
||||
JDK Version notes
|
||||
-----------------
|
||||
|
||||
The JavaMail API supports JDK 1.5 or higher. Note that we have
|
||||
currently tested this implementation with JDK 1.5, 1.6, and 1.7.
|
||||
|
||||
While JavaMail will work with JAF 1.0.2, we recommend the use of JAF 1.1
|
||||
or newer. JAF 1.1.1 is currently the newest version. Note that JAF 1.1
|
||||
is included in JDK 1.6 and JAF 1.1.1 is included in JDK 1.6.0_10 and
|
||||
later.
|
||||
|
||||
|
||||
Protocols supported
|
||||
-------------------
|
||||
|
||||
This release supports the following Internet standard mail protocols:
|
||||
|
||||
IMAP - a message Store protocol, for reading messages from a server
|
||||
POP3 - a message Store protocol, for reading messages from a server
|
||||
SMTP - a message Transport protocol, for sending messages to a server
|
||||
|
||||
The following table lists the names of the supported protocols (as used
|
||||
in the JavaMail API) and their capabilities:
|
||||
|
||||
Protocol Store or Uses Supports
|
||||
Name Transport? SSL? STARTTLS?
|
||||
-------------------------------------------------
|
||||
imap Store No Yes
|
||||
imaps Store Yes N/A
|
||||
gimap Store Yes N/A
|
||||
pop3 Store No Yes
|
||||
pop3s Store Yes N/A
|
||||
smtp Transport No Yes
|
||||
smtps Transport Yes N/A
|
||||
|
||||
See our web page at http://www.oracle.com/technetwork/java/javamail/
|
||||
for the latest information on third party protocol providers.
|
||||
|
||||
|
||||
Download
|
||||
--------
|
||||
|
||||
See the JavaMail project page to download this release.
|
||||
|
||||
http://javamail.java.net
|
||||
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
Note that the JavaMail API requires the JavaBeans(TM) Activation
|
||||
Framework package to be installed as well if you're using JDK 1.5.
|
||||
Download the latest version of the JavaBeans Activation Framework from
|
||||
|
||||
http://www.oracle.com/technetwork/java/javase/index-jsp-136939.html
|
||||
|
||||
and install it in a suitable location.
|
||||
|
||||
|
||||
Installation
|
||||
------------
|
||||
|
||||
UNIX/Linux
|
||||
----------
|
||||
|
||||
1. Download the javax.mail.jar file from the JavaMail project website.
|
||||
http://java.net/projects/javamail/downloads/download/javax.mail.jar
|
||||
|
||||
2. Set your CLASSPATH to include the "javax.mail.jar" file obtained from
|
||||
the download, as well as the current directory.
|
||||
|
||||
Assuming you have downloaded javax.mail.jar to the /u/me/download/
|
||||
directory, the following would work:
|
||||
|
||||
export CLASSPATH=$CLASSPATH:/u/me/download/javax.mail.jar:.
|
||||
|
||||
(Don't forget the trailing "." for the current directory.)
|
||||
Also, if you're using JDK 1.5, include the "activation.jar" file that you
|
||||
obtained from downloading the JavaBeans Activation Framework. For example:
|
||||
|
||||
export CLASSPATH=$CLASSPATH:/u/me/download/activation/activation.jar
|
||||
|
||||
3. Download the javamail-samples.zip file from the project website.
|
||||
http://java.net/projects/javamail/downloads/download/javamail-samples.zip
|
||||
|
||||
4. Compile any sample program using your Java compiler. For example:
|
||||
|
||||
javac msgshow.java
|
||||
|
||||
5. Run the sample program. The '-' option lists the required and optional
|
||||
command-line options to successfully run any sample. For example:
|
||||
|
||||
java msgshow -
|
||||
|
||||
lists the available options. And
|
||||
|
||||
java msgshow -T imap -H <mailserver> -U <username> -P <passwd> -f INBOX 5
|
||||
|
||||
uses the IMAP protocol to display message number 5 from your INBOX.
|
||||
|
||||
(Additional instructions on how to run the simple mail reader sample
|
||||
and servlet sample are provided in client/README.txt and servlet/README.txt,
|
||||
respectively.)
|
||||
|
||||
|
||||
Windows
|
||||
-------
|
||||
|
||||
1. Download the javax.mail.jar file from the JavaMail project website.
|
||||
http://java.net/projects/javamail/downloads/download/javax.mail.jar
|
||||
|
||||
2. Set your CLASSPATH to include the "javax.mail.jar" file obtained from
|
||||
the download, as well as the current directory.
|
||||
|
||||
Assuming you have downloaded javax.mail.jar to the /u/me/download/
|
||||
directory, the following would work:
|
||||
|
||||
set CLASSPATH=%CLASSPATH%;c:\download\javax.mail.jar;.
|
||||
|
||||
(Don't forget the trailing "." for the current directory.)
|
||||
Also, if you're using JDK 1.5, include the "activation.jar" file that you
|
||||
obtained from downloading the JavaBeans Activation Framework. For example:
|
||||
|
||||
set CLASSPATH=%CLASSPATH%;c:\download\activation\activation.jar
|
||||
|
||||
3. Download the javamail-samples.zip file from the project website.
|
||||
http://java.net/projects/javamail/downloads/download/javamail-samples.zip
|
||||
|
||||
4. Compile any sample program using your Java compiler. For example:
|
||||
|
||||
javac msgshow.java
|
||||
|
||||
5. Run the sample program. The '-' option lists the required and optional
|
||||
command-line options to successfully run any sample. For example:
|
||||
|
||||
java msgshow -
|
||||
|
||||
lists the available options. And
|
||||
|
||||
java msgshow -T imap -H <mailserver> -U <username> -P <passwd> -f INBOX 5
|
||||
|
||||
uses the IMAP protocol to display message number 5 from your INBOX.
|
||||
|
||||
(Additional instructions on how to run the simple mail reader sample
|
||||
and servlet sample are provided in client/README.txt and servlet/README.txt,
|
||||
respectively.)
|
||||
|
||||
|
||||
Problems?
|
||||
---------
|
||||
|
||||
The JavaMail FAQ at http://www.oracle.com/technetwork/java/javamail/faq/
|
||||
includes information on protocols supported, installation problems,
|
||||
debugging tips, etc.
|
||||
|
||||
See the NOTES.txt file for information on how to report bugs.
|
||||
|
||||
Enjoy!
|
||||
|
||||
The JavaMail API Team
|
502
trunk/dist/doc/3rdPartyLicenses/weupnp.txt
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trunk/dist/doc/3rdPartyLicenses/weupnp.txt
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@ -1,502 +0,0 @@
|
||||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
Version 2.1, February 1999
|
||||
|
||||
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
|
||||
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
[This is the first released version of the Lesser GPL. It also counts
|
||||
as the successor of the GNU Library Public License, version 2, hence
|
||||
the version number 2.1.]
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
Licenses are intended to guarantee your freedom to share and change
|
||||
free software--to make sure the software is free for all its users.
|
||||
|
||||
This license, the Lesser General Public License, applies to some
|
||||
specially designated software packages--typically libraries--of the
|
||||
Free Software Foundation and other authors who decide to use it. You
|
||||
can use it too, but we suggest you first think carefully about whether
|
||||
this license or the ordinary General Public License is the better
|
||||
strategy to use in any particular case, based on the explanations below.
|
||||
|
||||
When we speak of free software, we are referring to freedom of use,
|
||||
not price. Our General Public Licenses are designed to make sure that
|
||||
you have the freedom to distribute copies of free software (and charge
|
||||
for this service if you wish); that you receive source code or can get
|
||||
it if you want it; that you can change the software and use pieces of
|
||||
it in new free programs; and that you are informed that you can do
|
||||
these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
distributors to deny you these rights or to ask you to surrender these
|
||||
rights. These restrictions translate to certain responsibilities for
|
||||
you if you distribute copies of the library or if you modify it.
|
||||
|
||||
For example, if you distribute copies of the library, whether gratis
|
||||
or for a fee, you must give the recipients all the rights that we gave
|
||||
you. You must make sure that they, too, receive or can get the source
|
||||
code. If you link other code with the library, you must provide
|
||||
complete object files to the recipients, so that they can relink them
|
||||
with the library after making changes to the library and recompiling
|
||||
it. And you must show them these terms so they know their rights.
|
||||
|
||||
We protect your rights with a two-step method: (1) we copyright the
|
||||
library, and (2) we offer you this license, which gives you legal
|
||||
permission to copy, distribute and/or modify the library.
|
||||
|
||||
To protect each distributor, we want to make it very clear that
|
||||
there is no warranty for the free library. Also, if the library is
|
||||
modified by someone else and passed on, the recipients should know
|
||||
that what they have is not the original version, so that the original
|
||||
author's reputation will not be affected by problems that might be
|
||||
introduced by others.
|
||||
|
||||
Finally, software patents pose a constant threat to the existence of
|
||||
any free program. We wish to make sure that a company cannot
|
||||
effectively restrict the users of a free program by obtaining a
|
||||
restrictive license from a patent holder. Therefore, we insist that
|
||||
any patent license obtained for a version of the library must be
|
||||
consistent with the full freedom of use specified in this license.
|
||||
|
||||
Most GNU software, including some libraries, is covered by the
|
||||
ordinary GNU General Public License. This license, the GNU Lesser
|
||||
General Public License, applies to certain designated libraries, and
|
||||
is quite different from the ordinary General Public License. We use
|
||||
this license for certain libraries in order to permit linking those
|
||||
libraries into non-free programs.
|
||||
|
||||
When a program is linked with a library, whether statically or using
|
||||
a shared library, the combination of the two is legally speaking a
|
||||
combined work, a derivative of the original library. The ordinary
|
||||
General Public License therefore permits such linking only if the
|
||||
entire combination fits its criteria of freedom. The Lesser General
|
||||
Public License permits more lax criteria for linking other code with
|
||||
the library.
|
||||
|
||||
We call this license the "Lesser" General Public License because it
|
||||
does Less to protect the user's freedom than the ordinary General
|
||||
Public License. It also provides other free software developers Less
|
||||
of an advantage over competing non-free programs. These disadvantages
|
||||
are the reason we use the ordinary General Public License for many
|
||||
libraries. However, the Lesser license provides advantages in certain
|
||||
special circumstances.
|
||||
|
||||
For example, on rare occasions, there may be a special need to
|
||||
encourage the widest possible use of a certain library, so that it becomes
|
||||
a de-facto standard. To achieve this, non-free programs must be
|
||||
allowed to use the library. A more frequent case is that a free
|
||||
library does the same job as widely used non-free libraries. In this
|
||||
case, there is little to gain by limiting the free library to free
|
||||
software only, so we use the Lesser General Public License.
|
||||
|
||||
In other cases, permission to use a particular library in non-free
|
||||
programs enables a greater number of people to use a large body of
|
||||
free software. For example, permission to use the GNU C Library in
|
||||
non-free programs enables many more people to use the whole GNU
|
||||
operating system, as well as its variant, the GNU/Linux operating
|
||||
system.
|
||||
|
||||
Although the Lesser General Public License is Less protective of the
|
||||
users' freedom, it does ensure that the user of a program that is
|
||||
linked with the Library has the freedom and the wherewithal to run
|
||||
that program using a modified version of the Library.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow. Pay close attention to the difference between a
|
||||
"work based on the library" and a "work that uses the library". The
|
||||
former contains code derived from the library, whereas the latter must
|
||||
be combined with the library in order to run.
|
||||
|
||||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License Agreement applies to any software library or other
|
||||
program which contains a notice placed by the copyright holder or
|
||||
other authorized party saying it may be distributed under the terms of
|
||||
this Lesser General Public License (also called "this License").
|
||||
Each licensee is addressed as "you".
|
||||
|
||||
A "library" means a collection of software functions and/or data
|
||||
prepared so as to be conveniently linked with application programs
|
||||
(which use some of those functions and data) to form executables.
|
||||
|
||||
The "Library", below, refers to any such software library or work
|
||||
which has been distributed under these terms. A "work based on the
|
||||
Library" means either the Library or any derivative work under
|
||||
copyright law: that is to say, a work containing the Library or a
|
||||
portion of it, either verbatim or with modifications and/or translated
|
||||
straightforwardly into another language. (Hereinafter, translation is
|
||||
included without limitation in the term "modification".)
|
||||
|
||||
"Source code" for a work means the preferred form of the work for
|
||||
making modifications to it. For a library, complete source code means
|
||||
all the source code for all modules it contains, plus any associated
|
||||
interface definition files, plus the scripts used to control compilation
|
||||
and installation of the library.
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running a program using the Library is not restricted, and output from
|
||||
such a program is covered only if its contents constitute a work based
|
||||
on the Library (independent of the use of the Library in a tool for
|
||||
writing it). Whether that is true depends on what the Library does
|
||||
and what the program that uses the Library does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Library's
|
||||
complete source code as you receive it, in any medium, provided that
|
||||
you conspicuously and appropriately publish on each copy an
|
||||
appropriate copyright notice and disclaimer of warranty; keep intact
|
||||
all the notices that refer to this License and to the absence of any
|
||||
warranty; and distribute a copy of this License along with the
|
||||
Library.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy,
|
||||
and you may at your option offer warranty protection in exchange for a
|
||||
fee.
|
||||
|
||||
2. You may modify your copy or copies of the Library or any portion
|
||||
of it, thus forming a work based on the Library, and copy and
|
||||
distribute such modifications or work under the terms of Section 1
|
||||
above, provided that you also meet all of these conditions:
|
||||
|
||||
a) The modified work must itself be a software library.
|
||||
|
||||
b) You must cause the files modified to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
c) You must cause the whole of the work to be licensed at no
|
||||
charge to all third parties under the terms of this License.
|
||||
|
||||
d) If a facility in the modified Library refers to a function or a
|
||||
table of data to be supplied by an application program that uses
|
||||
the facility, other than as an argument passed when the facility
|
||||
is invoked, then you must make a good faith effort to ensure that,
|
||||
in the event an application does not supply such function or
|
||||
table, the facility still operates, and performs whatever part of
|
||||
its purpose remains meaningful.
|
||||
|
||||
(For example, a function in a library to compute square roots has
|
||||
a purpose that is entirely well-defined independent of the
|
||||
application. Therefore, Subsection 2d requires that any
|
||||
application-supplied function or table used by this function must
|
||||
be optional: if the application does not supply it, the square
|
||||
root function must still compute square roots.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Library,
|
||||
and can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Library, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote
|
||||
it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Library.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Library
|
||||
with the Library (or with a work based on the Library) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
3. You may opt to apply the terms of the ordinary GNU General Public
|
||||
License instead of this License to a given copy of the Library. To do
|
||||
this, you must alter all the notices that refer to this License, so
|
||||
that they refer to the ordinary GNU General Public License, version 2,
|
||||
instead of to this License. (If a newer version than version 2 of the
|
||||
ordinary GNU General Public License has appeared, then you can specify
|
||||
that version instead if you wish.) Do not make any other change in
|
||||
these notices.
|
||||
|
||||
Once this change is made in a given copy, it is irreversible for
|
||||
that copy, so the ordinary GNU General Public License applies to all
|
||||
subsequent copies and derivative works made from that copy.
|
||||
|
||||
This option is useful when you wish to copy part of the code of
|
||||
the Library into a program that is not a library.
|
||||
|
||||
4. You may copy and distribute the Library (or a portion or
|
||||
derivative of it, under Section 2) in object code or executable form
|
||||
under the terms of Sections 1 and 2 above provided that you accompany
|
||||
it with the complete corresponding machine-readable source code, which
|
||||
must be distributed under the terms of Sections 1 and 2 above on a
|
||||
medium customarily used for software interchange.
|
||||
|
||||
If distribution of object code is made by offering access to copy
|
||||
from a designated place, then offering equivalent access to copy the
|
||||
source code from the same place satisfies the requirement to
|
||||
distribute the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
5. A program that contains no derivative of any portion of the
|
||||
Library, but is designed to work with the Library by being compiled or
|
||||
linked with it, is called a "work that uses the Library". Such a
|
||||
work, in isolation, is not a derivative work of the Library, and
|
||||
therefore falls outside the scope of this License.
|
||||
|
||||
However, linking a "work that uses the Library" with the Library
|
||||
creates an executable that is a derivative of the Library (because it
|
||||
contains portions of the Library), rather than a "work that uses the
|
||||
library". The executable is therefore covered by this License.
|
||||
Section 6 states terms for distribution of such executables.
|
||||
|
||||
When a "work that uses the Library" uses material from a header file
|
||||
that is part of the Library, the object code for the work may be a
|
||||
derivative work of the Library even though the source code is not.
|
||||
Whether this is true is especially significant if the work can be
|
||||
linked without the Library, or if the work is itself a library. The
|
||||
threshold for this to be true is not precisely defined by law.
|
||||
|
||||
If such an object file uses only numerical parameters, data
|
||||
structure layouts and accessors, and small macros and small inline
|
||||
functions (ten lines or less in length), then the use of the object
|
||||
file is unrestricted, regardless of whether it is legally a derivative
|
||||
work. (Executables containing this object code plus portions of the
|
||||
Library will still fall under Section 6.)
|
||||
|
||||
Otherwise, if the work is a derivative of the Library, you may
|
||||
distribute the object code for the work under the terms of Section 6.
|
||||
Any executables containing that work also fall under Section 6,
|
||||
whether or not they are linked directly with the Library itself.
|
||||
|
||||
6. As an exception to the Sections above, you may also combine or
|
||||
link a "work that uses the Library" with the Library to produce a
|
||||
work containing portions of the Library, and distribute that work
|
||||
under terms of your choice, provided that the terms permit
|
||||
modification of the work for the customer's own use and reverse
|
||||
engineering for debugging such modifications.
|
||||
|
||||
You must give prominent notice with each copy of the work that the
|
||||
Library is used in it and that the Library and its use are covered by
|
||||
this License. You must supply a copy of this License. If the work
|
||||
during execution displays copyright notices, you must include the
|
||||
copyright notice for the Library among them, as well as a reference
|
||||
directing the user to the copy of this License. Also, you must do one
|
||||
of these things:
|
||||
|
||||
a) Accompany the work with the complete corresponding
|
||||
machine-readable source code for the Library including whatever
|
||||
changes were used in the work (which must be distributed under
|
||||
Sections 1 and 2 above); and, if the work is an executable linked
|
||||
with the Library, with the complete machine-readable "work that
|
||||
uses the Library", as object code and/or source code, so that the
|
||||
user can modify the Library and then relink to produce a modified
|
||||
executable containing the modified Library. (It is understood
|
||||
that the user who changes the contents of definitions files in the
|
||||
Library will not necessarily be able to recompile the application
|
||||
to use the modified definitions.)
|
||||
|
||||
b) Use a suitable shared library mechanism for linking with the
|
||||
Library. A suitable mechanism is one that (1) uses at run time a
|
||||
copy of the library already present on the user's computer system,
|
||||
rather than copying library functions into the executable, and (2)
|
||||
will operate properly with a modified version of the library, if
|
||||
the user installs one, as long as the modified version is
|
||||
interface-compatible with the version that the work was made with.
|
||||
|
||||
c) Accompany the work with a written offer, valid for at
|
||||
least three years, to give the same user the materials
|
||||
specified in Subsection 6a, above, for a charge no more
|
||||
than the cost of performing this distribution.
|
||||
|
||||
d) If distribution of the work is made by offering access to copy
|
||||
from a designated place, offer equivalent access to copy the above
|
||||
specified materials from the same place.
|
||||
|
||||
e) Verify that the user has already received a copy of these
|
||||
materials or that you have already sent this user a copy.
|
||||
|
||||
For an executable, the required form of the "work that uses the
|
||||
Library" must include any data and utility programs needed for
|
||||
reproducing the executable from it. However, as a special exception,
|
||||
the materials to be distributed need not include anything that is
|
||||
normally distributed (in either source or binary form) with the major
|
||||
components (compiler, kernel, and so on) of the operating system on
|
||||
which the executable runs, unless that component itself accompanies
|
||||
the executable.
|
||||
|
||||
It may happen that this requirement contradicts the license
|
||||
restrictions of other proprietary libraries that do not normally
|
||||
accompany the operating system. Such a contradiction means you cannot
|
||||
use both them and the Library together in an executable that you
|
||||
distribute.
|
||||
|
||||
7. You may place library facilities that are a work based on the
|
||||
Library side-by-side in a single library together with other library
|
||||
facilities not covered by this License, and distribute such a combined
|
||||
library, provided that the separate distribution of the work based on
|
||||
the Library and of the other library facilities is otherwise
|
||||
permitted, and provided that you do these two things:
|
||||
|
||||
a) Accompany the combined library with a copy of the same work
|
||||
based on the Library, uncombined with any other library
|
||||
facilities. This must be distributed under the terms of the
|
||||
Sections above.
|
||||
|
||||
b) Give prominent notice with the combined library of the fact
|
||||
that part of it is a work based on the Library, and explaining
|
||||
where to find the accompanying uncombined form of the same work.
|
||||
|
||||
8. You may not copy, modify, sublicense, link with, or distribute
|
||||
the Library except as expressly provided under this License. Any
|
||||
attempt otherwise to copy, modify, sublicense, link with, or
|
||||
distribute the Library is void, and will automatically terminate your
|
||||
rights under this License. However, parties who have received copies,
|
||||
or rights, from you under this License will not have their licenses
|
||||
terminated so long as such parties remain in full compliance.
|
||||
|
||||
9. You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Library or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Library (or any work based on the
|
||||
Library), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Library or works based on it.
|
||||
|
||||
10. Each time you redistribute the Library (or any work based on the
|
||||
Library), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute, link with or modify the Library
|
||||
subject to these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties with
|
||||
this License.
|
||||
|
||||
11. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Library at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Library by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Library.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under any
|
||||
particular circumstance, the balance of the section is intended to apply,
|
||||
and the section as a whole is intended to apply in other circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
12. If the distribution and/or use of the Library is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Library under this License may add
|
||||
an explicit geographical distribution limitation excluding those countries,
|
||||
so that distribution is permitted only in or among countries not thus
|
||||
excluded. In such case, this License incorporates the limitation as if
|
||||
written in the body of this License.
|
||||
|
||||
13. The Free Software Foundation may publish revised and/or new
|
||||
versions of the Lesser General Public License from time to time.
|
||||
Such new versions will be similar in spirit to the present version,
|
||||
but may differ in detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Library
|
||||
specifies a version number of this License which applies to it and
|
||||
"any later version", you have the option of following the terms and
|
||||
conditions either of that version or of any later version published by
|
||||
the Free Software Foundation. If the Library does not specify a
|
||||
license version number, you may choose any version ever published by
|
||||
the Free Software Foundation.
|
||||
|
||||
14. If you wish to incorporate parts of the Library into other free
|
||||
programs whose distribution conditions are incompatible with these,
|
||||
write to the author to ask for permission. For software which is
|
||||
copyrighted by the Free Software Foundation, write to the Free
|
||||
Software Foundation; we sometimes make exceptions for this. Our
|
||||
decision will be guided by the two goals of preserving the free status
|
||||
of all derivatives of our free software and of promoting the sharing
|
||||
and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
|
||||
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
|
||||
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
|
||||
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
|
||||
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
|
||||
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
|
||||
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
|
||||
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
|
||||
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
|
||||
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
|
||||
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
|
||||
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
||||
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||
DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Libraries
|
||||
|
||||
If you develop a new library, and you want it to be of the greatest
|
||||
possible use to the public, we recommend making it free software that
|
||||
everyone can redistribute and change. You can do so by permitting
|
||||
redistribution under these terms (or, alternatively, under the terms of the
|
||||
ordinary General Public License).
|
||||
|
||||
To apply these terms, attach the following notices to the library. It is
|
||||
safest to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least the
|
||||
"copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the library's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU Lesser General Public
|
||||
License as published by the Free Software Foundation; either
|
||||
version 2.1 of the License, or (at your option) any later version.
|
||||
|
||||
This library 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
|
||||
Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public
|
||||
License along with this library; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the library, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1990
|
||||
Ty Coon, President of Vice
|
||||
|
||||
That's all there is to it!
|
9
trunk/dist/game/config/Custom.properties
vendored
9
trunk/dist/game/config/Custom.properties
vendored
@ -496,13 +496,6 @@ DualboxCheckWhitelist = 127.0.0.1,0
|
||||
# Default: False
|
||||
AllowChangePassword = False
|
||||
|
||||
# Enables L2J old drop behavior
|
||||
# The old L2J system used to add amount of items drop per 100% range of chance.
|
||||
# For example, if chance is 230% when rate are applied, it will do :
|
||||
# amount dropped = (2 * getRandomAmount(min,max)) + 30% chance to get ad additional getRandomAmount(min,max)
|
||||
# Default : False
|
||||
OldDropBehavior = False
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Allowed Player Races
|
||||
@ -689,7 +682,7 @@ BalancePlayerExceedLimit = 20
|
||||
|
||||
# Enable premium system.
|
||||
# Default: False
|
||||
EnablePremiumSystem = False
|
||||
EnablePremiumSystem = True
|
||||
|
||||
# Xp rate for premium players.
|
||||
PremiumRateXp = 2
|
||||
|
3
trunk/dist/game/config/General.properties
vendored
3
trunk/dist/game/config/General.properties
vendored
@ -335,7 +335,8 @@ ClearDroppedItemTable = False
|
||||
# Default: False
|
||||
AutoDeleteInvalidQuestData = False
|
||||
|
||||
# Setting False can improve server performance on high rate/population servers.
|
||||
# If True, allows a special handling for drops when chance raises over 100% (eg. when applying chance rates).
|
||||
# True value causes better drop handling at higher rates.
|
||||
# Default: True
|
||||
PreciseDropCalculation = True
|
||||
|
||||
|
8
trunk/dist/game/config/NPC.properties
vendored
8
trunk/dist/game/config/NPC.properties
vendored
@ -182,6 +182,14 @@ MinionChaosTime = 10
|
||||
# Drops
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
# If True, activates bellow level gap rules for standard mobs:
|
||||
# Default: True
|
||||
UseDeepBlueDropRules = True
|
||||
|
||||
# If True, activates bellow level gap rules for raid bosses:
|
||||
# Default: True
|
||||
UseDeepBlueDropRulesRaid = True
|
||||
|
||||
# The min and max level difference used for level gap calculation
|
||||
# this is only for how many levels higher the player is than the monster
|
||||
# Default: 8
|
||||
|
5
trunk/dist/game/config/Rates.properties
vendored
5
trunk/dist/game/config/Rates.properties
vendored
@ -9,8 +9,7 @@
|
||||
# ---------------------------------------------------------------------------
|
||||
# Item Rates
|
||||
# ---------------------------------------------------------------------------
|
||||
# Warning: to achieve old l2j behavior before drops rework you need to enable OldDropBehavior in Custom.properties
|
||||
# and increase only chance multipliers! Remember if you increase both chance and amount you will have higher rates than expected
|
||||
# Warning: Remember if you increase both chance and amount you will have higher rates than expected
|
||||
# Example: if amount multiplier is 5 and chance multiplier is 5 you will end up with 5*5 = 25 drop rates so be careful!
|
||||
|
||||
# Multiplies the amount of items dropped from monster on ground when it dies.
|
||||
@ -19,6 +18,7 @@ DeathDropAmountMultiplier = 1
|
||||
CorpseDropAmountMultiplier = 1
|
||||
# Multiplies the amount of items dropped from monster on ground when it dies.
|
||||
HerbDropAmountMultiplier = 1
|
||||
RaidDropAmountMultiplier = 1
|
||||
|
||||
# Multiplies the chance of items that can be dropped from monster on ground when it dies.
|
||||
DeathDropChanceMultiplier = 1
|
||||
@ -26,6 +26,7 @@ DeathDropChanceMultiplier = 1
|
||||
CorpseDropChanceMultiplier = 1
|
||||
# Multiplies the chance of items that can be dropped from monster on ground when it dies.
|
||||
HerbDropChanceMultiplier = 1
|
||||
RaidDropChanceMultiplier = 1
|
||||
|
||||
# List of items affected by custom drop rate by id, used now for Adena rate too.
|
||||
# Usage: itemId1,multiplier1;itemId2,multiplier2;...
|
||||
|
@ -85,7 +85,7 @@ public class L2NpcActionShift implements IActionShiftHandler
|
||||
html.replace("%accu%", String.valueOf(((L2Character) target).getAccuracy()));
|
||||
html.replace("%evas%", String.valueOf(((L2Character) target).getEvasionRate(null)));
|
||||
html.replace("%crit%", String.valueOf(((L2Character) target).getCriticalHit(null, null)));
|
||||
html.replace("%rspd%", String.valueOf(((L2Character) target).getRunSpeed()));
|
||||
html.replace("%rspd%", String.valueOf((int) ((L2Character) target).getRunSpeed()));
|
||||
html.replace("%aspd%", String.valueOf(((L2Character) target).getPAtkSpd()));
|
||||
html.replace("%cspd%", String.valueOf(((L2Character) target).getMAtkSpd()));
|
||||
html.replace("%atkType%", String.valueOf(((L2Character) target).getTemplate().getBaseAttackType()));
|
||||
|
@ -1005,7 +1005,7 @@ public class AdminEditChar implements IAdminCommandHandler
|
||||
adminReply.replace("%accuracy%", String.valueOf(player.getAccuracy()));
|
||||
adminReply.replace("%evasion%", String.valueOf(player.getEvasionRate(null)));
|
||||
adminReply.replace("%critical%", String.valueOf(player.getCriticalHit(null, null)));
|
||||
adminReply.replace("%runspeed%", String.valueOf(player.getRunSpeed()));
|
||||
adminReply.replace("%runspeed%", String.valueOf((int) player.getRunSpeed()));
|
||||
adminReply.replace("%patkspd%", String.valueOf(player.getPAtkSpd()));
|
||||
adminReply.replace("%matkspd%", String.valueOf(player.getMAtkSpd()));
|
||||
adminReply.replace("%access%", player.getAccessLevel().getLevel() + " (" + player.getAccessLevel().getName() + ")");
|
||||
|
@ -290,34 +290,7 @@ public class NpcViewMod implements IBypassHandler
|
||||
final IDropItem dropItem = dropList.get(i);
|
||||
if (dropItem instanceof GeneralDropItem)
|
||||
{
|
||||
final GeneralDropItem generalDropItem = (GeneralDropItem) dropItem;
|
||||
final L2Item item = ItemTable.getInstance().getTemplate(generalDropItem.getItemId());
|
||||
sb.append("<table width=332 cellpadding=2 cellspacing=0 background=\"L2UI_CT1.Windows.Windows_DF_TooltipBG\">");
|
||||
sb.append("<tr><td width=32 valign=top>");
|
||||
sb.append("<img src=\"" + item.getIcon() + "\" width=32 height=32>");
|
||||
sb.append("</td><td fixwidth=300 align=center><font name=\"hs9\" color=\"CD9000\">");
|
||||
sb.append(item.getName());
|
||||
sb.append("</font></td></tr><tr><td width=32></td><td width=300><table width=295 cellpadding=0 cellspacing=0>");
|
||||
sb.append("<tr><td width=48 align=right valign=top><font color=\"LEVEL\">Amount:</font></td>");
|
||||
sb.append("<td width=247 align=center>");
|
||||
|
||||
final long min = generalDropItem.getMin(npc, activeChar);
|
||||
final long max = generalDropItem.getMax(npc, activeChar);
|
||||
if (min == max)
|
||||
{
|
||||
sb.append(amountFormat.format(min));
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.append(amountFormat.format(min));
|
||||
sb.append(" - ");
|
||||
sb.append(amountFormat.format(max));
|
||||
}
|
||||
|
||||
sb.append("</td></tr><tr><td width=48 align=right valign=top><font color=\"LEVEL\">Chance:</font></td>");
|
||||
sb.append("<td width=247 align=center>");
|
||||
sb.append(chanceFormat.format(Math.min(generalDropItem.getChance(npc, activeChar), 100)));
|
||||
sb.append("%</td></tr></table></td></tr><tr><td width=32></td><td width=300> </td></tr></table>");
|
||||
addGeneralDropItem(activeChar, npc, amountFormat, chanceFormat, sb, (GeneralDropItem) dropItem);
|
||||
}
|
||||
else if (dropItem instanceof GroupedGeneralDropItem)
|
||||
{
|
||||
@ -325,46 +298,21 @@ public class NpcViewMod implements IBypassHandler
|
||||
if (generalGroupedDropItem.getItems().size() == 1)
|
||||
{
|
||||
final GeneralDropItem generalDropItem = generalGroupedDropItem.getItems().get(0);
|
||||
final L2Item item = ItemTable.getInstance().getTemplate(generalDropItem.getItemId());
|
||||
sb.append("<table width=332 cellpadding=2 cellspacing=0 background=\"L2UI_CT1.Windows.Windows_DF_TooltipBG\">");
|
||||
sb.append("<tr><td width=32 valign=top>");
|
||||
sb.append("<img src=\"" + item.getIcon() + "\" width=32 height=32>");
|
||||
sb.append("</td><td fixwidth=300 align=center><font name=\"hs9\" color=\"CD9000\">");
|
||||
sb.append(item.getName());
|
||||
sb.append("</font></td></tr><tr><td width=32></td><td width=300><table width=295 cellpadding=0 cellspacing=0>");
|
||||
sb.append("<tr><td width=48 align=right valign=top><font color=\"LEVEL\">Amount:</font></td>");
|
||||
sb.append("<td width=247 align=center>");
|
||||
|
||||
final long min = generalDropItem.getMin(npc, activeChar);
|
||||
final long max = generalDropItem.getMax(npc, activeChar);
|
||||
if (min == max)
|
||||
{
|
||||
sb.append(amountFormat.format(min));
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.append(amountFormat.format(min));
|
||||
sb.append(" - ");
|
||||
sb.append(amountFormat.format(max));
|
||||
}
|
||||
|
||||
sb.append("</td></tr><tr><td width=48 align=right valign=top><font color=\"LEVEL\">Chance:</font></td>");
|
||||
sb.append("<td width=247 align=center>");
|
||||
sb.append(chanceFormat.format(Math.min(generalGroupedDropItem.getChance(npc, activeChar), 100)));
|
||||
sb.append("%</td></tr></table></td></tr><tr><td width=32></td><td width=300> </td></tr></table>");
|
||||
addGeneralDropItem(activeChar, npc, amountFormat, chanceFormat, sb, new GeneralDropItem(generalDropItem.getItemId(), generalDropItem.getMin(), generalDropItem.getMax(), (generalDropItem.getChance() * generalGroupedDropItem.getChance()) / 100, generalDropItem.getAmountStrategy(), generalDropItem.getChanceStrategy(), generalGroupedDropItem.getPreciseStrategy(), generalGroupedDropItem.getKillerChanceModifierStrategy(), generalDropItem.getDropCalculationStrategy()));
|
||||
}
|
||||
else
|
||||
{
|
||||
GroupedGeneralDropItem normalized = generalGroupedDropItem.normalizeMe(npc, activeChar);
|
||||
sb.append("<table width=332 cellpadding=2 cellspacing=0 background=\"L2UI_CT1.Windows.Windows_DF_TooltipBG\">");
|
||||
sb.append("<tr><td width=32 valign=top><img src=\"L2UI_CT1.ICON_DF_premiumItem\" width=32 height=32></td>");
|
||||
sb.append("<td fixwidth=300 align=center><font name=\"ScreenMessageSmall\" color=\"CD9000\">One from group</font>");
|
||||
sb.append("</td></tr><tr><td width=32></td><td width=300><table width=295 cellpadding=0 cellspacing=0><tr>");
|
||||
sb.append("<td width=48 align=right valign=top><font color=\"LEVEL\">Chance:</font></td>");
|
||||
sb.append("<td width=247 align=center>");
|
||||
sb.append(chanceFormat.format(Math.min(generalGroupedDropItem.getChance(npc, activeChar), 100)));
|
||||
sb.append(chanceFormat.format(Math.min(normalized.getChance(), 100)));
|
||||
sb.append("%</td></tr></table><br>");
|
||||
|
||||
for (GeneralDropItem generalDropItem : generalGroupedDropItem.getItems())
|
||||
for (GeneralDropItem generalDropItem : normalized.getItems())
|
||||
{
|
||||
final L2Item item = ItemTable.getInstance().getTemplate(generalDropItem.getItemId());
|
||||
sb.append("<table width=291 cellpadding=2 cellspacing=0 background=\"L2UI_CT1.Windows.Windows_DF_TooltipBG\">");
|
||||
@ -374,9 +322,9 @@ public class NpcViewMod implements IBypassHandler
|
||||
sb.append(item.getName());
|
||||
sb.append("</font></td></tr><tr><td width=32></td><td width=259><table width=253 cellpadding=0 cellspacing=0>");
|
||||
sb.append("<tr><td width=48 align=right valign=top><font color=\"LEVEL\">Amount:</font></td><td width=205 align=center>");
|
||||
|
||||
final long min = generalDropItem.getMin(npc, activeChar);
|
||||
final long max = generalDropItem.getMax(npc, activeChar);
|
||||
MinMax minMax = getPreciseMinMax(normalized.getChance(), generalDropItem.getMin(npc, activeChar), generalDropItem.getMax(npc, activeChar), generalDropItem.isPreciseCalculated());
|
||||
final long min = minMax.min;
|
||||
final long max = minMax.max;
|
||||
if (min == max)
|
||||
{
|
||||
sb.append(amountFormat.format(min));
|
||||
@ -433,4 +381,68 @@ public class NpcViewMod implements IBypassHandler
|
||||
html = html.replaceAll("%items%", bodySb.toString());
|
||||
Util.sendCBHtml(activeChar, html);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param activeChar
|
||||
* @param npc
|
||||
* @param amountFormat
|
||||
* @param chanceFormat
|
||||
* @param sb
|
||||
* @param dropItem
|
||||
*/
|
||||
private static void addGeneralDropItem(L2PcInstance activeChar, L2Npc npc, final DecimalFormat amountFormat, final DecimalFormat chanceFormat, final StringBuilder sb, final GeneralDropItem dropItem)
|
||||
{
|
||||
final L2Item item = ItemTable.getInstance().getTemplate(dropItem.getItemId());
|
||||
sb.append("<table width=332 cellpadding=2 cellspacing=0 background=\"L2UI_CT1.Windows.Windows_DF_TooltipBG\">");
|
||||
sb.append("<tr><td width=32 valign=top>");
|
||||
sb.append("<img src=\"" + item.getIcon() + "\" width=32 height=32>");
|
||||
sb.append("</td><td fixwidth=300 align=center><font name=\"hs9\" color=\"CD9000\">");
|
||||
sb.append(item.getName());
|
||||
sb.append("</font></td></tr><tr><td width=32></td><td width=300><table width=295 cellpadding=0 cellspacing=0>");
|
||||
sb.append("<tr><td width=48 align=right valign=top><font color=\"LEVEL\">Amount:</font></td>");
|
||||
sb.append("<td width=247 align=center>");
|
||||
MinMax minMax = getPreciseMinMax(dropItem.getChance(npc, activeChar), dropItem.getMin(npc, activeChar), dropItem.getMax(npc, activeChar), dropItem.isPreciseCalculated());
|
||||
|
||||
final long min = minMax.min;
|
||||
final long max = minMax.max;
|
||||
if (min == max)
|
||||
{
|
||||
sb.append(amountFormat.format(min));
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.append(amountFormat.format(min));
|
||||
sb.append(" - ");
|
||||
sb.append(amountFormat.format(max));
|
||||
}
|
||||
|
||||
sb.append("</td></tr><tr><td width=48 align=right valign=top><font color=\"LEVEL\">Chance:</font></td>");
|
||||
sb.append("<td width=247 align=center>");
|
||||
sb.append(chanceFormat.format(Math.min(dropItem.getChance(npc, activeChar), 100)));
|
||||
sb.append("%</td></tr></table></td></tr><tr><td width=32></td><td width=300> </td></tr></table>");
|
||||
}
|
||||
|
||||
private static class MinMax
|
||||
{
|
||||
public final long min, max;
|
||||
|
||||
public MinMax(long min, long max)
|
||||
{
|
||||
this.min = min;
|
||||
this.max = max;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private static MinMax getPreciseMinMax(double chance, long min, long max, boolean isPrecise)
|
||||
{
|
||||
if (!isPrecise || (chance <= 100))
|
||||
{
|
||||
return new MinMax(min, max);
|
||||
}
|
||||
|
||||
int mult = (int) (chance) / 100;
|
||||
return new MinMax(mult * min, (chance % 100) > 0 ? (mult + 1) * max : mult * max);
|
||||
}
|
||||
}
|
||||
|
2
trunk/dist/game/data/zones/no_bookmark.xml
vendored
2
trunk/dist/game/data/zones/no_bookmark.xml
vendored
@ -429,7 +429,7 @@
|
||||
<node X="188132" Y="119249" />
|
||||
<node X="173386" Y="119391" />
|
||||
</zone>
|
||||
<zone name="no_bookmark_baium_no_restart" type="ConditionZone" shape="NPoly" minZ="10061" maxZ="1061">
|
||||
<zone name="no_bookmark_baium_no_restart" type="ConditionZone" shape="NPoly" minZ="10061" maxZ="11061">
|
||||
<stat name="NoBookmark" val="true" />
|
||||
<node X="111074" Y="16177" />
|
||||
<node X="114562" Y="12623" />
|
||||
|
@ -75,7 +75,6 @@ import com.l2jserver.util.data.xml.IXmlReader;
|
||||
/**
|
||||
* This class loads all the game server related configurations from files.<br>
|
||||
* The files are usually located in config folder in server root folder.<br>
|
||||
* Each configuration has a default value (that should reflect retail behavior).
|
||||
*/
|
||||
public final class Config
|
||||
{
|
||||
@ -799,7 +798,6 @@ public final class Config
|
||||
public static int L2JMOD_DUALBOX_CHECK_MAX_L2EVENT_PARTICIPANTS_PER_IP;
|
||||
public static Map<Integer, Integer> L2JMOD_DUALBOX_CHECK_WHITELIST;
|
||||
public static boolean L2JMOD_ALLOW_CHANGE_PASSWORD;
|
||||
public static boolean L2JMOD_OLD_DROP_BEHAVIOR;
|
||||
public static boolean ALLOW_HUMAN;
|
||||
public static boolean ALLOW_ELF;
|
||||
public static boolean ALLOW_DARKELF;
|
||||
@ -886,6 +884,8 @@ public final class Config
|
||||
public static boolean ALT_ATTACKABLE_NPCS;
|
||||
public static boolean ALT_GAME_VIEWNPC;
|
||||
public static int MAX_DRIFT_RANGE;
|
||||
public static boolean DEEPBLUE_DROP_RULES;
|
||||
public static boolean DEEPBLUE_DROP_RULES_RAID;
|
||||
public static boolean SHOW_NPC_LVL;
|
||||
public static boolean SHOW_CREST_WITHOUT_QUEST;
|
||||
public static boolean ENABLE_RANDOM_ENCHANT_EFFECT;
|
||||
@ -959,9 +959,11 @@ public final class Config
|
||||
public static float RATE_DEATH_DROP_AMOUNT_MULTIPLIER;
|
||||
public static float RATE_CORPSE_DROP_AMOUNT_MULTIPLIER;
|
||||
public static float RATE_HERB_DROP_AMOUNT_MULTIPLIER;
|
||||
public static float RATE_RAID_DROP_AMOUNT_MULTIPLIER;
|
||||
public static float RATE_DEATH_DROP_CHANCE_MULTIPLIER;
|
||||
public static float RATE_CORPSE_DROP_CHANCE_MULTIPLIER;
|
||||
public static float RATE_HERB_DROP_CHANCE_MULTIPLIER;
|
||||
public static float RATE_RAID_DROP_CHANCE_MULTIPLIER;
|
||||
public static Map<Integer, Float> RATE_DROP_AMOUNT_MULTIPLIER;
|
||||
public static Map<Integer, Float> RATE_DROP_CHANCE_MULTIPLIER;
|
||||
public static float RATE_KARMA_LOST;
|
||||
@ -1872,6 +1874,7 @@ public final class Config
|
||||
SAVE_DROPPED_ITEM_INTERVAL = General.getInt("SaveDroppedItemInterval", 60) * 60000;
|
||||
CLEAR_DROPPED_ITEM_TABLE = General.getBoolean("ClearDroppedItemTable", false);
|
||||
AUTODELETE_INVALID_QUEST_DATA = General.getBoolean("AutoDeleteInvalidQuestData", false);
|
||||
PRECISE_DROP_CALCULATION = General.getBoolean("PreciseDropCalculation", true);
|
||||
MULTIPLE_ITEM_DROP = General.getBoolean("MultipleItemDrop", true);
|
||||
FORCE_INVENTORY_UPDATE = General.getBoolean("ForceInventoryUpdate", false);
|
||||
LAZY_CACHE = General.getBoolean("LazyCache", true);
|
||||
@ -2046,6 +2049,8 @@ public final class Config
|
||||
ALT_ATTACKABLE_NPCS = NPC.getBoolean("AltAttackableNpcs", true);
|
||||
ALT_GAME_VIEWNPC = NPC.getBoolean("AltGameViewNpc", false);
|
||||
MAX_DRIFT_RANGE = NPC.getInt("MaxDriftRange", 300);
|
||||
DEEPBLUE_DROP_RULES = NPC.getBoolean("UseDeepBlueDropRules", true);
|
||||
DEEPBLUE_DROP_RULES_RAID = NPC.getBoolean("UseDeepBlueDropRulesRaid", true);
|
||||
SHOW_NPC_LVL = NPC.getBoolean("ShowNpcLevel", false);
|
||||
SHOW_CREST_WITHOUT_QUEST = NPC.getBoolean("ShowCrestWithoutQuest", false);
|
||||
ENABLE_RANDOM_ENCHANT_EFFECT = NPC.getBoolean("EnableRandomEnchantEffect", false);
|
||||
@ -2162,9 +2167,11 @@ public final class Config
|
||||
RATE_DEATH_DROP_AMOUNT_MULTIPLIER = RatesSettings.getFloat("DeathDropAmountMultiplier", 1);
|
||||
RATE_CORPSE_DROP_AMOUNT_MULTIPLIER = RatesSettings.getFloat("CorpseDropAmountMultiplier", 1);
|
||||
RATE_HERB_DROP_AMOUNT_MULTIPLIER = RatesSettings.getFloat("HerbDropAmountMultiplier", 1);
|
||||
RATE_RAID_DROP_AMOUNT_MULTIPLIER = RatesSettings.getFloat("RaidDropAmountMultiplier", 1);
|
||||
RATE_DEATH_DROP_CHANCE_MULTIPLIER = RatesSettings.getFloat("DeathDropChanceMultiplier", 1);
|
||||
RATE_CORPSE_DROP_CHANCE_MULTIPLIER = RatesSettings.getFloat("CorpseDropChanceMultiplier", 1);
|
||||
RATE_HERB_DROP_CHANCE_MULTIPLIER = RatesSettings.getFloat("HerbDropChanceMultiplier", 1);
|
||||
RATE_RAID_DROP_CHANCE_MULTIPLIER = RatesSettings.getFloat("RaidDropChanceMultiplier", 1);
|
||||
String[] dropAmountMultiplier = RatesSettings.getString("DropAmountMultiplierByItemId", "").split(";");
|
||||
RATE_DROP_AMOUNT_MULTIPLIER = new HashMap<>(dropAmountMultiplier.length);
|
||||
if (!dropAmountMultiplier[0].isEmpty())
|
||||
@ -2264,8 +2271,6 @@ public final class Config
|
||||
L2JMOD_ENABLE_WAREHOUSESORTING_CLAN = CustomSettings.getBoolean("EnableWarehouseSortingClan", false);
|
||||
L2JMOD_ENABLE_WAREHOUSESORTING_PRIVATE = CustomSettings.getBoolean("EnableWarehouseSortingPrivate", false);
|
||||
|
||||
L2JMOD_OLD_DROP_BEHAVIOR = CustomSettings.getBoolean("OldDropBehavior", false);
|
||||
|
||||
if (TVT_EVENT_PARTICIPATION_NPC_ID == 0)
|
||||
{
|
||||
TVT_EVENT_ENABLED = false;
|
||||
@ -2635,10 +2640,10 @@ public final class Config
|
||||
PREMIUM_SYSTEM_ENABLED = CustomSettings.getBoolean("EnablePremiumSystem", false);
|
||||
PREMIUM_RATE_XP = CustomSettings.getFloat("PremiumRateXp", 2);
|
||||
PREMIUM_RATE_SP = CustomSettings.getFloat("PremiumRateSp", 2);
|
||||
PREMIUM_RATE_DROP_CHANCE = CustomSettings.getFloat("PremiumRateDropChance", 2);
|
||||
PREMIUM_RATE_DROP_AMOUNT = CustomSettings.getFloat("PremiumRateDropAmount", 1);
|
||||
PREMIUM_RATE_SPOIL_CHANCE = CustomSettings.getFloat("PremiumRateSpoilChance", 2);
|
||||
PREMIUM_RATE_SPOIL_AMOUNT = CustomSettings.getFloat("PremiumRateSpoilAmount", 1);
|
||||
PREMIUM_RATE_DROP_CHANCE = CustomSettings.getFloat("PremiumRateDropChance", 1);
|
||||
PREMIUM_RATE_DROP_AMOUNT = CustomSettings.getFloat("PremiumRateDropAmount", 2);
|
||||
PREMIUM_RATE_SPOIL_CHANCE = CustomSettings.getFloat("PremiumRateSpoilChance", 1);
|
||||
PREMIUM_RATE_SPOIL_AMOUNT = CustomSettings.getFloat("PremiumRateSpoilAmount", 2);
|
||||
String[] premiumDropChanceMultiplier = CustomSettings.getString("PremiumRateDropChanceByItemId", "").split(";");
|
||||
PREMIUM_RATE_DROP_CHANCE_BY_ID = new HashMap<>(premiumDropChanceMultiplier.length);
|
||||
if (!premiumDropChanceMultiplier[0].isEmpty())
|
||||
@ -3207,6 +3212,9 @@ public final class Config
|
||||
case "cleardroppeditemtable":
|
||||
CLEAR_DROPPED_ITEM_TABLE = Boolean.parseBoolean(pValue);
|
||||
break;
|
||||
case "precisedropcalculation":
|
||||
PRECISE_DROP_CALCULATION = Boolean.parseBoolean(pValue);
|
||||
break;
|
||||
case "multipleitemdrop":
|
||||
MULTIPLE_ITEM_DROP = Boolean.parseBoolean(pValue);
|
||||
break;
|
||||
@ -3347,6 +3355,12 @@ public final class Config
|
||||
case "maxdriftrange":
|
||||
MAX_DRIFT_RANGE = Integer.parseInt(pValue);
|
||||
break;
|
||||
case "usedeepbluedroprules":
|
||||
DEEPBLUE_DROP_RULES = Boolean.parseBoolean(pValue);
|
||||
break;
|
||||
case "usedeepbluedroprulesraid":
|
||||
DEEPBLUE_DROP_RULES_RAID = Boolean.parseBoolean(pValue);
|
||||
break;
|
||||
case "guardattackaggromob":
|
||||
GUARD_ATTACK_AGGRO_MOB = Boolean.parseBoolean(pValue);
|
||||
break;
|
||||
|
@ -30,7 +30,7 @@ import com.l2jserver.gameserver.model.L2World;
|
||||
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
|
||||
|
||||
/**
|
||||
* @author Mobius, RobíkBobík
|
||||
* @author Mobius
|
||||
*/
|
||||
public class PremiumManager
|
||||
{
|
||||
|
@ -139,6 +139,7 @@ import com.l2jserver.gameserver.network.serverpackets.ChangeWaitType;
|
||||
import com.l2jserver.gameserver.network.serverpackets.CharInfo;
|
||||
import com.l2jserver.gameserver.network.serverpackets.ExRotation;
|
||||
import com.l2jserver.gameserver.network.serverpackets.ExTeleportToLocationActivate;
|
||||
import com.l2jserver.gameserver.network.serverpackets.FlyToLocation.FlyType;
|
||||
import com.l2jserver.gameserver.network.serverpackets.L2GameServerPacket;
|
||||
import com.l2jserver.gameserver.network.serverpackets.MagicSkillCanceld;
|
||||
import com.l2jserver.gameserver.network.serverpackets.MagicSkillLaunched;
|
||||
@ -2062,7 +2063,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
|
||||
*/
|
||||
public boolean checkDoCastConditions(Skill skill)
|
||||
{
|
||||
if ((skill == null) || isSkillDisabled(skill) || (((skill.getFlyRadius() > 0) || (skill.getFlyType() != null)) && isMovementDisabled()))
|
||||
if ((skill == null) || isSkillDisabled(skill) || ((skill.getFlyType() == FlyType.CHARGE) && isMovementDisabled()))
|
||||
{
|
||||
// Send a Server->Client packet ActionFailed to the L2PcInstance
|
||||
sendPacket(ActionFailed.STATIC_PACKET);
|
||||
|
@ -9083,29 +9083,6 @@ public final class L2PcInstance extends L2Playable
|
||||
}
|
||||
}
|
||||
|
||||
if (skill.hasEffectType(L2EffectType.TELEPORT_TO_TARGET))
|
||||
{
|
||||
// You cannot jump while rooted right ;)
|
||||
if (isMovementDisabled())
|
||||
{
|
||||
// Sends message that skill cannot be used...
|
||||
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_CANNOT_BE_USED_DUE_TO_UNSUITABLE_TERMS);
|
||||
sm.addSkillName(skill.getId());
|
||||
sendPacket(sm);
|
||||
// Send a Server->Client packet ActionFailed to the L2PcInstance
|
||||
sendPacket(ActionFailed.STATIC_PACKET);
|
||||
return false;
|
||||
}
|
||||
// And this skill cannot be used in peace zone, not even on NPCs!
|
||||
if (isInsideZone(ZoneId.PEACE))
|
||||
{
|
||||
// Sends a sys msg to client
|
||||
sendPacket(SystemMessageId.YOU_MAY_NOT_ATTACK_THIS_TARGET_IN_A_PEACEFUL_ZONE);
|
||||
// Send a Server->Client packet ActionFailed to the L2PcInstance
|
||||
sendPacket(ActionFailed.STATIC_PACKET);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
// Check if the skill is a good magic, target is a monster and if force attack is set, if not then we don't want to cast.
|
||||
if ((skill.getEffectPoint() > 0) && target.isMonster() && !forceUse)
|
||||
{
|
||||
|
@ -1,58 +0,0 @@
|
||||
/*
|
||||
* Copyright (C) 2004-2015 L2J Server
|
||||
*
|
||||
* This file is part of L2J Server.
|
||||
*
|
||||
* L2J Server 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.
|
||||
*
|
||||
* L2J Server 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
package com.l2jserver.gameserver.model.drops;
|
||||
|
||||
import com.l2jserver.Config;
|
||||
|
||||
/**
|
||||
* @author NosBit
|
||||
*/
|
||||
public class CorpseDropItem extends GeneralDropItem
|
||||
{
|
||||
/**
|
||||
* @param itemId the item id
|
||||
* @param min the min count
|
||||
* @param max the max count
|
||||
* @param chance the chance of this drop item
|
||||
*/
|
||||
public CorpseDropItem(int itemId, long min, long max, double chance)
|
||||
{
|
||||
super(itemId, min, max, chance);
|
||||
}
|
||||
|
||||
/*
|
||||
* (non-Javadoc)
|
||||
* @see com.l2jserver.gameserver.model.drops.GeneralDropItem#getGlobalAmountMultiplier()
|
||||
*/
|
||||
@Override
|
||||
protected double getGlobalAmountMultiplier(boolean isPremium)
|
||||
{
|
||||
return isPremium ? Config.PREMIUM_RATE_SPOIL_AMOUNT * Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER : Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER;
|
||||
}
|
||||
|
||||
/*
|
||||
* (non-Javadoc)
|
||||
* @see com.l2jserver.gameserver.model.drops.GeneralDropItem#getGlobalChanceMultiplier()
|
||||
*/
|
||||
@Override
|
||||
protected double getGlobalChanceMultiplier(boolean isPremium)
|
||||
{
|
||||
return isPremium ? Config.PREMIUM_RATE_SPOIL_CHANCE * Config.RATE_CORPSE_DROP_CHANCE_MULTIPLIER : Config.RATE_CORPSE_DROP_CHANCE_MULTIPLIER;
|
||||
}
|
||||
}
|
@ -1,58 +0,0 @@
|
||||
/*
|
||||
* Copyright (C) 2004-2015 L2J Server
|
||||
*
|
||||
* This file is part of L2J Server.
|
||||
*
|
||||
* L2J Server 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.
|
||||
*
|
||||
* L2J Server 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
package com.l2jserver.gameserver.model.drops;
|
||||
|
||||
import com.l2jserver.Config;
|
||||
|
||||
/**
|
||||
* @author NosBit
|
||||
*/
|
||||
public class DeathDropItem extends GeneralDropItem
|
||||
{
|
||||
/**
|
||||
* @param itemId the item id
|
||||
* @param min the min count
|
||||
* @param max the max count
|
||||
* @param chance the chance of this drop item
|
||||
*/
|
||||
public DeathDropItem(int itemId, long min, long max, double chance)
|
||||
{
|
||||
super(itemId, min, max, chance);
|
||||
}
|
||||
|
||||
/*
|
||||
* (non-Javadoc)
|
||||
* @see com.l2jserver.gameserver.model.drops.GeneralDropItem#getGlobalAmountMultiplier()
|
||||
*/
|
||||
@Override
|
||||
protected double getGlobalAmountMultiplier(boolean isPremium)
|
||||
{
|
||||
return isPremium ? Config.PREMIUM_RATE_DROP_AMOUNT * Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER : Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER;
|
||||
}
|
||||
|
||||
/*
|
||||
* (non-Javadoc)
|
||||
* @see com.l2jserver.gameserver.model.drops.GeneralDropItem#getGlobalChanceMultiplier()
|
||||
*/
|
||||
@Override
|
||||
protected double getGlobalChanceMultiplier(boolean isPremium)
|
||||
{
|
||||
return isPremium ? Config.PREMIUM_RATE_DROP_CHANCE * Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER : Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER;
|
||||
}
|
||||
}
|
@ -18,75 +18,46 @@
|
||||
*/
|
||||
package com.l2jserver.gameserver.model.drops;
|
||||
|
||||
import java.lang.reflect.Constructor;
|
||||
import java.lang.reflect.InvocationTargetException;
|
||||
import java.util.logging.Level;
|
||||
import java.util.logging.Logger;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.IAmountMultiplierStrategy;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.IChanceMultiplierStrategy;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.IGroupedItemDropCalculationStrategy;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.IKillerChanceModifierStrategy;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.IPreciseDeterminationStrategy;
|
||||
|
||||
/**
|
||||
* @author NosBit
|
||||
*/
|
||||
public enum DropListScope
|
||||
public enum DropListScope implements IDropItemFactory, IGroupedDropItemFactory
|
||||
{
|
||||
DEATH(DeathDropItem.class, GroupedDeathDropItem.class),
|
||||
CORPSE(CorpseDropItem.class, GroupedCorpseDropItem.class);
|
||||
DEATH((itemId, min, max, chance) -> new GeneralDropItem(itemId, min, max, chance, IAmountMultiplierStrategy.DROP, IChanceMultiplierStrategy.DROP), chance -> new GroupedGeneralDropItem(chance)),
|
||||
CORPSE((itemId, min, max, chance) -> new GeneralDropItem(itemId, min, max, chance, IAmountMultiplierStrategy.SPOIL, IChanceMultiplierStrategy.SPOIL), DEATH),
|
||||
|
||||
private static final Logger _log = Logger.getLogger(DropListScope.class.getName());
|
||||
/**
|
||||
* This droplist scope isn't affected by ANY rates, nor Champion, etc...
|
||||
*/
|
||||
STATIC(
|
||||
(itemId, min, max, chance) -> new GeneralDropItem(itemId, min, max, chance, IAmountMultiplierStrategy.STATIC, IChanceMultiplierStrategy.STATIC, IPreciseDeterminationStrategy.ALWAYS, IKillerChanceModifierStrategy.NO_RULES),
|
||||
chance -> new GroupedGeneralDropItem(chance, IGroupedItemDropCalculationStrategy.DEFAULT_STRATEGY, IKillerChanceModifierStrategy.NO_RULES, IPreciseDeterminationStrategy.ALWAYS)),
|
||||
QUEST((itemId, min, max, chance) -> new GeneralDropItem(itemId, min, max, chance, IAmountMultiplierStrategy.STATIC, IChanceMultiplierStrategy.QUEST, IPreciseDeterminationStrategy.ALWAYS, IKillerChanceModifierStrategy.NO_RULES), STATIC);
|
||||
|
||||
private final Class<? extends GeneralDropItem> _dropItemClass;
|
||||
private final Class<? extends GroupedGeneralDropItem> _groupedDropItemClass;
|
||||
private final IDropItemFactory _factory;
|
||||
private final IGroupedDropItemFactory _groupFactory;
|
||||
|
||||
private DropListScope(Class<? extends GeneralDropItem> dropItemClass, Class<? extends GroupedGeneralDropItem> groupedDropItemClass)
|
||||
private DropListScope(IDropItemFactory factory, IGroupedDropItemFactory groupFactory)
|
||||
{
|
||||
_dropItemClass = dropItemClass;
|
||||
_groupedDropItemClass = groupedDropItemClass;
|
||||
_factory = factory;
|
||||
_groupFactory = groupFactory;
|
||||
}
|
||||
|
||||
@Override
|
||||
public IDropItem newDropItem(int itemId, long min, long max, double chance)
|
||||
{
|
||||
final Constructor<? extends GeneralDropItem> constructor;
|
||||
try
|
||||
{
|
||||
constructor = _dropItemClass.getConstructor(int.class, long.class, long.class, double.class);
|
||||
}
|
||||
catch (NoSuchMethodException | SecurityException e)
|
||||
{
|
||||
_log.log(Level.SEVERE, "Constructor(int, long, long, double) not found for " + _dropItemClass.getSimpleName(), e);
|
||||
return null;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
return constructor.newInstance(itemId, min, max, chance);
|
||||
}
|
||||
catch (InstantiationException | IllegalAccessException | IllegalArgumentException | InvocationTargetException e)
|
||||
{
|
||||
_log.log(Level.SEVERE, "", e);
|
||||
return null;
|
||||
}
|
||||
return _factory.newDropItem(itemId, min, max, chance);
|
||||
}
|
||||
|
||||
@Override
|
||||
public GroupedGeneralDropItem newGroupedDropItem(double chance)
|
||||
{
|
||||
final Constructor<? extends GroupedGeneralDropItem> constructor;
|
||||
try
|
||||
{
|
||||
constructor = _groupedDropItemClass.getConstructor(double.class);
|
||||
}
|
||||
catch (NoSuchMethodException | SecurityException e)
|
||||
{
|
||||
_log.log(Level.SEVERE, "Constructor(double) not found for " + _groupedDropItemClass.getSimpleName(), e);
|
||||
return null;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
return constructor.newInstance(chance);
|
||||
}
|
||||
catch (InstantiationException | IllegalAccessException | IllegalArgumentException | InvocationTargetException e)
|
||||
{
|
||||
_log.log(Level.SEVERE, "", e);
|
||||
return null;
|
||||
}
|
||||
return _groupFactory.newGroupedDropItem(chance);
|
||||
}
|
||||
}
|
||||
|
@ -1,45 +1,50 @@
|
||||
/*
|
||||
* Copyright (C) 2004-2015 L2J Server
|
||||
*
|
||||
*
|
||||
* This file is part of L2J Server.
|
||||
*
|
||||
*
|
||||
* L2J Server 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.
|
||||
*
|
||||
*
|
||||
* L2J Server 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
package com.l2jserver.gameserver.model.drops;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Collection;
|
||||
import java.util.List;
|
||||
|
||||
import com.l2jserver.Config;
|
||||
import com.l2jserver.gameserver.datatables.ItemTable;
|
||||
import com.l2jserver.gameserver.model.actor.L2Character;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.IAmountMultiplierStrategy;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.IChanceMultiplierStrategy;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.IDropCalculationStrategy;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.IKillerChanceModifierStrategy;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.INonGroupedKillerChanceModifierStrategy;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.IPreciseDeterminationStrategy;
|
||||
import com.l2jserver.gameserver.model.holders.ItemHolder;
|
||||
import com.l2jserver.gameserver.model.itemcontainer.Inventory;
|
||||
import com.l2jserver.gameserver.model.items.L2Item;
|
||||
import com.l2jserver.gameserver.util.Util;
|
||||
import com.l2jserver.util.Rnd;
|
||||
|
||||
/**
|
||||
* @author NosBit
|
||||
*/
|
||||
public class GeneralDropItem implements IDropItem
|
||||
public final class GeneralDropItem implements IDropItem
|
||||
{
|
||||
private final int _itemId;
|
||||
private final long _min;
|
||||
private final long _max;
|
||||
private final double _chance;
|
||||
|
||||
protected final IAmountMultiplierStrategy _amountStrategy;
|
||||
protected final IChanceMultiplierStrategy _chanceStrategy;
|
||||
protected final IPreciseDeterminationStrategy _preciseStrategy;
|
||||
protected final INonGroupedKillerChanceModifierStrategy _killerStrategy;
|
||||
protected final IDropCalculationStrategy _dropCalculationStrategy;
|
||||
|
||||
/**
|
||||
* @param itemId the item id
|
||||
* @param min the min count
|
||||
@ -47,233 +52,193 @@ public class GeneralDropItem implements IDropItem
|
||||
* @param chance the chance of this drop item
|
||||
*/
|
||||
public GeneralDropItem(int itemId, long min, long max, double chance)
|
||||
{
|
||||
this(itemId, min, max, chance, 1, 1);
|
||||
}
|
||||
|
||||
public GeneralDropItem(int itemId, long min, long max, double chance, double defaultAmountMultiplier, double defaultChanceMultiplier)
|
||||
{
|
||||
this(itemId, min, max, defaultChanceMultiplier, IAmountMultiplierStrategy.DEFAULT_STRATEGY(defaultAmountMultiplier), IChanceMultiplierStrategy.DEFAULT_STRATEGY(defaultChanceMultiplier));
|
||||
}
|
||||
|
||||
public GeneralDropItem(int itemId, long min, long max, double chance, IAmountMultiplierStrategy amountMultiplierStrategy, IChanceMultiplierStrategy chanceMultiplierStrategy)
|
||||
{
|
||||
this(itemId, min, max, chance, amountMultiplierStrategy, chanceMultiplierStrategy, IPreciseDeterminationStrategy.DEFAULT, IKillerChanceModifierStrategy.DEFAULT_NONGROUP_STRATEGY);
|
||||
}
|
||||
|
||||
public GeneralDropItem(int itemId, long min, long max, double chance, IAmountMultiplierStrategy amountMultiplierStrategy, IChanceMultiplierStrategy chanceMultiplierStrategy, IPreciseDeterminationStrategy preciseStrategy, INonGroupedKillerChanceModifierStrategy killerStrategy)
|
||||
{
|
||||
this(itemId, min, max, chance, amountMultiplierStrategy, chanceMultiplierStrategy, preciseStrategy, killerStrategy, IDropCalculationStrategy.DEFAULT_STRATEGY);
|
||||
}
|
||||
|
||||
public GeneralDropItem(int itemId, long min, long max, double chance, IAmountMultiplierStrategy amountMultiplierStrategy, IChanceMultiplierStrategy chanceMultiplierStrategy, IPreciseDeterminationStrategy preciseStrategy, INonGroupedKillerChanceModifierStrategy killerStrategy, IDropCalculationStrategy dropCalculationStrategy)
|
||||
{
|
||||
_itemId = itemId;
|
||||
_min = min;
|
||||
_max = max;
|
||||
_chance = chance;
|
||||
_amountStrategy = amountMultiplierStrategy;
|
||||
_chanceStrategy = chanceMultiplierStrategy;
|
||||
_preciseStrategy = preciseStrategy;
|
||||
_killerStrategy = killerStrategy;
|
||||
_dropCalculationStrategy = dropCalculationStrategy;
|
||||
|
||||
}
|
||||
|
||||
protected double getGlobalChanceMultiplier(boolean isPremium)
|
||||
/**
|
||||
* @return the _amountStrategy
|
||||
*/
|
||||
public final IAmountMultiplierStrategy getAmountStrategy()
|
||||
{
|
||||
return 1.;
|
||||
return _amountStrategy;
|
||||
}
|
||||
|
||||
protected double getGlobalAmountMultiplier(boolean isPremium)
|
||||
/**
|
||||
* @return the _chanceStrategy
|
||||
*/
|
||||
public final IChanceMultiplierStrategy getChanceStrategy()
|
||||
{
|
||||
return 1.;
|
||||
return _chanceStrategy;
|
||||
}
|
||||
|
||||
private final long getMinMax(L2Character victim, L2Character killer, long val)
|
||||
/**
|
||||
* @return the _preciseStrategy
|
||||
*/
|
||||
public final IPreciseDeterminationStrategy getPreciseStrategy()
|
||||
{
|
||||
double multiplier = 1;
|
||||
|
||||
// individual drop amount
|
||||
Float individualDropAmountMultiplier = null;
|
||||
if (killer.getActingPlayer().hasPremiumStatus())
|
||||
{
|
||||
final Float normalMultiplier = Config.RATE_DROP_AMOUNT_MULTIPLIER.get(getItemId());
|
||||
final Float premiumMultiplier = Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.get(getItemId());
|
||||
if ((normalMultiplier != null) && (premiumMultiplier != null))
|
||||
{
|
||||
individualDropAmountMultiplier = normalMultiplier * premiumMultiplier;
|
||||
}
|
||||
else if (normalMultiplier != null)
|
||||
{
|
||||
individualDropAmountMultiplier = normalMultiplier;
|
||||
}
|
||||
else if (premiumMultiplier != null)
|
||||
{
|
||||
individualDropAmountMultiplier = premiumMultiplier;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
individualDropAmountMultiplier = Config.RATE_DROP_AMOUNT_MULTIPLIER.get(getItemId());
|
||||
}
|
||||
|
||||
if (individualDropAmountMultiplier != null)
|
||||
{
|
||||
// individual amount list multiplier
|
||||
multiplier *= individualDropAmountMultiplier;
|
||||
}
|
||||
else
|
||||
{
|
||||
final L2Item item = ItemTable.getInstance().getTemplate(getItemId());
|
||||
// global amount multiplier
|
||||
if ((item != null) && item.hasExImmediateEffect())
|
||||
{
|
||||
// global herb amount multiplier
|
||||
multiplier *= Config.RATE_HERB_DROP_AMOUNT_MULTIPLIER;
|
||||
}
|
||||
else
|
||||
{
|
||||
// drop type specific amount multiplier
|
||||
multiplier *= getGlobalAmountMultiplier(killer.getActingPlayer().hasPremiumStatus());
|
||||
}
|
||||
}
|
||||
|
||||
// global champions amount multiplier
|
||||
if (victim.isChampion())
|
||||
{
|
||||
multiplier *= getItemId() != Inventory.ADENA_ID ? Config.L2JMOD_CHAMPION_REWARDS : Config.L2JMOD_CHAMPION_ADENAS_REWARDS;
|
||||
}
|
||||
|
||||
return (long) (val * multiplier);
|
||||
return _preciseStrategy;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the _killerStrategy
|
||||
*/
|
||||
public final INonGroupedKillerChanceModifierStrategy getKillerChanceModifierStrategy()
|
||||
{
|
||||
return _killerStrategy;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the _dropCalculationStrategy
|
||||
*/
|
||||
public final IDropCalculationStrategy getDropCalculationStrategy()
|
||||
{
|
||||
return _dropCalculationStrategy;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the item id
|
||||
* @return the item id
|
||||
*/
|
||||
public int getItemId()
|
||||
public final int getItemId()
|
||||
{
|
||||
return _itemId;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the min drop count
|
||||
* Gets the base min drop count
|
||||
* @return the min
|
||||
*/
|
||||
public long getMin()
|
||||
public final long getMin()
|
||||
{
|
||||
return _min;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the min drop count
|
||||
* @param victim the victim
|
||||
* @param killer the killer
|
||||
* Gets the min drop count modified by server rates
|
||||
* @param victim the victim who drops the item
|
||||
* @param killer
|
||||
* @return the min modified by any rates.
|
||||
*/
|
||||
public long getMin(L2Character victim, L2Character killer)
|
||||
public final long getMin(L2Character victim, L2Character killer)
|
||||
{
|
||||
return getMinMax(victim, killer, getMin());
|
||||
return (long) (getMin() * getAmountMultiplier(victim, killer));
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the max drop count
|
||||
* Gets the base max drop count
|
||||
* @return the max
|
||||
*/
|
||||
public long getMax()
|
||||
public final long getMax()
|
||||
{
|
||||
return _max;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the max drop count
|
||||
* @param victim the victim
|
||||
* @param killer the killer
|
||||
* Gets the max drop count modified by server rates
|
||||
* @param victim the victim who drops the item
|
||||
* @param killer
|
||||
* @return the max modified by any rates.
|
||||
*/
|
||||
public long getMax(L2Character victim, L2Character killer)
|
||||
public final long getMax(L2Character victim, L2Character killer)
|
||||
{
|
||||
return getMinMax(victim, killer, getMax());
|
||||
return (long) (getMax() * getAmountMultiplier(victim, killer));
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the chance of this drop item.
|
||||
* @return the chance
|
||||
*/
|
||||
public double getChance()
|
||||
public final double getChance()
|
||||
{
|
||||
return _chance;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the chance of this drop item.
|
||||
* @param victim the victim
|
||||
* @param killer the killer
|
||||
* @return the chance modified by any rates.
|
||||
* Gets the chance of dropping this item for current killer and victim (modified by server rates and another rules based on killer) <br>
|
||||
* This shall be used to calculate chance outside of drop groups.
|
||||
* @param victim the victim who drops the item
|
||||
* @param killer who kills the victim
|
||||
* @return a chance to drop modified by deep blue drop rules
|
||||
*/
|
||||
public double getChance(L2Character victim, L2Character killer)
|
||||
public final double getChance(L2Character victim, L2Character killer)
|
||||
{
|
||||
double multiplier = 1;
|
||||
|
||||
// individual drop chance
|
||||
Float individualDropChanceMultiplier = null;
|
||||
if (killer.getActingPlayer().hasPremiumStatus())
|
||||
{
|
||||
final Float normalMultiplier = Config.RATE_DROP_CHANCE_MULTIPLIER.get(getItemId());
|
||||
final Float premiumMultiplier = Config.PREMIUM_RATE_DROP_CHANCE_BY_ID.get(getItemId());
|
||||
if ((normalMultiplier != null) && (premiumMultiplier != null))
|
||||
{
|
||||
individualDropChanceMultiplier = normalMultiplier * premiumMultiplier;
|
||||
}
|
||||
else if (normalMultiplier != null)
|
||||
{
|
||||
individualDropChanceMultiplier = normalMultiplier;
|
||||
}
|
||||
else if (premiumMultiplier != null)
|
||||
{
|
||||
individualDropChanceMultiplier = premiumMultiplier;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
individualDropChanceMultiplier = Config.RATE_DROP_CHANCE_MULTIPLIER.get(getItemId());
|
||||
}
|
||||
|
||||
if (individualDropChanceMultiplier != null)
|
||||
{
|
||||
multiplier *= individualDropChanceMultiplier;
|
||||
}
|
||||
else
|
||||
{
|
||||
final L2Item item = ItemTable.getInstance().getTemplate(getItemId());
|
||||
if ((item != null) && item.hasExImmediateEffect())
|
||||
{
|
||||
multiplier *= Config.RATE_HERB_DROP_CHANCE_MULTIPLIER;
|
||||
}
|
||||
else
|
||||
{
|
||||
multiplier *= getGlobalChanceMultiplier(killer.getActingPlayer().hasPremiumStatus());
|
||||
}
|
||||
}
|
||||
|
||||
if (victim.isChampion())
|
||||
{
|
||||
multiplier *= Config.L2JMOD_CHAMPION_REWARDS;
|
||||
}
|
||||
|
||||
return (getChance() * multiplier);
|
||||
return (getKillerChanceModifier(victim, killer) * getChance());
|
||||
}
|
||||
|
||||
/*
|
||||
* (non-Javadoc)
|
||||
* @see com.l2jserver.gameserver.model.drop.IDropItem#calculateDrops(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.actor.L2Character)
|
||||
*/
|
||||
@Override
|
||||
public Collection<ItemHolder> calculateDrops(L2Character victim, L2Character killer)
|
||||
public final List<ItemHolder> calculateDrops(L2Character victim, L2Character killer)
|
||||
{
|
||||
final int levelDifference = victim.getLevel() - killer.getLevel();
|
||||
final double levelGapChanceToDrop;
|
||||
if (getItemId() == Inventory.ADENA_ID)
|
||||
{
|
||||
levelGapChanceToDrop = Util.map(levelDifference, -Config.DROP_ADENA_MAX_LEVEL_DIFFERENCE, -Config.DROP_ADENA_MIN_LEVEL_DIFFERENCE, Config.DROP_ADENA_MIN_LEVEL_GAP_CHANCE, 100.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
levelGapChanceToDrop = Util.map(levelDifference, -Config.DROP_ITEM_MAX_LEVEL_DIFFERENCE, -Config.DROP_ITEM_MIN_LEVEL_DIFFERENCE, Config.DROP_ITEM_MIN_LEVEL_GAP_CHANCE, 100.0);
|
||||
}
|
||||
|
||||
// There is a chance of level gap that it wont drop this item
|
||||
if (levelGapChanceToDrop < (Rnd.nextDouble() * 100))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
final double chance = getChance(victim, killer);
|
||||
final boolean successes = chance > (Rnd.nextDouble() * 100);
|
||||
if (successes)
|
||||
{
|
||||
final Collection<ItemHolder> items = new ArrayList<>(1);
|
||||
final long baseDropCount = Rnd.get(getMin(victim, killer), getMax(victim, killer));
|
||||
final long finaldropCount = (long) (Config.L2JMOD_OLD_DROP_BEHAVIOR ? (baseDropCount * Math.max(1, chance / 100)) + (chance > 100 ? (chance % 100) > (Rnd.nextDouble() * 100) ? baseDropCount : 0 : 0) : baseDropCount);
|
||||
items.add(new ItemHolder(getItemId(), finaldropCount));
|
||||
return items;
|
||||
}
|
||||
|
||||
return null;
|
||||
return _dropCalculationStrategy.calculateDrops(this, victim, killer);
|
||||
}
|
||||
|
||||
/**
|
||||
* @return <code>true</code> if chance over 100% should be handled
|
||||
*/
|
||||
public final boolean isPreciseCalculated()
|
||||
{
|
||||
return _preciseStrategy.isPreciseCalculated(this);
|
||||
}
|
||||
|
||||
/**
|
||||
* This handles by default deep blue drop rules. It may also be used to handle another drop chance rules based on killer
|
||||
* @param victim the victim who drops the item
|
||||
* @param killer who kills the victim
|
||||
* @return a number between 0 and 1 (usually)
|
||||
*/
|
||||
protected final double getKillerChanceModifier(L2Character victim, L2Character killer)
|
||||
{
|
||||
return _killerStrategy.getKillerChanceModifier(this, victim, killer);
|
||||
}
|
||||
|
||||
/**
|
||||
* This gets standard server rates for this item
|
||||
* @param victim who drops the item
|
||||
* @param killer
|
||||
* @return
|
||||
*/
|
||||
protected final double getAmountMultiplier(L2Character victim, L2Character killer)
|
||||
{
|
||||
return _amountStrategy.getAmountMultiplier(this, victim, killer);
|
||||
}
|
||||
|
||||
/**
|
||||
* This gets standard server rates for this item
|
||||
* @param victim who drops the item
|
||||
* @param killer
|
||||
* @return
|
||||
*/
|
||||
protected final double getChanceMultiplier(L2Character victim, L2Character killer)
|
||||
{
|
||||
return _chanceStrategy.getChanceMultiplier(this, victim, killer);
|
||||
}
|
||||
}
|
||||
|
@ -19,134 +19,234 @@
|
||||
package com.l2jserver.gameserver.model.drops;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Collection;
|
||||
import java.util.Collections;
|
||||
import java.util.List;
|
||||
|
||||
import com.l2jserver.Config;
|
||||
import com.l2jserver.gameserver.datatables.ItemTable;
|
||||
import com.l2jserver.gameserver.model.actor.L2Character;
|
||||
import com.l2jserver.gameserver.model.actor.instance.L2RaidBossInstance;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.IAmountMultiplierStrategy;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.IChanceMultiplierStrategy;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.IGroupedItemDropCalculationStrategy;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.IKillerChanceModifierStrategy;
|
||||
import com.l2jserver.gameserver.model.drops.strategy.IPreciseDeterminationStrategy;
|
||||
import com.l2jserver.gameserver.model.holders.ItemHolder;
|
||||
import com.l2jserver.gameserver.model.items.L2Item;
|
||||
import com.l2jserver.gameserver.util.Util;
|
||||
import com.l2jserver.util.Rnd;
|
||||
|
||||
/**
|
||||
* @author NosBit
|
||||
*/
|
||||
public class GroupedGeneralDropItem implements IDropItem
|
||||
public final class GroupedGeneralDropItem implements IDropItem
|
||||
{
|
||||
|
||||
private final double _chance;
|
||||
private List<GeneralDropItem> _items;
|
||||
protected final IGroupedItemDropCalculationStrategy _dropCalculationStrategy;
|
||||
protected final IKillerChanceModifierStrategy _killerChanceModifierStrategy;
|
||||
protected final IPreciseDeterminationStrategy _preciseStrategy;
|
||||
|
||||
/**
|
||||
* @param chance the chance of this drop item.
|
||||
*/
|
||||
public GroupedGeneralDropItem(double chance)
|
||||
{
|
||||
_chance = chance;
|
||||
this(chance, IGroupedItemDropCalculationStrategy.DEFAULT_STRATEGY, IKillerChanceModifierStrategy.DEFAULT_STRATEGY, IPreciseDeterminationStrategy.DEFAULT);
|
||||
}
|
||||
|
||||
protected double getGlobalChanceMultiplier()
|
||||
/**
|
||||
* @param chance the chance of this drop item.
|
||||
* @param dropStrategy to calculate drops.
|
||||
* @param killerStrategy
|
||||
* @param preciseStrategy
|
||||
*/
|
||||
public GroupedGeneralDropItem(double chance, IGroupedItemDropCalculationStrategy dropStrategy, IKillerChanceModifierStrategy killerStrategy, IPreciseDeterminationStrategy preciseStrategy)
|
||||
{
|
||||
return 1.;
|
||||
_chance = chance;
|
||||
_dropCalculationStrategy = dropStrategy;
|
||||
_killerChanceModifierStrategy = killerStrategy;
|
||||
_preciseStrategy = preciseStrategy;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the chance of this drop item.
|
||||
* @return the chance
|
||||
*/
|
||||
public double getChance()
|
||||
public final double getChance()
|
||||
{
|
||||
return _chance;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the chance of this drop item.
|
||||
* @param victim the victim
|
||||
* @param killer the killer
|
||||
* @return the chance modified by any rates.
|
||||
*/
|
||||
public double getChance(L2Character victim, L2Character killer)
|
||||
{
|
||||
for (final GeneralDropItem gdi : getItems())
|
||||
{
|
||||
final L2Item item = ItemTable.getInstance().getTemplate(gdi.getItemId());
|
||||
if ((item == null) || !item.hasExImmediateEffect())
|
||||
{
|
||||
return getChance() * getGlobalChanceMultiplier();
|
||||
}
|
||||
}
|
||||
|
||||
return getChance() * Config.RATE_HERB_DROP_CHANCE_MULTIPLIER;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the items.
|
||||
* @return the items
|
||||
*/
|
||||
public List<GeneralDropItem> getItems()
|
||||
public final List<GeneralDropItem> getItems()
|
||||
{
|
||||
return _items;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the strategy
|
||||
*/
|
||||
public final IGroupedItemDropCalculationStrategy getDropCalculationStrategy()
|
||||
{
|
||||
return _dropCalculationStrategy;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the _killerChanceModifierStrategy
|
||||
*/
|
||||
public IKillerChanceModifierStrategy getKillerChanceModifierStrategy()
|
||||
{
|
||||
return _killerChanceModifierStrategy;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the _preciseStrategy
|
||||
*/
|
||||
public final IPreciseDeterminationStrategy getPreciseStrategy()
|
||||
{
|
||||
return _preciseStrategy;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets an item list to this drop item.
|
||||
* @param items the item list
|
||||
*/
|
||||
public void setItems(List<GeneralDropItem> items)
|
||||
public final void setItems(List<GeneralDropItem> items)
|
||||
{
|
||||
_items = Collections.unmodifiableList(items);
|
||||
}
|
||||
|
||||
/*
|
||||
* (non-Javadoc)
|
||||
* @see com.l2jserver.gameserver.model.drop.IDropItem#calculateDrops(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.actor.L2Character)
|
||||
/**
|
||||
* Returns a list of items in the group with chance multiplied by chance of the group
|
||||
* @return the list of items with modified chances
|
||||
*/
|
||||
@Override
|
||||
public Collection<ItemHolder> calculateDrops(L2Character victim, L2Character killer)
|
||||
public final List<GeneralDropItem> extractMe()
|
||||
{
|
||||
final int levelDifference = victim.getLevel() - killer.getLevel();
|
||||
double chanceModifier;
|
||||
if (victim instanceof L2RaidBossInstance)
|
||||
List<GeneralDropItem> items = new ArrayList<>();
|
||||
for (final GeneralDropItem item : getItems())
|
||||
{
|
||||
chanceModifier = Math.max(0, Math.min(1, (levelDifference * 0.15) + 1));
|
||||
// precise and killer strategies of the group
|
||||
items.add(new GeneralDropItem(item.getItemId(), item.getMin(), item.getMax(), (item.getChance() * getChance()) / 100, item.getAmountStrategy(), item.getChanceStrategy(), getPreciseStrategy(), getKillerChanceModifierStrategy(), item.getDropCalculationStrategy()));
|
||||
}
|
||||
else
|
||||
return items;
|
||||
}
|
||||
|
||||
/**
|
||||
* statically normalizes a group, useful when need to convert legacy SQL data
|
||||
* @return a new group with items, which have a sum of getChance() of 100%
|
||||
*/
|
||||
public final GroupedGeneralDropItem normalizeMe()
|
||||
{
|
||||
double sumchance = 0;
|
||||
for (GeneralDropItem item : getItems())
|
||||
{
|
||||
chanceModifier = 1;
|
||||
|
||||
double levelGapChanceToDrop = Util.map(levelDifference, -Config.DROP_ITEM_MAX_LEVEL_DIFFERENCE, -Config.DROP_ITEM_MIN_LEVEL_DIFFERENCE, Config.DROP_ITEM_MIN_LEVEL_GAP_CHANCE, 100.0);
|
||||
// There is a chance of level gap that it wont drop this item
|
||||
if (levelGapChanceToDrop < (Rnd.nextDouble() * 100))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
sumchance += (item.getChance() * getChance()) / 100;
|
||||
}
|
||||
|
||||
final double chance = getChance(victim, killer) * chanceModifier;
|
||||
final boolean successes = chance > (Rnd.nextDouble() * 100);
|
||||
|
||||
if (successes)
|
||||
final double sumchance1 = sumchance;
|
||||
GroupedGeneralDropItem group = new GroupedGeneralDropItem(sumchance1, getDropCalculationStrategy(), IKillerChanceModifierStrategy.NO_RULES, getPreciseStrategy());
|
||||
List<GeneralDropItem> items = new ArrayList<>();
|
||||
for (final GeneralDropItem item : getItems())
|
||||
{
|
||||
double totalChance = 0;
|
||||
final double random = (Rnd.nextDouble() * 100);
|
||||
for (GeneralDropItem item : getItems())
|
||||
{
|
||||
// Grouped item chance rates should not be modified.
|
||||
totalChance += item.getChance();
|
||||
if (totalChance > random)
|
||||
{
|
||||
final Collection<ItemHolder> items = new ArrayList<>(1);
|
||||
final long baseDropCount = Rnd.get(item.getMin(victim, killer), item.getMax(victim, killer));
|
||||
final long finaldropCount = (long) (Config.L2JMOD_OLD_DROP_BEHAVIOR ? (baseDropCount * Math.max(1, chance / 100)) + (chance > 100 ? (chance % 100) > (Rnd.nextDouble() * 100) ? baseDropCount : 0 : 0) : baseDropCount);
|
||||
items.add(new ItemHolder(item.getItemId(), finaldropCount));
|
||||
return items;
|
||||
}
|
||||
}
|
||||
// modify only the chance, leave all other rules intact
|
||||
items.add(new GeneralDropItem(item.getItemId(), item.getMin(), item.getMax(), (item.getChance() * getChance()) / sumchance1, item.getAmountStrategy(), item.getChanceStrategy(), item.getPreciseStrategy(), item.getKillerChanceModifierStrategy(), item.getDropCalculationStrategy()));
|
||||
}
|
||||
group.setItems(items);
|
||||
return group;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a normalized group taking into account all drop modifiers, needed when handling a group which has items with different chance rates
|
||||
* @param victim
|
||||
* @param killer
|
||||
* @return a new normalized group with all drop modifiers applied
|
||||
*/
|
||||
public final GroupedGeneralDropItem normalizeMe(L2Character victim, L2Character killer)
|
||||
{
|
||||
return normalizeMe(victim, killer, true, 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a normalized group taking into account all drop modifiers, needed when handling a group which has items with different chance rates
|
||||
* @param victim
|
||||
* @param killer
|
||||
* @param chanceModifier an additional chance modifier
|
||||
* @return a new normalized group with all drop modifiers applied
|
||||
*/
|
||||
public final GroupedGeneralDropItem normalizeMe(L2Character victim, L2Character killer, double chanceModifier)
|
||||
{
|
||||
return normalizeMe(victim, killer, true, chanceModifier);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a normalized group taking into account all drop modifiers, needed when handling a group which has items with different chance rates
|
||||
* @param victim
|
||||
* @return a new normalized group with all victim modifiers applied
|
||||
*/
|
||||
public final GroupedGeneralDropItem normalizeMe(L2Character victim)
|
||||
{
|
||||
return normalizeMe(victim, null, false, 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a normalized group taking into account all drop modifiers, needed when handling a group which has items with different chance rates
|
||||
* @param victim
|
||||
* @param chanceModifier an additional chance modifier
|
||||
* @return a new normalized group with all victim modifiers applied
|
||||
*/
|
||||
public final GroupedGeneralDropItem normalizeMe(L2Character victim, double chanceModifier)
|
||||
{
|
||||
return normalizeMe(victim, null, false, chanceModifier);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a normalized group taking into account all drop modifiers, needed when handling a group which has items with different chance rates
|
||||
* @param victim
|
||||
* @param killer
|
||||
* @param applyKillerModifier if to modify chance by {@link GroupedGeneralDropItem#getKillerChanceModifier(L2Character, L2Character)}
|
||||
* @param chanceModifier an additional chance modifier
|
||||
* @return a new normalized group with all drop modifiers applied
|
||||
*/
|
||||
private final GroupedGeneralDropItem normalizeMe(L2Character victim, L2Character killer, boolean applyKillerModifier, double chanceModifier)
|
||||
{
|
||||
if (applyKillerModifier)
|
||||
{
|
||||
chanceModifier *= (getKillerChanceModifier(victim, killer));
|
||||
}
|
||||
double sumchance = 0;
|
||||
for (GeneralDropItem item : getItems())
|
||||
{
|
||||
sumchance += (item.getChance(victim, killer) * getChance() * chanceModifier) / 100;
|
||||
}
|
||||
GroupedGeneralDropItem group = new GroupedGeneralDropItem(sumchance, getDropCalculationStrategy(), IKillerChanceModifierStrategy.NO_RULES, getPreciseStrategy()); // to discard further deep blue calculations
|
||||
List<GeneralDropItem> items = new ArrayList<>();
|
||||
for (GeneralDropItem item : getItems())
|
||||
{
|
||||
// the item is made almost "static"
|
||||
items.add(new GeneralDropItem(item.getItemId(), item.getMin(victim, killer), item.getMax(victim, killer), (item.getChance(victim, killer) * getChance() * chanceModifier) / sumchance, IAmountMultiplierStrategy.STATIC, IChanceMultiplierStrategy.STATIC, getPreciseStrategy(), IKillerChanceModifierStrategy.NO_RULES, item.getDropCalculationStrategy()));
|
||||
}
|
||||
group.setItems(items);
|
||||
return group;
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
@Override
|
||||
public final List<ItemHolder> calculateDrops(L2Character victim, L2Character killer)
|
||||
{
|
||||
return _dropCalculationStrategy.calculateDrops(this, victim, killer);
|
||||
}
|
||||
|
||||
/**
|
||||
* This handles by default deep blue drop rules. It may also be used to handle another drop chance rules based on killer
|
||||
* @param victim the victim who drops the item
|
||||
* @param killer who kills the victim
|
||||
* @return a number between 0 and 1 (usually)
|
||||
*/
|
||||
public final double getKillerChanceModifier(L2Character victim, L2Character killer)
|
||||
{
|
||||
return _killerChanceModifierStrategy.getKillerChanceModifier(this, victim, killer);
|
||||
}
|
||||
|
||||
public boolean isPreciseCalculated()
|
||||
{
|
||||
return _preciseStrategy.isPreciseCalculated(this);
|
||||
}
|
||||
}
|
||||
|
@ -18,7 +18,7 @@
|
||||
*/
|
||||
package com.l2jserver.gameserver.model.drops;
|
||||
|
||||
import java.util.Collection;
|
||||
import java.util.List;
|
||||
|
||||
import com.l2jserver.gameserver.model.actor.L2Character;
|
||||
import com.l2jserver.gameserver.model.holders.ItemHolder;
|
||||
@ -28,11 +28,12 @@ import com.l2jserver.gameserver.model.holders.ItemHolder;
|
||||
*/
|
||||
public interface IDropItem
|
||||
{
|
||||
|
||||
/**
|
||||
* Calculates drops of this drop item.
|
||||
* @param victim the victim
|
||||
* @param killer the killer
|
||||
* @return {@code null} or empty collection if there are no drops, a collection containing all items to drop otherwise
|
||||
*/
|
||||
public Collection<ItemHolder> calculateDrops(L2Character victim, L2Character killer);
|
||||
public List<ItemHolder> calculateDrops(L2Character victim, L2Character killer);
|
||||
}
|
||||
|
@ -18,28 +18,17 @@
|
||||
*/
|
||||
package com.l2jserver.gameserver.model.drops;
|
||||
|
||||
import com.l2jserver.Config;
|
||||
|
||||
/**
|
||||
* @author NosBit
|
||||
* @author Battlecruiser
|
||||
*/
|
||||
public class GroupedDeathDropItem extends GroupedGeneralDropItem
|
||||
public interface IDropItemFactory
|
||||
{
|
||||
/**
|
||||
* @param chance the chance of this drop item.
|
||||
* @param itemId the item id
|
||||
* @param min the min count
|
||||
* @param max the max count
|
||||
* @param chance the chance of this drop item
|
||||
* @return the drop item created by this factory
|
||||
*/
|
||||
public GroupedDeathDropItem(double chance)
|
||||
{
|
||||
super(chance);
|
||||
}
|
||||
|
||||
/*
|
||||
* (non-Javadoc)
|
||||
* @see com.l2jserver.gameserver.model.drops.GroupedGeneralDropItem#getGlobalChanceMultiplier()
|
||||
*/
|
||||
@Override
|
||||
protected double getGlobalChanceMultiplier()
|
||||
{
|
||||
return Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER;
|
||||
}
|
||||
public IDropItem newDropItem(int itemId, long min, long max, double chance);
|
||||
}
|
@ -1,45 +1,27 @@
|
||||
/*
|
||||
* Copyright (C) 2004-2015 L2J Server
|
||||
*
|
||||
*
|
||||
* This file is part of L2J Server.
|
||||
*
|
||||
*
|
||||
* L2J Server 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.
|
||||
*
|
||||
*
|
||||
* L2J Server 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
package com.l2jserver.gameserver.model.drops;
|
||||
|
||||
import com.l2jserver.Config;
|
||||
|
||||
/**
|
||||
* @author NosBit
|
||||
* @author Battlecruiser
|
||||
*/
|
||||
public class GroupedCorpseDropItem extends GroupedGeneralDropItem
|
||||
public interface IGroupedDropItemFactory
|
||||
{
|
||||
/**
|
||||
* @param chance the chance of this drop item.
|
||||
*/
|
||||
public GroupedCorpseDropItem(double chance)
|
||||
{
|
||||
super(chance);
|
||||
}
|
||||
|
||||
/*
|
||||
* (non-Javadoc)
|
||||
* @see com.l2jserver.gameserver.model.drops.GroupedGeneralDropItem#getGlobalChanceMultiplier()
|
||||
*/
|
||||
@Override
|
||||
protected double getGlobalChanceMultiplier()
|
||||
{
|
||||
return Config.RATE_CORPSE_DROP_CHANCE_MULTIPLIER;
|
||||
}
|
||||
public GroupedGeneralDropItem newGroupedDropItem(double chance);
|
||||
}
|
@ -0,0 +1,79 @@
|
||||
/*
|
||||
* Copyright (C) 2004-2014 L2J Server
|
||||
*
|
||||
* This file is part of L2J Server.
|
||||
*
|
||||
* L2J Server 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.
|
||||
*
|
||||
* L2J Server 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
package com.l2jserver.gameserver.model.drops.strategy;
|
||||
|
||||
import com.l2jserver.Config;
|
||||
import com.l2jserver.gameserver.datatables.ItemTable;
|
||||
import com.l2jserver.gameserver.model.actor.L2Character;
|
||||
import com.l2jserver.gameserver.model.drops.GeneralDropItem;
|
||||
|
||||
/**
|
||||
* @author Battlecruiser
|
||||
*/
|
||||
public interface IAmountMultiplierStrategy
|
||||
{
|
||||
public static final IAmountMultiplierStrategy DROP = DEFAULT_STRATEGY(Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER);
|
||||
public static final IAmountMultiplierStrategy SPOIL = DEFAULT_STRATEGY(Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER);
|
||||
public static final IAmountMultiplierStrategy STATIC = (item, victim, killer) -> 1;
|
||||
|
||||
public static IAmountMultiplierStrategy DEFAULT_STRATEGY(final double defaultMultiplier)
|
||||
{
|
||||
return (item, victim, killer) ->
|
||||
{
|
||||
double multiplier = 1;
|
||||
|
||||
final Float dropChanceMultiplier = Config.RATE_DROP_AMOUNT_MULTIPLIER.get(item.getItemId());
|
||||
final Float premiumAmountMultiplier = Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.get(item.getItemId());
|
||||
if (Config.PREMIUM_SYSTEM_ENABLED && (premiumAmountMultiplier != null) && (killer != null) && killer.isPlayer() && killer.getActingPlayer().hasPremiumStatus())
|
||||
{
|
||||
multiplier *= premiumAmountMultiplier;
|
||||
}
|
||||
else if (dropChanceMultiplier != null)
|
||||
{
|
||||
multiplier *= dropChanceMultiplier;
|
||||
}
|
||||
else if (ItemTable.getInstance().getTemplate(item.getItemId()).hasExImmediateEffect())
|
||||
{
|
||||
multiplier *= Config.RATE_HERB_DROP_AMOUNT_MULTIPLIER;
|
||||
}
|
||||
else if (victim.isRaid())
|
||||
{
|
||||
multiplier *= Config.RATE_RAID_DROP_AMOUNT_MULTIPLIER;
|
||||
}
|
||||
else if (Config.PREMIUM_SYSTEM_ENABLED && (killer != null) && killer.isPlayer() && killer.getActingPlayer().hasPremiumStatus())
|
||||
{
|
||||
if ((defaultMultiplier == Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER) && (defaultMultiplier != Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER))
|
||||
{
|
||||
multiplier *= Config.PREMIUM_RATE_DROP_AMOUNT;
|
||||
}
|
||||
else
|
||||
{
|
||||
multiplier *= Config.PREMIUM_RATE_SPOIL_AMOUNT;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
multiplier *= defaultMultiplier;
|
||||
}
|
||||
return multiplier;
|
||||
};
|
||||
}
|
||||
|
||||
public double getAmountMultiplier(GeneralDropItem item, L2Character victim, L2Character killer);
|
||||
}
|
@ -0,0 +1,98 @@
|
||||
/*
|
||||
* Copyright (C) 2004-2014 L2J Server
|
||||
*
|
||||
* This file is part of L2J Server.
|
||||
*
|
||||
* L2J Server 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.
|
||||
*
|
||||
* L2J Server 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
package com.l2jserver.gameserver.model.drops.strategy;
|
||||
|
||||
import com.l2jserver.Config;
|
||||
import com.l2jserver.gameserver.datatables.ItemTable;
|
||||
import com.l2jserver.gameserver.model.actor.L2Character;
|
||||
import com.l2jserver.gameserver.model.drops.GeneralDropItem;
|
||||
import com.l2jserver.gameserver.model.itemcontainer.Inventory;
|
||||
|
||||
/**
|
||||
* @author Battlecruiser
|
||||
*/
|
||||
public interface IChanceMultiplierStrategy
|
||||
{
|
||||
public static final IChanceMultiplierStrategy DROP = DEFAULT_STRATEGY(Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER);
|
||||
public static final IChanceMultiplierStrategy SPOIL = DEFAULT_STRATEGY(Config.RATE_CORPSE_DROP_CHANCE_MULTIPLIER);
|
||||
public static final IChanceMultiplierStrategy STATIC = (item, victim, killer) -> 1;
|
||||
|
||||
public static final IChanceMultiplierStrategy QUEST = (item, victim, killer) ->
|
||||
{
|
||||
double championmult;
|
||||
if ((item.getItemId() == Inventory.ADENA_ID) || (item.getItemId() == Inventory.ANCIENT_ADENA_ID))
|
||||
{
|
||||
championmult = Config.L2JMOD_CHAMPION_ADENAS_REWARDS;
|
||||
}
|
||||
else
|
||||
{
|
||||
championmult = Config.L2JMOD_CHAMPION_REWARDS;
|
||||
}
|
||||
|
||||
return (Config.L2JMOD_CHAMPION_ENABLE && (victim != null) && victim.isChampion()) ? (Config.RATE_QUEST_DROP * championmult) : Config.RATE_QUEST_DROP;
|
||||
};
|
||||
|
||||
public static IChanceMultiplierStrategy DEFAULT_STRATEGY(final double defaultMultiplier)
|
||||
{
|
||||
return (item, victim, killer) ->
|
||||
{
|
||||
float multiplier = 1;
|
||||
if (victim.isChampion())
|
||||
{
|
||||
multiplier *= item.getItemId() != Inventory.ADENA_ID ? Config.L2JMOD_CHAMPION_REWARDS : Config.L2JMOD_CHAMPION_ADENAS_REWARDS;
|
||||
}
|
||||
final Float dropChanceMultiplier = Config.RATE_DROP_CHANCE_MULTIPLIER.get(item.getItemId());
|
||||
final Float premiumChanceMultiplier = Config.PREMIUM_RATE_DROP_CHANCE_BY_ID.get(item.getItemId());
|
||||
if (Config.PREMIUM_SYSTEM_ENABLED && (premiumChanceMultiplier != null) && (killer != null) && killer.isPlayer() && killer.getActingPlayer().hasPremiumStatus())
|
||||
{
|
||||
multiplier *= premiumChanceMultiplier;
|
||||
}
|
||||
else if (dropChanceMultiplier != null)
|
||||
{
|
||||
multiplier *= dropChanceMultiplier;
|
||||
}
|
||||
else if (ItemTable.getInstance().getTemplate(item.getItemId()).hasExImmediateEffect())
|
||||
{
|
||||
multiplier *= Config.RATE_HERB_DROP_CHANCE_MULTIPLIER;
|
||||
}
|
||||
else if (victim.isRaid())
|
||||
{
|
||||
multiplier *= Config.RATE_RAID_DROP_CHANCE_MULTIPLIER;
|
||||
}
|
||||
else if (Config.PREMIUM_SYSTEM_ENABLED && (killer != null) && killer.isPlayer() && killer.getActingPlayer().hasPremiumStatus())
|
||||
{
|
||||
if ((defaultMultiplier == Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER) && (defaultMultiplier != Config.RATE_CORPSE_DROP_CHANCE_MULTIPLIER))
|
||||
{
|
||||
multiplier *= Config.PREMIUM_RATE_DROP_CHANCE;
|
||||
}
|
||||
else
|
||||
{
|
||||
multiplier *= Config.PREMIUM_RATE_SPOIL_CHANCE;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
multiplier *= defaultMultiplier;
|
||||
}
|
||||
return multiplier;
|
||||
};
|
||||
}
|
||||
|
||||
public double getChanceMultiplier(GeneralDropItem item, L2Character victim, L2Character killer);
|
||||
}
|
@ -0,0 +1,56 @@
|
||||
/*
|
||||
* Copyright (C) 2004-2014 L2J Server
|
||||
*
|
||||
* This file is part of L2J Server.
|
||||
*
|
||||
* L2J Server 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.
|
||||
*
|
||||
* L2J Server 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
package com.l2jserver.gameserver.model.drops.strategy;
|
||||
|
||||
import java.util.Collections;
|
||||
import java.util.List;
|
||||
|
||||
import com.l2jserver.gameserver.model.actor.L2Character;
|
||||
import com.l2jserver.gameserver.model.drops.GeneralDropItem;
|
||||
import com.l2jserver.gameserver.model.holders.ItemHolder;
|
||||
import com.l2jserver.util.Rnd;
|
||||
|
||||
/**
|
||||
* @author Battlecruiser
|
||||
*/
|
||||
public interface IDropCalculationStrategy
|
||||
{
|
||||
public static final IDropCalculationStrategy DEFAULT_STRATEGY = (item, victim, killer) ->
|
||||
{
|
||||
double chance = item.getChance(victim, killer);
|
||||
if (chance > (Rnd.nextDouble() * 100))
|
||||
{
|
||||
int amountMultiply = 1;
|
||||
if (item.isPreciseCalculated() && (chance > 100))
|
||||
{
|
||||
amountMultiply = (int) chance / 100;
|
||||
if ((chance % 100) > (Rnd.nextDouble() * 100))
|
||||
{
|
||||
amountMultiply++;
|
||||
}
|
||||
}
|
||||
|
||||
return Collections.singletonList(new ItemHolder(item.getItemId(), Rnd.get(item.getMin(victim, killer), item.getMax(victim, killer)) * amountMultiply));
|
||||
}
|
||||
|
||||
return null;
|
||||
};
|
||||
|
||||
public List<ItemHolder> calculateDrops(GeneralDropItem item, L2Character victim, L2Character killer);
|
||||
}
|
@ -0,0 +1,132 @@
|
||||
/*
|
||||
* Copyright (C) 2004-2014 L2J Server
|
||||
*
|
||||
* This file is part of L2J Server.
|
||||
*
|
||||
* L2J Server 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.
|
||||
*
|
||||
* L2J Server 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
package com.l2jserver.gameserver.model.drops.strategy;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Collections;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
import java.util.concurrent.ConcurrentHashMap;
|
||||
|
||||
import com.l2jserver.gameserver.model.actor.L2Character;
|
||||
import com.l2jserver.gameserver.model.drops.GeneralDropItem;
|
||||
import com.l2jserver.gameserver.model.drops.GroupedGeneralDropItem;
|
||||
import com.l2jserver.gameserver.model.drops.IDropItem;
|
||||
import com.l2jserver.gameserver.model.holders.ItemHolder;
|
||||
import com.l2jserver.util.Rnd;
|
||||
|
||||
/**
|
||||
* @author Battlecruiser
|
||||
*/
|
||||
public interface IGroupedItemDropCalculationStrategy
|
||||
{
|
||||
/**
|
||||
* The default strategy used in L2J to calculate drops. When the group's chance raises over 100% and group has precise calculation, the dropped item's amount increases.
|
||||
*/
|
||||
public static final IGroupedItemDropCalculationStrategy DEFAULT_STRATEGY = new IGroupedItemDropCalculationStrategy()
|
||||
{
|
||||
private final Map<GroupedGeneralDropItem, GeneralDropItem> singleItemCache = new ConcurrentHashMap<>();
|
||||
|
||||
private GeneralDropItem getSingleItem(GroupedGeneralDropItem dropItem)
|
||||
{
|
||||
final GeneralDropItem item1 = dropItem.getItems().iterator().next();
|
||||
singleItemCache.putIfAbsent(dropItem, new GeneralDropItem(item1.getItemId(), item1.getMin(), item1.getMax(), (item1.getChance() * dropItem.getChance()) / 100, item1.getAmountStrategy(), item1.getChanceStrategy(), dropItem.getPreciseStrategy(), dropItem.getKillerChanceModifierStrategy(), item1.getDropCalculationStrategy()));
|
||||
return singleItemCache.get(dropItem);
|
||||
}
|
||||
|
||||
@Override
|
||||
public List<ItemHolder> calculateDrops(GroupedGeneralDropItem dropItem, L2Character victim, L2Character killer)
|
||||
{
|
||||
if (dropItem.getItems().size() == 1)
|
||||
{
|
||||
return getSingleItem(dropItem).calculateDrops(victim, killer);
|
||||
}
|
||||
|
||||
GroupedGeneralDropItem normalized = dropItem.normalizeMe(victim, killer);
|
||||
if (normalized.getChance() > (Rnd.nextDouble() * 100))
|
||||
{
|
||||
final double random = (Rnd.nextDouble() * 100);
|
||||
double totalChance = 0;
|
||||
for (GeneralDropItem item2 : normalized.getItems())
|
||||
{
|
||||
// Grouped item chance rates should not be modified (the whole magic was already done by normalizing thus the items' chance sum is always 100%).
|
||||
totalChance += item2.getChance();
|
||||
if (totalChance > random)
|
||||
{
|
||||
int amountMultiply = 1;
|
||||
if (dropItem.isPreciseCalculated() && (normalized.getChance() >= 100))
|
||||
{
|
||||
amountMultiply = (int) (normalized.getChance()) / 100;
|
||||
if ((normalized.getChance() % 100) > (Rnd.nextDouble() * 100))
|
||||
{
|
||||
amountMultiply++;
|
||||
}
|
||||
}
|
||||
|
||||
return Collections.singletonList(new ItemHolder(item2.getItemId(), Rnd.get(item2.getMin(victim, killer), item2.getMax(victim, killer)) * amountMultiply));
|
||||
}
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* This strategy calculates a group's drop by calculating drops of its individual items and merging its results.
|
||||
*/
|
||||
public static final IGroupedItemDropCalculationStrategy DISBAND_GROUP = (item, victim, killer) ->
|
||||
{
|
||||
List<ItemHolder> dropped = new ArrayList<>();
|
||||
for (IDropItem dropItem : item.extractMe())
|
||||
{
|
||||
dropped.addAll(dropItem.calculateDrops(victim, killer));
|
||||
}
|
||||
return dropped.isEmpty() ? null : dropped;
|
||||
};
|
||||
|
||||
/**
|
||||
* This strategy when group has precise calculation rolls multiple times over group to determine drops when group's chance raises over 100% instead of just multiplying the dropped item's amount. Thus it can produce different items from group at once.
|
||||
*/
|
||||
public static final IGroupedItemDropCalculationStrategy PRECISE_MULTIPLE_GROUP_ROLLS = (item, victim, killer) ->
|
||||
{
|
||||
if (!item.isPreciseCalculated())
|
||||
{
|
||||
// if item hasn't precise calculation there's no change from DEFAULT_STRATEGY
|
||||
return DEFAULT_STRATEGY.calculateDrops(item, victim, victim);
|
||||
}
|
||||
GroupedGeneralDropItem newItem = new GroupedGeneralDropItem(item.getChance(), DEFAULT_STRATEGY, item.getKillerChanceModifierStrategy(), IPreciseDeterminationStrategy.NEVER);
|
||||
newItem.setItems(item.getItems());
|
||||
GroupedGeneralDropItem normalized = newItem.normalizeMe(victim, killer);
|
||||
// Let's determine the number of rolls.
|
||||
int rolls = (int) (normalized.getChance() / 100);
|
||||
if ((Rnd.nextDouble() * 100) < (normalized.getChance() % 100))
|
||||
{
|
||||
rolls++;
|
||||
}
|
||||
List<ItemHolder> dropped = new ArrayList<>(rolls);
|
||||
for (int i = 0; i < rolls; i++)
|
||||
{
|
||||
// As further normalizing on already normalized drop group does nothing, we can just pass the calculation to DEFAULT_STRATEGY with precise calculation disabled as we handle it.
|
||||
dropped.addAll(normalized.calculateDrops(victim, killer));
|
||||
}
|
||||
return dropped.isEmpty() ? null : dropped;
|
||||
};
|
||||
|
||||
public List<ItemHolder> calculateDrops(GroupedGeneralDropItem item, L2Character victim, L2Character killer);
|
||||
}
|
@ -0,0 +1,71 @@
|
||||
/*
|
||||
* Copyright (C) 2004-2014 L2J Server
|
||||
*
|
||||
* This file is part of L2J Server.
|
||||
*
|
||||
* L2J Server 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.
|
||||
*
|
||||
* L2J Server 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
package com.l2jserver.gameserver.model.drops.strategy;
|
||||
|
||||
import com.l2jserver.Config;
|
||||
import com.l2jserver.gameserver.model.actor.L2Character;
|
||||
import com.l2jserver.gameserver.model.drops.GeneralDropItem;
|
||||
import com.l2jserver.gameserver.model.drops.IDropItem;
|
||||
import com.l2jserver.gameserver.model.itemcontainer.Inventory;
|
||||
import com.l2jserver.gameserver.util.Util;
|
||||
|
||||
/**
|
||||
* @author Battlecruiser
|
||||
*/
|
||||
public interface IKillerChanceModifierStrategy extends INonGroupedKillerChanceModifierStrategy
|
||||
{
|
||||
public static final IKillerChanceModifierStrategy DEFAULT_STRATEGY = (item, victim, killer) ->
|
||||
{
|
||||
int levelDifference = victim.getLevel() - killer.getLevel();
|
||||
if ((victim.isRaid()) && Config.DEEPBLUE_DROP_RULES_RAID)
|
||||
{
|
||||
// FIXME: Config?
|
||||
return Math.max(0, Math.min(1, (levelDifference * 0.15) + 1));
|
||||
}
|
||||
else if (Config.DEEPBLUE_DROP_RULES)
|
||||
{
|
||||
return Util.map(levelDifference, -Config.DROP_ITEM_MAX_LEVEL_DIFFERENCE, -Config.DROP_ITEM_MIN_LEVEL_DIFFERENCE, Config.DROP_ITEM_MIN_LEVEL_GAP_CHANCE, 100.0) / 100;
|
||||
}
|
||||
return 1;
|
||||
};
|
||||
|
||||
public static final INonGroupedKillerChanceModifierStrategy DEFAULT_NONGROUP_STRATEGY = (item, victim, killer) ->
|
||||
{
|
||||
if (((!(victim.isRaid())) && Config.DEEPBLUE_DROP_RULES) || ((victim.isRaid()) && Config.DEEPBLUE_DROP_RULES_RAID))
|
||||
{
|
||||
int levelDifference = victim.getLevel() - killer.getLevel();
|
||||
if (item.getItemId() == Inventory.ADENA_ID)
|
||||
{
|
||||
return Util.map(levelDifference, -Config.DROP_ADENA_MAX_LEVEL_DIFFERENCE, -Config.DROP_ADENA_MIN_LEVEL_DIFFERENCE, Config.DROP_ADENA_MIN_LEVEL_GAP_CHANCE, 100.0) / 100;
|
||||
}
|
||||
return Util.map(levelDifference, -Config.DROP_ITEM_MAX_LEVEL_DIFFERENCE, -Config.DROP_ITEM_MIN_LEVEL_DIFFERENCE, Config.DROP_ITEM_MIN_LEVEL_GAP_CHANCE, 100.0) / 100;
|
||||
}
|
||||
return 1;
|
||||
};
|
||||
|
||||
IKillerChanceModifierStrategy NO_RULES = (item, victim, killer) -> 1;
|
||||
|
||||
public double getKillerChanceModifier(IDropItem item, L2Character victim, L2Character killer);
|
||||
|
||||
@Override
|
||||
public default double getKillerChanceModifier(GeneralDropItem item, L2Character victim, L2Character killer)
|
||||
{
|
||||
return getKillerChanceModifier((IDropItem) item, victim, killer);
|
||||
}
|
||||
}
|
@ -0,0 +1,30 @@
|
||||
/*
|
||||
* Copyright (C) 2004-2014 L2J Server
|
||||
*
|
||||
* This file is part of L2J Server.
|
||||
*
|
||||
* L2J Server 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.
|
||||
*
|
||||
* L2J Server 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
package com.l2jserver.gameserver.model.drops.strategy;
|
||||
|
||||
import com.l2jserver.gameserver.model.actor.L2Character;
|
||||
import com.l2jserver.gameserver.model.drops.GeneralDropItem;
|
||||
|
||||
/**
|
||||
* @author Battlecruiser
|
||||
*/
|
||||
public interface INonGroupedKillerChanceModifierStrategy
|
||||
{
|
||||
public double getKillerChanceModifier(GeneralDropItem item, L2Character victim, L2Character killer);
|
||||
}
|
@ -0,0 +1,40 @@
|
||||
/*
|
||||
* Copyright (C) 2004-2014 L2J Server
|
||||
*
|
||||
* This file is part of L2J Server.
|
||||
*
|
||||
* L2J Server 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.
|
||||
*
|
||||
* L2J Server 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
package com.l2jserver.gameserver.model.drops.strategy;
|
||||
|
||||
import com.l2jserver.Config;
|
||||
import com.l2jserver.gameserver.model.drops.IDropItem;
|
||||
|
||||
/**
|
||||
* @author Battlecruiser
|
||||
*/
|
||||
public interface IPreciseDeterminationStrategy
|
||||
{
|
||||
public static final IPreciseDeterminationStrategy ALWAYS = dropItem -> true;
|
||||
|
||||
public static final IPreciseDeterminationStrategy DEFAULT = dropItem -> Config.PRECISE_DROP_CALCULATION;
|
||||
|
||||
public static final IPreciseDeterminationStrategy NEVER = dropItem -> false;
|
||||
|
||||
/**
|
||||
* @param dropItem
|
||||
* @return <code>true</code> if drop calculation strategy should use precise rules
|
||||
*/
|
||||
public boolean isPreciseCalculated(IDropItem dropItem);
|
||||
}
|
@ -39,6 +39,7 @@ import com.l2jserver.gameserver.datatables.EventDroplist;
|
||||
import com.l2jserver.gameserver.datatables.ItemTable;
|
||||
import com.l2jserver.gameserver.model.Location;
|
||||
import com.l2jserver.gameserver.model.announce.EventAnnouncement;
|
||||
import com.l2jserver.gameserver.model.drops.DropListScope;
|
||||
import com.l2jserver.gameserver.model.drops.GeneralDropItem;
|
||||
import com.l2jserver.gameserver.model.quest.Quest;
|
||||
import com.l2jserver.gameserver.script.DateRange;
|
||||
@ -188,7 +189,7 @@ public class LongTimeEvent extends Quest
|
||||
continue;
|
||||
}
|
||||
|
||||
_dropList.add(new GeneralDropItem(itemId, minCount, maxCount, finalChance));
|
||||
_dropList.add((GeneralDropItem) DropListScope.STATIC.newDropItem(itemId, minCount, maxCount, finalChance));
|
||||
}
|
||||
catch (NumberFormatException nfe)
|
||||
{
|
||||
|
@ -25,8 +25,12 @@ import java.util.ArrayList;
|
||||
import java.util.Arrays;
|
||||
import java.util.Collection;
|
||||
import java.util.Collections;
|
||||
import java.util.HashMap;
|
||||
import java.util.Iterator;
|
||||
import java.util.LinkedList;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
import java.util.Map.Entry;
|
||||
import java.util.Set;
|
||||
import java.util.concurrent.ConcurrentHashMap;
|
||||
import java.util.concurrent.CopyOnWriteArrayList;
|
||||
@ -59,6 +63,9 @@ import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
|
||||
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
|
||||
import com.l2jserver.gameserver.model.actor.instance.L2TrapInstance;
|
||||
import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate;
|
||||
import com.l2jserver.gameserver.model.drops.GeneralDropItem;
|
||||
import com.l2jserver.gameserver.model.drops.GroupedGeneralDropItem;
|
||||
import com.l2jserver.gameserver.model.drops.IDropItem;
|
||||
import com.l2jserver.gameserver.model.entity.Castle;
|
||||
import com.l2jserver.gameserver.model.entity.Fort;
|
||||
import com.l2jserver.gameserver.model.entity.Instance;
|
||||
@ -137,6 +144,7 @@ import com.l2jserver.gameserver.scripting.L2ScriptEngineManager;
|
||||
import com.l2jserver.gameserver.scripting.ScriptManager;
|
||||
import com.l2jserver.gameserver.util.MinionList;
|
||||
import com.l2jserver.util.Rnd;
|
||||
import com.l2jserver.util.Util;
|
||||
|
||||
/**
|
||||
* Abstract script.
|
||||
@ -348,7 +356,7 @@ public abstract class AbstractScript implements INamable
|
||||
// ---------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* Provides callback operation when L2Attackable dies from a player.
|
||||
* Provides delayed (Depending on {@link com.l2jserver.gameserver.model.actor.L2Attackable#getOnKillDelay()}) callback operation when L2Attackable dies from a player.
|
||||
* @param callback
|
||||
* @param npcIds
|
||||
* @return
|
||||
@ -359,7 +367,7 @@ public abstract class AbstractScript implements INamable
|
||||
}
|
||||
|
||||
/**
|
||||
* Provides callback operation when L2Attackable dies from a player.
|
||||
* Provides delayed (Depending on {@link com.l2jserver.gameserver.model.actor.L2Attackable#getOnKillDelay()}) callback operation when L2Attackable dies from a player.
|
||||
* @param callback
|
||||
* @param npcIds
|
||||
* @return
|
||||
@ -2330,6 +2338,501 @@ public abstract class AbstractScript implements INamable
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gives an item to the player
|
||||
* @param player
|
||||
* @param item
|
||||
* @param victim the character that "dropped" the item
|
||||
* @return <code>true</code> if at least one item was given, <code>false</code> otherwise
|
||||
*/
|
||||
protected static boolean giveItems(L2PcInstance player, IDropItem item, L2Character victim)
|
||||
{
|
||||
List<ItemHolder> items = item.calculateDrops(victim, player);
|
||||
if ((items == null) || items.isEmpty())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
giveItems(player, items);
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gives an item to the player
|
||||
* @param player
|
||||
* @param items
|
||||
*/
|
||||
protected static void giveItems(L2PcInstance player, List<ItemHolder> items)
|
||||
{
|
||||
for (ItemHolder item : items)
|
||||
{
|
||||
giveItems(player, item);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Gives an item to the player
|
||||
* @param player
|
||||
* @param item
|
||||
* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached.
|
||||
* @return <code>true</code> if at least one item was given to the player, <code>false</code> otherwise
|
||||
*/
|
||||
protected static boolean giveItems(L2PcInstance player, ItemHolder item, long limit)
|
||||
{
|
||||
long maxToGive = limit - player.getInventory().getInventoryItemCount(item.getId(), -1);
|
||||
if (maxToGive <= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
giveItems(player, item.getId(), Math.min(maxToGive, item.getCount()));
|
||||
return true;
|
||||
}
|
||||
|
||||
protected static boolean giveItems(L2PcInstance player, ItemHolder item, long limit, boolean playSound)
|
||||
{
|
||||
boolean drop = giveItems(player, item, limit);
|
||||
if (drop && playSound)
|
||||
{
|
||||
playSound(player, QuestSound.ITEMSOUND_QUEST_ITEMGET);
|
||||
}
|
||||
return drop;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param player
|
||||
* @param items
|
||||
* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached.
|
||||
* @return <code>true</code> if at least one item was given to the player, <code>false</code> otherwise
|
||||
*/
|
||||
protected static boolean giveItems(L2PcInstance player, List<ItemHolder> items, long limit)
|
||||
{
|
||||
boolean b = false;
|
||||
for (ItemHolder item : items)
|
||||
{
|
||||
b |= giveItems(player, item, limit);
|
||||
}
|
||||
return b;
|
||||
}
|
||||
|
||||
protected static boolean giveItems(L2PcInstance player, List<ItemHolder> items, long limit, boolean playSound)
|
||||
{
|
||||
boolean drop = giveItems(player, items, limit);
|
||||
if (drop && playSound)
|
||||
{
|
||||
playSound(player, QuestSound.ITEMSOUND_QUEST_ITEMGET);
|
||||
}
|
||||
return drop;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param player
|
||||
* @param items
|
||||
* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached. If a no limit for an itemId is specified, item will always be given
|
||||
* @return <code>true</code> if at least one item was given to the player, <code>false</code> otherwise
|
||||
*/
|
||||
protected static boolean giveItems(L2PcInstance player, List<ItemHolder> items, Map<Integer, Long> limit)
|
||||
{
|
||||
return giveItems(player, items, Util.mapToFunction(limit));
|
||||
}
|
||||
|
||||
/**
|
||||
* @param player
|
||||
* @param items
|
||||
* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached. If a no limit for an itemId is specified, item will always be given
|
||||
* @return <code>true</code> if at least one item was given to the player, <code>false</code> otherwise
|
||||
*/
|
||||
protected static boolean giveItems(L2PcInstance player, List<ItemHolder> items, Function<Integer, Long> limit)
|
||||
{
|
||||
boolean b = false;
|
||||
for (ItemHolder item : items)
|
||||
{
|
||||
if (limit != null)
|
||||
{
|
||||
Long longLimit = limit.apply(item.getId());
|
||||
// null -> no limit specified for that item id. This trick is to avoid limit.apply() be called twice (once for the null check)
|
||||
if (longLimit != null)
|
||||
{
|
||||
b |= giveItems(player, item, longLimit);
|
||||
continue; // the item is given, continue with next
|
||||
}
|
||||
}
|
||||
// da BIG else
|
||||
// no limit specified here (either limit or limit.apply(item.getId()) is null)
|
||||
b = true;
|
||||
giveItems(player, item);
|
||||
|
||||
}
|
||||
return b;
|
||||
}
|
||||
|
||||
protected static boolean giveItems(L2PcInstance player, List<ItemHolder> items, Function<Integer, Long> limit, boolean playSound)
|
||||
{
|
||||
boolean drop = giveItems(player, items, limit);
|
||||
if (drop && playSound)
|
||||
{
|
||||
playSound(player, QuestSound.ITEMSOUND_QUEST_ITEMGET);
|
||||
}
|
||||
return drop;
|
||||
}
|
||||
|
||||
protected static boolean giveItems(L2PcInstance player, List<ItemHolder> items, Map<Integer, Long> limit, boolean playSound)
|
||||
{
|
||||
return giveItems(player, items, Util.mapToFunction(limit), playSound);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param player
|
||||
* @param item
|
||||
* @param victim the character that "dropped" the item
|
||||
* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached.
|
||||
* @return <code>true</code> if at least one item was given to the player, <code>false</code> otherwise
|
||||
*/
|
||||
protected static boolean giveItems(L2PcInstance player, IDropItem item, L2Character victim, int limit)
|
||||
{
|
||||
return giveItems(player, item.calculateDrops(victim, player), limit);
|
||||
}
|
||||
|
||||
protected static boolean giveItems(L2PcInstance player, IDropItem item, L2Character victim, int limit, boolean playSound)
|
||||
{
|
||||
boolean drop = giveItems(player, item, victim, limit);
|
||||
if (drop && playSound)
|
||||
{
|
||||
playSound(player, QuestSound.ITEMSOUND_QUEST_ITEMGET);
|
||||
}
|
||||
return drop;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param player
|
||||
* @param item
|
||||
* @param victim the character that "dropped" the item
|
||||
* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached. If a no limit for an itemId is specified, item will always be given
|
||||
* @return <code>true</code> if at least one item was given to the player, <code>false</code> otherwise
|
||||
*/
|
||||
protected static boolean giveItems(L2PcInstance player, IDropItem item, L2Character victim, Map<Integer, Long> limit)
|
||||
{
|
||||
return giveItems(player, item.calculateDrops(victim, player), limit);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param player
|
||||
* @param item
|
||||
* @param victim the character that "dropped" the item
|
||||
* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached. If a no limit for an itemId is specified, item will always be given
|
||||
* @return <code>true</code> if at least one item was given to the player, <code>false</code> otherwise
|
||||
*/
|
||||
protected static boolean giveItems(L2PcInstance player, IDropItem item, L2Character victim, Function<Integer, Long> limit)
|
||||
{
|
||||
return giveItems(player, item.calculateDrops(victim, player), limit);
|
||||
}
|
||||
|
||||
protected static boolean giveItems(L2PcInstance player, IDropItem item, L2Character victim, Map<Integer, Long> limit, boolean playSound)
|
||||
{
|
||||
return giveItems(player, item, victim, Util.mapToFunction(limit), playSound);
|
||||
}
|
||||
|
||||
protected static boolean giveItems(L2PcInstance player, IDropItem item, L2Character victim, Function<Integer, Long> limit, boolean playSound)
|
||||
{
|
||||
boolean drop = giveItems(player, item, victim, limit);
|
||||
if (drop && playSound)
|
||||
{
|
||||
playSound(player, QuestSound.ITEMSOUND_QUEST_ITEMGET);
|
||||
}
|
||||
return drop;
|
||||
}
|
||||
|
||||
/**
|
||||
* Distributes items to players equally
|
||||
* @param players the players to whom the items will be distributed
|
||||
* @param items the items to distribute
|
||||
* @param limit the limit what single player can have of each item
|
||||
* @param playSound if to play sound if a player gets at least one item
|
||||
* @return the counts of each items given to each player
|
||||
*/
|
||||
protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, Collection<ItemHolder> items, Function<Integer, Long> limit, boolean playSound)
|
||||
{
|
||||
Map<L2PcInstance, Map<Integer, Long>> rewardedCounts = calculateDistribution(players, items, limit);
|
||||
// now give the calculated items to the players
|
||||
giveItems(rewardedCounts, playSound);
|
||||
return rewardedCounts;
|
||||
}
|
||||
|
||||
/**
|
||||
* Distributes items to players equally
|
||||
* @param players the players to whom the items will be distributed
|
||||
* @param items the items to distribute
|
||||
* @param limit the limit what single player can have of each item
|
||||
* @param playSound if to play sound if a player gets at least one item
|
||||
* @return the counts of each items given to each player
|
||||
*/
|
||||
protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, Collection<ItemHolder> items, Map<Integer, Long> limit, boolean playSound)
|
||||
{
|
||||
return distributeItems(players, items, Util.mapToFunction(limit), playSound);
|
||||
}
|
||||
|
||||
/**
|
||||
* Distributes items to players equally
|
||||
* @param players the players to whom the items will be distributed
|
||||
* @param items the items to distribute
|
||||
* @param limit the limit what single player can have of each item
|
||||
* @param playSound if to play sound if a player gets at least one item
|
||||
* @return the counts of each items given to each player
|
||||
*/
|
||||
protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, Collection<ItemHolder> items, long limit, boolean playSound)
|
||||
{
|
||||
return distributeItems(players, items, t -> limit, playSound);
|
||||
}
|
||||
|
||||
/**
|
||||
* Distributes items to players equally
|
||||
* @param players the players to whom the items will be distributed
|
||||
* @param item the items to distribute
|
||||
* @param limit the limit what single player can have of each item
|
||||
* @param playSound if to play sound if a player gets at least one item
|
||||
* @return the counts of each items given to each player
|
||||
*/
|
||||
protected static Map<L2PcInstance, Long> distributeItems(Collection<L2PcInstance> players, ItemHolder item, long limit, boolean playSound)
|
||||
{
|
||||
Map<L2PcInstance, Map<Integer, Long>> distribution = distributeItems(players, Collections.singletonList(item), limit, playSound);
|
||||
Map<L2PcInstance, Long> returnMap = new HashMap<>();
|
||||
for (Entry<L2PcInstance, Map<Integer, Long>> entry : distribution.entrySet())
|
||||
{
|
||||
for (Entry<Integer, Long> entry2 : entry.getValue().entrySet())
|
||||
{
|
||||
returnMap.put(entry.getKey(), entry2.getValue());
|
||||
}
|
||||
}
|
||||
return returnMap;
|
||||
}
|
||||
|
||||
/**
|
||||
* Distributes items to players equally
|
||||
* @param players the players to whom the items will be distributed
|
||||
* @param items the items to distribute
|
||||
* @param killer the one who "kills" the victim
|
||||
* @param victim the character that "dropped" the item
|
||||
* @param limit the limit what single player can have of each item
|
||||
* @param playSound if to play sound if a player gets at least one item
|
||||
* @return the counts of each items given to each player
|
||||
*/
|
||||
protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, IDropItem items, L2Character killer, L2Character victim, Function<Integer, Long> limit, boolean playSound)
|
||||
{
|
||||
return distributeItems(players, items.calculateDrops(victim, killer), limit, playSound);
|
||||
}
|
||||
|
||||
/**
|
||||
* Distributes items to players equally
|
||||
* @param players the players to whom the items will be distributed
|
||||
* @param items the items to distribute
|
||||
* @param killer the one who "kills" the victim
|
||||
* @param victim the character that "dropped" the item
|
||||
* @param limit the limit what single player can have of each item
|
||||
* @param playSound if to play sound if a player gets at least one item
|
||||
* @return the counts of each items given to each player
|
||||
*/
|
||||
protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, IDropItem items, L2Character killer, L2Character victim, Map<Integer, Long> limit, boolean playSound)
|
||||
{
|
||||
return distributeItems(players, items.calculateDrops(victim, killer), limit, playSound);
|
||||
}
|
||||
|
||||
/**
|
||||
* Distributes items to players equally
|
||||
* @param players the players to whom the items will be distributed
|
||||
* @param items the items to distribute
|
||||
* @param killer the one who "kills" the victim
|
||||
* @param victim the character that "dropped" the item
|
||||
* @param limit the limit what single player can have of each item
|
||||
* @param playSound if to play sound if a player gets at least one item
|
||||
* @return the counts of each items given to each player
|
||||
*/
|
||||
protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, IDropItem items, L2Character killer, L2Character victim, long limit, boolean playSound)
|
||||
{
|
||||
return distributeItems(players, items.calculateDrops(victim, killer), limit, playSound);
|
||||
}
|
||||
|
||||
/**
|
||||
* Distributes items to players equally
|
||||
* @param players the players to whom the items will be distributed
|
||||
* @param items the items to distribute
|
||||
* @param killer the one who "kills" the victim
|
||||
* @param victim the character that "dropped" the item
|
||||
* @param limit the limit what single player can have of each item
|
||||
* @param playSound if to play sound if a player gets at least one item
|
||||
* @param smartDrop true if to not calculate a drop, which can't be given to any player 'cause of limits
|
||||
* @return the counts of each items given to each player
|
||||
*/
|
||||
protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, final GroupedGeneralDropItem items, L2Character killer, L2Character victim, Function<Integer, Long> limit, boolean playSound, boolean smartDrop)
|
||||
{
|
||||
GroupedGeneralDropItem toDrop;
|
||||
if (smartDrop)
|
||||
{
|
||||
toDrop = new GroupedGeneralDropItem(items.getChance(), items.getDropCalculationStrategy(), items.getKillerChanceModifierStrategy(), items.getPreciseStrategy());
|
||||
List<GeneralDropItem> dropItems = new LinkedList<>(items.getItems());
|
||||
ITEM_LOOP: for (Iterator<GeneralDropItem> it = dropItems.iterator(); it.hasNext();)
|
||||
{
|
||||
GeneralDropItem item = it.next();
|
||||
for (L2PcInstance player : players)
|
||||
{
|
||||
int itemId = item.getItemId();
|
||||
if (player.getInventory().getInventoryItemCount(itemId, -1, true) < avoidNull(limit, itemId))
|
||||
{
|
||||
// we can give this item to this player
|
||||
continue ITEM_LOOP;
|
||||
}
|
||||
}
|
||||
// there's nobody to give this item to
|
||||
it.remove();
|
||||
}
|
||||
toDrop.setItems(dropItems);
|
||||
toDrop = toDrop.normalizeMe(victim, killer);
|
||||
}
|
||||
else
|
||||
{
|
||||
toDrop = items;
|
||||
}
|
||||
return distributeItems(players, toDrop, killer, victim, limit, playSound);
|
||||
}
|
||||
|
||||
/**
|
||||
* Distributes items to players equally
|
||||
* @param players the players to whom the items will be distributed
|
||||
* @param items the items to distribute
|
||||
* @param killer the one who "kills" the victim
|
||||
* @param victim the character that "dropped" the item
|
||||
* @param limit the limit what single player can have of each item
|
||||
* @param playSound if to play sound if a player gets at least one item
|
||||
* @param smartDrop true if to not calculate a drop, which can't be given to any player
|
||||
* @return the counts of each items given to each player
|
||||
*/
|
||||
protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, final GroupedGeneralDropItem items, L2Character killer, L2Character victim, Map<Integer, Long> limit, boolean playSound, boolean smartDrop)
|
||||
{
|
||||
return distributeItems(players, items, killer, victim, Util.mapToFunction(limit), playSound, smartDrop);
|
||||
}
|
||||
|
||||
/**
|
||||
* Distributes items to players equally
|
||||
* @param players the players to whom the items will be distributed
|
||||
* @param items the items to distribute
|
||||
* @param killer the one who "kills" the victim
|
||||
* @param victim the character that "dropped" the item
|
||||
* @param limit the limit what single player can have of each item
|
||||
* @param playSound if to play sound if a player gets at least one item
|
||||
* @param smartDrop true if to not calculate a drop, which can't be given to any player
|
||||
* @return the counts of each items given to each player
|
||||
*/
|
||||
protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, final GroupedGeneralDropItem items, L2Character killer, L2Character victim, long limit, boolean playSound, boolean smartDrop)
|
||||
{
|
||||
return distributeItems(players, items, killer, victim, t -> limit, playSound, smartDrop);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param players
|
||||
* @param items
|
||||
* @param limit
|
||||
* @return
|
||||
*/
|
||||
private static Map<L2PcInstance, Map<Integer, Long>> calculateDistribution(Collection<L2PcInstance> players, Collection<ItemHolder> items, Function<Integer, Long> limit)
|
||||
{
|
||||
Map<L2PcInstance, Map<Integer, Long>> rewardedCounts = new HashMap<>();
|
||||
for (L2PcInstance player : players)
|
||||
{
|
||||
rewardedCounts.put(player, new HashMap<Integer, Long>());
|
||||
}
|
||||
NEXT_ITEM: for (ItemHolder item : items)
|
||||
{
|
||||
long equaldist = item.getCount() / players.size();
|
||||
long randomdist = item.getCount() % players.size();
|
||||
List<L2PcInstance> toDist = new ArrayList<>(players);
|
||||
do // this must happen at least once in order to get away already full players (and then equaldist can become nonzero)
|
||||
{
|
||||
for (Iterator<L2PcInstance> it = toDist.iterator(); it.hasNext();)
|
||||
{
|
||||
L2PcInstance player = it.next();
|
||||
if (!rewardedCounts.get(player).containsKey(item.getId()))
|
||||
{
|
||||
rewardedCounts.get(player).put(item.getId(), 0L);
|
||||
}
|
||||
long maxGive = avoidNull(limit, item.getId()) - player.getInventory().getInventoryItemCount(item.getId(), -1, true) - rewardedCounts.get(player).get(item.getId());
|
||||
long toGive = equaldist;
|
||||
if (equaldist >= maxGive)
|
||||
{
|
||||
toGive = maxGive;
|
||||
randomdist += (equaldist - maxGive); // overflown items are available to next players
|
||||
it.remove(); // this player is already full
|
||||
}
|
||||
rewardedCounts.get(player).put(item.getId(), rewardedCounts.get(player).get(item.getId()) + toGive);
|
||||
}
|
||||
if (toDist.isEmpty())
|
||||
{
|
||||
// there's no one to give items anymore, all players will be full when we give the items
|
||||
continue NEXT_ITEM;
|
||||
}
|
||||
equaldist = randomdist / toDist.size(); // the rest of items may be allowed to be equally distributed between remaining players
|
||||
randomdist %= toDist.size();
|
||||
}
|
||||
while (equaldist > 0);
|
||||
while (randomdist > 0)
|
||||
{
|
||||
if (toDist.isEmpty())
|
||||
{
|
||||
// we don't have any player left
|
||||
continue NEXT_ITEM;
|
||||
}
|
||||
L2PcInstance player = toDist.get(getRandom(toDist.size()));
|
||||
// avoid null return
|
||||
long maxGive = avoidNull(limit, item.getId()) - limit.apply(item.getId()) - player.getInventory().getInventoryItemCount(item.getId(), -1, true) - rewardedCounts.get(player).get(item.getId());
|
||||
if (maxGive > 0)
|
||||
{
|
||||
// we can add an item to player
|
||||
// so we add one item to player
|
||||
rewardedCounts.get(player).put(item.getId(), rewardedCounts.get(player).get(item.getId()) + 1);
|
||||
randomdist--;
|
||||
}
|
||||
toDist.remove(player); // Either way this player isn't allowable for next random award
|
||||
}
|
||||
}
|
||||
return rewardedCounts;
|
||||
}
|
||||
|
||||
/**
|
||||
* This function is for avoidance null returns in function limits
|
||||
* @param <T> the type of function arg
|
||||
* @param function the function
|
||||
* @param arg the argument
|
||||
* @return {@link Long#MAX_VALUE} if function.apply(arg) is null, function.apply(arg) otherwise
|
||||
*/
|
||||
private static <T> long avoidNull(Function<T, Long> function, T arg)
|
||||
{
|
||||
Long longLimit = function.apply(arg);
|
||||
return longLimit == null ? Long.MAX_VALUE : longLimit;
|
||||
}
|
||||
|
||||
/**
|
||||
* Distributes items to players
|
||||
* @param rewardedCounts A scheme of distribution items (the structure is: Map<player Map<itemId, count>>)
|
||||
* @param playSound if to play sound if a player gets at least one item
|
||||
*/
|
||||
private static void giveItems(Map<L2PcInstance, Map<Integer, Long>> rewardedCounts, boolean playSound)
|
||||
{
|
||||
for (Entry<L2PcInstance, Map<Integer, Long>> entry : rewardedCounts.entrySet())
|
||||
{
|
||||
L2PcInstance player = entry.getKey();
|
||||
boolean playPlayerSound = false;
|
||||
for (Entry<Integer, Long> item : entry.getValue().entrySet())
|
||||
{
|
||||
if (item.getValue() >= 0)
|
||||
{
|
||||
playPlayerSound = true;
|
||||
giveItems(player, item.getKey(), item.getValue());
|
||||
}
|
||||
}
|
||||
if (playSound && playPlayerSound)
|
||||
{
|
||||
playSound(player, QuestSound.ITEMSOUND_QUEST_ITEMGET);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Take an amount of a specified item from player's inventory.
|
||||
* @param player the player whose item to take
|
||||
|
@ -239,10 +239,6 @@ public abstract class ItemContainer
|
||||
|
||||
// Updates database
|
||||
float adenaRate = Config.RATE_DROP_AMOUNT_MULTIPLIER.getOrDefault(Inventory.ADENA_ID, 1f);
|
||||
if (actor.hasPremiumStatus() && Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.containsKey(Inventory.ADENA_ID))
|
||||
{
|
||||
adenaRate *= Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.get(Inventory.ADENA_ID);
|
||||
}
|
||||
if ((item.getId() == Inventory.ADENA_ID) && (count < (10000 * adenaRate)))
|
||||
{
|
||||
// Small adena changes won't be saved to database all the time
|
||||
@ -295,10 +291,6 @@ public abstract class ItemContainer
|
||||
// Updates database
|
||||
// If Adena drop rate is not present it will be x1.
|
||||
float adenaRate = Config.RATE_DROP_AMOUNT_MULTIPLIER.getOrDefault(Inventory.ADENA_ID, 1f);
|
||||
if (actor.hasPremiumStatus() && Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.containsKey(Inventory.ADENA_ID))
|
||||
{
|
||||
adenaRate *= Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.get(Inventory.ADENA_ID);
|
||||
}
|
||||
if ((itemId == Inventory.ADENA_ID) && (count < (10000 * adenaRate)))
|
||||
{
|
||||
// Small adena changes won't be saved to database all the time
|
||||
|
@ -25,6 +25,7 @@ import java.util.logging.Level;
|
||||
|
||||
import com.l2jserver.L2DatabaseFactory;
|
||||
import com.l2jserver.gameserver.enums.ItemLocation;
|
||||
import com.l2jserver.gameserver.idfactory.IdFactory;
|
||||
import com.l2jserver.gameserver.model.L2World;
|
||||
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
|
||||
import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
|
||||
@ -108,19 +109,10 @@ public class Mail extends ItemContainer
|
||||
item.setItemLocation(getBaseLocation(), _messageId);
|
||||
}
|
||||
|
||||
/*
|
||||
* Allow saving of the items without owner
|
||||
*/
|
||||
@Override
|
||||
public void updateDatabase()
|
||||
{
|
||||
for (L2ItemInstance item : _items)
|
||||
{
|
||||
if (item != null)
|
||||
{
|
||||
item.updateDatabase(true);
|
||||
}
|
||||
}
|
||||
_items.forEach(i -> i.updateDatabase(true));
|
||||
}
|
||||
|
||||
@Override
|
||||
@ -168,4 +160,17 @@ public class Mail extends ItemContainer
|
||||
{
|
||||
return _ownerId;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void deleteMe()
|
||||
{
|
||||
_items.forEach(i ->
|
||||
{
|
||||
i.updateDatabase(true);
|
||||
i.deleteMe();
|
||||
L2World.getInstance().removeObject(i);
|
||||
IdFactory.getInstance().releaseId(i.getObjectId());
|
||||
});
|
||||
_items.clear();
|
||||
}
|
||||
}
|
@ -1462,7 +1462,7 @@ public final class L2ItemInstance extends L2Object
|
||||
|
||||
/**
|
||||
* Updates the database.<BR>
|
||||
* @param force if the update should necessarilly be done.
|
||||
* @param force if the update should necessarily be done.
|
||||
*/
|
||||
public void updateDatabase(boolean force)
|
||||
{
|
||||
|
@ -199,13 +199,14 @@ public class CellPathFinding extends PathFinding
|
||||
int currentY = y;
|
||||
int currentZ = z;
|
||||
|
||||
for (int i = 0; i < path.size() - 1; i++)
|
||||
int midPoint = 0;
|
||||
while (endPoint.hasNext())
|
||||
{
|
||||
AbstractNodeLoc locMiddle = path.get(i);
|
||||
AbstractNodeLoc locMiddle = path.get(midPoint);
|
||||
AbstractNodeLoc locEnd = endPoint.next();
|
||||
if (GeoData.getInstance().canMove(currentX, currentY, currentZ, locEnd.getX(), locEnd.getY(), locEnd.getZ(), instanceId))
|
||||
{
|
||||
path.remove(i);
|
||||
path.remove(midPoint);
|
||||
remove = true;
|
||||
if (debug)
|
||||
{
|
||||
@ -217,6 +218,7 @@ public class CellPathFinding extends PathFinding
|
||||
currentX = locMiddle.getX();
|
||||
currentY = locMiddle.getY();
|
||||
currentZ = locMiddle.getZ();
|
||||
midPoint++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -31,6 +31,8 @@ import java.time.temporal.TemporalAdjusters;
|
||||
import java.util.Arrays;
|
||||
import java.util.Comparator;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
import java.util.function.Function;
|
||||
import java.util.logging.Logger;
|
||||
|
||||
/**
|
||||
@ -223,4 +225,16 @@ public final class Util
|
||||
.orElse(dateNowWithDifferentTime.with(TemporalAdjusters.next(daysOfWeek.get(0))));
|
||||
// @formatter:on
|
||||
}
|
||||
|
||||
/**
|
||||
* This method translates map to function
|
||||
* @param <K> key type of the map and argument of the function
|
||||
* @param <V> value type of the map and return type of the function
|
||||
* @param map the input map
|
||||
* @return a function which returns map.get(arg)
|
||||
*/
|
||||
public static <K, V> Function<K, V> mapToFunction(Map<K, V> map)
|
||||
{
|
||||
return key -> map.get(key);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user