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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
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* Copyright (c) 2005-2009, Javolution (http://javolution.org/)
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* All rights reserved.
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||||||
*
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||||||
* Redistribution and use in source and binary forms, with or without
|
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||||||
* modification, are permitted provided that the following conditions are met:
|
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||||||
*
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||||||
* 1. Redistributions of source code must retain the above copyright
|
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||||||
* notice, this list of conditions and the following disclaimer.
|
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||||||
*
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||||||
* 2. Redistributions in binary form must reproduce the above copyright
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||||||
* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
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||||||
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
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||||||
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
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||||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
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||||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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||||||
*/
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173
trunk/dist/doc/3rdPartyLicenses/mail.txt
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trunk/dist/doc/3rdPartyLicenses/mail.txt
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README
|
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======
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JavaMail(TM) API 1.5.0 release
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------------------------------
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Welcome to the JavaMail API 1.5.0 release! This release includes
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versions of the JavaMail API implementation, IMAP, SMTP, and POP3
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service providers, some examples, and documentation for the JavaMail
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API.
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||||||
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Please see the FAQ at http://www.oracle.com/technetwork/java/javamail/faq/
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JDK Version notes
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-----------------
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The JavaMail API supports JDK 1.5 or higher. Note that we have
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currently tested this implementation with JDK 1.5, 1.6, and 1.7.
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While JavaMail will work with JAF 1.0.2, we recommend the use of JAF 1.1
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or newer. JAF 1.1.1 is currently the newest version. Note that JAF 1.1
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is included in JDK 1.6 and JAF 1.1.1 is included in JDK 1.6.0_10 and
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later.
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Protocols supported
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-------------------
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This release supports the following Internet standard mail protocols:
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IMAP - a message Store protocol, for reading messages from a server
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POP3 - a message Store protocol, for reading messages from a server
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SMTP - a message Transport protocol, for sending messages to a server
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The following table lists the names of the supported protocols (as used
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in the JavaMail API) and their capabilities:
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Protocol Store or Uses Supports
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Name Transport? SSL? STARTTLS?
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-------------------------------------------------
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imap Store No Yes
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imaps Store Yes N/A
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gimap Store Yes N/A
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pop3 Store No Yes
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pop3s Store Yes N/A
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smtp Transport No Yes
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smtps Transport Yes N/A
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See our web page at http://www.oracle.com/technetwork/java/javamail/
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for the latest information on third party protocol providers.
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Download
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--------
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See the JavaMail project page to download this release.
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http://javamail.java.net
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Requirements
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------------
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Note that the JavaMail API requires the JavaBeans(TM) Activation
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Framework package to be installed as well if you're using JDK 1.5.
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Download the latest version of the JavaBeans Activation Framework from
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http://www.oracle.com/technetwork/java/javase/index-jsp-136939.html
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and install it in a suitable location.
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Installation
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------------
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UNIX/Linux
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----------
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1. Download the javax.mail.jar file from the JavaMail project website.
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http://java.net/projects/javamail/downloads/download/javax.mail.jar
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2. Set your CLASSPATH to include the "javax.mail.jar" file obtained from
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|
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the download, as well as the current directory.
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|
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Assuming you have downloaded javax.mail.jar to the /u/me/download/
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directory, the following would work:
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export CLASSPATH=$CLASSPATH:/u/me/download/javax.mail.jar:.
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(Don't forget the trailing "." for the current directory.)
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||||||
Also, if you're using JDK 1.5, include the "activation.jar" file that you
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|
||||||
obtained from downloading the JavaBeans Activation Framework. For example:
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export CLASSPATH=$CLASSPATH:/u/me/download/activation/activation.jar
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|
|
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3. Download the javamail-samples.zip file from the project website.
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http://java.net/projects/javamail/downloads/download/javamail-samples.zip
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|
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4. Compile any sample program using your Java compiler. For example:
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javac msgshow.java
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|
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5. Run the sample program. The '-' option lists the required and optional
|
|
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command-line options to successfully run any sample. For example:
|
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||||||
|
|
||||||
java msgshow -
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|
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|
|
||||||
lists the available options. And
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java msgshow -T imap -H <mailserver> -U <username> -P <passwd> -f INBOX 5
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|
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uses the IMAP protocol to display message number 5 from your INBOX.
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|
||||||
|
|
||||||
(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.)
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|
||||||
|
|
||||||
|
|
||||||
Windows
|
|
||||||
-------
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|
||||||
|
|
||||||
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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|
|||||||
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
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It is not the purpose of this section to induce you to infringe any
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This section is intended to make thoroughly clear what is believed to
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||||||
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|
||||||
13. The Free Software Foundation may publish revised and/or new
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||||||
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||||||
Such new versions will be similar in spirit to the present version,
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||||||
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||||||
NO WARRANTY
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||||||
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|
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|
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16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
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|
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|
||||||
END OF TERMS AND CONDITIONS
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|
||||||
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|
||||||
How to Apply These Terms to Your New Libraries
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|
||||||
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|
||||||
If you develop a new library, and you want it to be of the greatest
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|
||||||
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|
||||||
everyone can redistribute and change. You can do so by permitting
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|
||||||
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|
||||||
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|
||||||
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|
||||||
To apply these terms, attach the following notices to the library. It is
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|
||||||
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|
||||||
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|
||||||
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|
||||||
|
|
||||||
<one line to give the library's name and a brief idea of what it does.>
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|
||||||
Copyright (C) <year> <name of author>
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|
||||||
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|
||||||
This library is free software; you can redistribute it and/or
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|
||||||
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|
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|
||||||
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|
||||||
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|
||||||
This library is distributed in the hope that it will be useful,
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|
||||||
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||||||
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|
||||||
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|
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|
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|
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|
||||||
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|
||||||
Also add information on how to contact you by electronic and paper mail.
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|
||||||
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|
||||||
You should also get your employer (if you work as a programmer) or your
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|
||||||
school, if any, to sign a "copyright disclaimer" for the library, if
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|
||||||
necessary. Here is a sample; alter the names:
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|
||||||
|
|
||||||
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
|
# Default: False
|
||||||
AllowChangePassword = 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
|
# Allowed Player Races
|
||||||
@ -689,7 +682,7 @@ BalancePlayerExceedLimit = 20
|
|||||||
|
|
||||||
# Enable premium system.
|
# Enable premium system.
|
||||||
# Default: False
|
# Default: False
|
||||||
EnablePremiumSystem = False
|
EnablePremiumSystem = True
|
||||||
|
|
||||||
# Xp rate for premium players.
|
# Xp rate for premium players.
|
||||||
PremiumRateXp = 2
|
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
|
# Default: False
|
||||||
AutoDeleteInvalidQuestData = 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
|
# Default: True
|
||||||
PreciseDropCalculation = 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
|
# 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
|
# 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
|
# this is only for how many levels higher the player is than the monster
|
||||||
# Default: 8
|
# Default: 8
|
||||||
|
5
trunk/dist/game/config/Rates.properties
vendored
5
trunk/dist/game/config/Rates.properties
vendored
@ -9,8 +9,7 @@
|
|||||||
# ---------------------------------------------------------------------------
|
# ---------------------------------------------------------------------------
|
||||||
# Item Rates
|
# Item Rates
|
||||||
# ---------------------------------------------------------------------------
|
# ---------------------------------------------------------------------------
|
||||||
# Warning: to achieve old l2j behavior before drops rework you need to enable OldDropBehavior in Custom.properties
|
# Warning: Remember if you increase both chance and amount you will have higher rates than expected
|
||||||
# and increase only chance multipliers! 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!
|
# 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.
|
# Multiplies the amount of items dropped from monster on ground when it dies.
|
||||||
@ -19,6 +18,7 @@ DeathDropAmountMultiplier = 1
|
|||||||
CorpseDropAmountMultiplier = 1
|
CorpseDropAmountMultiplier = 1
|
||||||
# Multiplies the amount of items dropped from monster on ground when it dies.
|
# Multiplies the amount of items dropped from monster on ground when it dies.
|
||||||
HerbDropAmountMultiplier = 1
|
HerbDropAmountMultiplier = 1
|
||||||
|
RaidDropAmountMultiplier = 1
|
||||||
|
|
||||||
# Multiplies the chance of items that can be dropped from monster on ground when it dies.
|
# Multiplies the chance of items that can be dropped from monster on ground when it dies.
|
||||||
DeathDropChanceMultiplier = 1
|
DeathDropChanceMultiplier = 1
|
||||||
@ -26,6 +26,7 @@ DeathDropChanceMultiplier = 1
|
|||||||
CorpseDropChanceMultiplier = 1
|
CorpseDropChanceMultiplier = 1
|
||||||
# Multiplies the chance of items that can be dropped from monster on ground when it dies.
|
# Multiplies the chance of items that can be dropped from monster on ground when it dies.
|
||||||
HerbDropChanceMultiplier = 1
|
HerbDropChanceMultiplier = 1
|
||||||
|
RaidDropChanceMultiplier = 1
|
||||||
|
|
||||||
# List of items affected by custom drop rate by id, used now for Adena rate too.
|
# List of items affected by custom drop rate by id, used now for Adena rate too.
|
||||||
# Usage: itemId1,multiplier1;itemId2,multiplier2;...
|
# Usage: itemId1,multiplier1;itemId2,multiplier2;...
|
||||||
|
@ -85,7 +85,7 @@ public class L2NpcActionShift implements IActionShiftHandler
|
|||||||
html.replace("%accu%", String.valueOf(((L2Character) target).getAccuracy()));
|
html.replace("%accu%", String.valueOf(((L2Character) target).getAccuracy()));
|
||||||
html.replace("%evas%", String.valueOf(((L2Character) target).getEvasionRate(null)));
|
html.replace("%evas%", String.valueOf(((L2Character) target).getEvasionRate(null)));
|
||||||
html.replace("%crit%", String.valueOf(((L2Character) target).getCriticalHit(null, 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("%aspd%", String.valueOf(((L2Character) target).getPAtkSpd()));
|
||||||
html.replace("%cspd%", String.valueOf(((L2Character) target).getMAtkSpd()));
|
html.replace("%cspd%", String.valueOf(((L2Character) target).getMAtkSpd()));
|
||||||
html.replace("%atkType%", String.valueOf(((L2Character) target).getTemplate().getBaseAttackType()));
|
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("%accuracy%", String.valueOf(player.getAccuracy()));
|
||||||
adminReply.replace("%evasion%", String.valueOf(player.getEvasionRate(null)));
|
adminReply.replace("%evasion%", String.valueOf(player.getEvasionRate(null)));
|
||||||
adminReply.replace("%critical%", String.valueOf(player.getCriticalHit(null, 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("%patkspd%", String.valueOf(player.getPAtkSpd()));
|
||||||
adminReply.replace("%matkspd%", String.valueOf(player.getMAtkSpd()));
|
adminReply.replace("%matkspd%", String.valueOf(player.getMAtkSpd()));
|
||||||
adminReply.replace("%access%", player.getAccessLevel().getLevel() + " (" + player.getAccessLevel().getName() + ")");
|
adminReply.replace("%access%", player.getAccessLevel().getLevel() + " (" + player.getAccessLevel().getName() + ")");
|
||||||
|
@ -290,34 +290,7 @@ public class NpcViewMod implements IBypassHandler
|
|||||||
final IDropItem dropItem = dropList.get(i);
|
final IDropItem dropItem = dropList.get(i);
|
||||||
if (dropItem instanceof GeneralDropItem)
|
if (dropItem instanceof GeneralDropItem)
|
||||||
{
|
{
|
||||||
final GeneralDropItem generalDropItem = (GeneralDropItem) dropItem;
|
addGeneralDropItem(activeChar, npc, amountFormat, chanceFormat, sb, (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>");
|
|
||||||
}
|
}
|
||||||
else if (dropItem instanceof GroupedGeneralDropItem)
|
else if (dropItem instanceof GroupedGeneralDropItem)
|
||||||
{
|
{
|
||||||
@ -325,46 +298,21 @@ public class NpcViewMod implements IBypassHandler
|
|||||||
if (generalGroupedDropItem.getItems().size() == 1)
|
if (generalGroupedDropItem.getItems().size() == 1)
|
||||||
{
|
{
|
||||||
final GeneralDropItem generalDropItem = generalGroupedDropItem.getItems().get(0);
|
final GeneralDropItem generalDropItem = generalGroupedDropItem.getItems().get(0);
|
||||||
final L2Item item = ItemTable.getInstance().getTemplate(generalDropItem.getItemId());
|
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()));
|
||||||
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>");
|
|
||||||
}
|
}
|
||||||
else
|
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("<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("<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 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></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=48 align=right valign=top><font color=\"LEVEL\">Chance:</font></td>");
|
||||||
sb.append("<td width=247 align=center>");
|
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>");
|
sb.append("%</td></tr></table><br>");
|
||||||
|
|
||||||
for (GeneralDropItem generalDropItem : generalGroupedDropItem.getItems())
|
for (GeneralDropItem generalDropItem : normalized.getItems())
|
||||||
{
|
{
|
||||||
final L2Item item = ItemTable.getInstance().getTemplate(generalDropItem.getItemId());
|
final L2Item item = ItemTable.getInstance().getTemplate(generalDropItem.getItemId());
|
||||||
sb.append("<table width=291 cellpadding=2 cellspacing=0 background=\"L2UI_CT1.Windows.Windows_DF_TooltipBG\">");
|
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(item.getName());
|
||||||
sb.append("</font></td></tr><tr><td width=32></td><td width=259><table width=253 cellpadding=0 cellspacing=0>");
|
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>");
|
sb.append("<tr><td width=48 align=right valign=top><font color=\"LEVEL\">Amount:</font></td><td width=205 align=center>");
|
||||||
|
MinMax minMax = getPreciseMinMax(normalized.getChance(), generalDropItem.getMin(npc, activeChar), generalDropItem.getMax(npc, activeChar), generalDropItem.isPreciseCalculated());
|
||||||
final long min = generalDropItem.getMin(npc, activeChar);
|
final long min = minMax.min;
|
||||||
final long max = generalDropItem.getMax(npc, activeChar);
|
final long max = minMax.max;
|
||||||
if (min == max)
|
if (min == max)
|
||||||
{
|
{
|
||||||
sb.append(amountFormat.format(min));
|
sb.append(amountFormat.format(min));
|
||||||
@ -433,4 +381,68 @@ public class NpcViewMod implements IBypassHandler
|
|||||||
html = html.replaceAll("%items%", bodySb.toString());
|
html = html.replaceAll("%items%", bodySb.toString());
|
||||||
Util.sendCBHtml(activeChar, html);
|
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="188132" Y="119249" />
|
||||||
<node X="173386" Y="119391" />
|
<node X="173386" Y="119391" />
|
||||||
</zone>
|
</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" />
|
<stat name="NoBookmark" val="true" />
|
||||||
<node X="111074" Y="16177" />
|
<node X="111074" Y="16177" />
|
||||||
<node X="114562" Y="12623" />
|
<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>
|
* 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>
|
* 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
|
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 int L2JMOD_DUALBOX_CHECK_MAX_L2EVENT_PARTICIPANTS_PER_IP;
|
||||||
public static Map<Integer, Integer> L2JMOD_DUALBOX_CHECK_WHITELIST;
|
public static Map<Integer, Integer> L2JMOD_DUALBOX_CHECK_WHITELIST;
|
||||||
public static boolean L2JMOD_ALLOW_CHANGE_PASSWORD;
|
public static boolean L2JMOD_ALLOW_CHANGE_PASSWORD;
|
||||||
public static boolean L2JMOD_OLD_DROP_BEHAVIOR;
|
|
||||||
public static boolean ALLOW_HUMAN;
|
public static boolean ALLOW_HUMAN;
|
||||||
public static boolean ALLOW_ELF;
|
public static boolean ALLOW_ELF;
|
||||||
public static boolean ALLOW_DARKELF;
|
public static boolean ALLOW_DARKELF;
|
||||||
@ -886,6 +884,8 @@ public final class Config
|
|||||||
public static boolean ALT_ATTACKABLE_NPCS;
|
public static boolean ALT_ATTACKABLE_NPCS;
|
||||||
public static boolean ALT_GAME_VIEWNPC;
|
public static boolean ALT_GAME_VIEWNPC;
|
||||||
public static int MAX_DRIFT_RANGE;
|
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_NPC_LVL;
|
||||||
public static boolean SHOW_CREST_WITHOUT_QUEST;
|
public static boolean SHOW_CREST_WITHOUT_QUEST;
|
||||||
public static boolean ENABLE_RANDOM_ENCHANT_EFFECT;
|
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_DEATH_DROP_AMOUNT_MULTIPLIER;
|
||||||
public static float RATE_CORPSE_DROP_AMOUNT_MULTIPLIER;
|
public static float RATE_CORPSE_DROP_AMOUNT_MULTIPLIER;
|
||||||
public static float RATE_HERB_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_DEATH_DROP_CHANCE_MULTIPLIER;
|
||||||
public static float RATE_CORPSE_DROP_CHANCE_MULTIPLIER;
|
public static float RATE_CORPSE_DROP_CHANCE_MULTIPLIER;
|
||||||
public static float RATE_HERB_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_AMOUNT_MULTIPLIER;
|
||||||
public static Map<Integer, Float> RATE_DROP_CHANCE_MULTIPLIER;
|
public static Map<Integer, Float> RATE_DROP_CHANCE_MULTIPLIER;
|
||||||
public static float RATE_KARMA_LOST;
|
public static float RATE_KARMA_LOST;
|
||||||
@ -1872,6 +1874,7 @@ public final class Config
|
|||||||
SAVE_DROPPED_ITEM_INTERVAL = General.getInt("SaveDroppedItemInterval", 60) * 60000;
|
SAVE_DROPPED_ITEM_INTERVAL = General.getInt("SaveDroppedItemInterval", 60) * 60000;
|
||||||
CLEAR_DROPPED_ITEM_TABLE = General.getBoolean("ClearDroppedItemTable", false);
|
CLEAR_DROPPED_ITEM_TABLE = General.getBoolean("ClearDroppedItemTable", false);
|
||||||
AUTODELETE_INVALID_QUEST_DATA = General.getBoolean("AutoDeleteInvalidQuestData", false);
|
AUTODELETE_INVALID_QUEST_DATA = General.getBoolean("AutoDeleteInvalidQuestData", false);
|
||||||
|
PRECISE_DROP_CALCULATION = General.getBoolean("PreciseDropCalculation", true);
|
||||||
MULTIPLE_ITEM_DROP = General.getBoolean("MultipleItemDrop", true);
|
MULTIPLE_ITEM_DROP = General.getBoolean("MultipleItemDrop", true);
|
||||||
FORCE_INVENTORY_UPDATE = General.getBoolean("ForceInventoryUpdate", false);
|
FORCE_INVENTORY_UPDATE = General.getBoolean("ForceInventoryUpdate", false);
|
||||||
LAZY_CACHE = General.getBoolean("LazyCache", true);
|
LAZY_CACHE = General.getBoolean("LazyCache", true);
|
||||||
@ -2046,6 +2049,8 @@ public final class Config
|
|||||||
ALT_ATTACKABLE_NPCS = NPC.getBoolean("AltAttackableNpcs", true);
|
ALT_ATTACKABLE_NPCS = NPC.getBoolean("AltAttackableNpcs", true);
|
||||||
ALT_GAME_VIEWNPC = NPC.getBoolean("AltGameViewNpc", false);
|
ALT_GAME_VIEWNPC = NPC.getBoolean("AltGameViewNpc", false);
|
||||||
MAX_DRIFT_RANGE = NPC.getInt("MaxDriftRange", 300);
|
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_NPC_LVL = NPC.getBoolean("ShowNpcLevel", false);
|
||||||
SHOW_CREST_WITHOUT_QUEST = NPC.getBoolean("ShowCrestWithoutQuest", false);
|
SHOW_CREST_WITHOUT_QUEST = NPC.getBoolean("ShowCrestWithoutQuest", false);
|
||||||
ENABLE_RANDOM_ENCHANT_EFFECT = NPC.getBoolean("EnableRandomEnchantEffect", 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_DEATH_DROP_AMOUNT_MULTIPLIER = RatesSettings.getFloat("DeathDropAmountMultiplier", 1);
|
||||||
RATE_CORPSE_DROP_AMOUNT_MULTIPLIER = RatesSettings.getFloat("CorpseDropAmountMultiplier", 1);
|
RATE_CORPSE_DROP_AMOUNT_MULTIPLIER = RatesSettings.getFloat("CorpseDropAmountMultiplier", 1);
|
||||||
RATE_HERB_DROP_AMOUNT_MULTIPLIER = RatesSettings.getFloat("HerbDropAmountMultiplier", 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_DEATH_DROP_CHANCE_MULTIPLIER = RatesSettings.getFloat("DeathDropChanceMultiplier", 1);
|
||||||
RATE_CORPSE_DROP_CHANCE_MULTIPLIER = RatesSettings.getFloat("CorpseDropChanceMultiplier", 1);
|
RATE_CORPSE_DROP_CHANCE_MULTIPLIER = RatesSettings.getFloat("CorpseDropChanceMultiplier", 1);
|
||||||
RATE_HERB_DROP_CHANCE_MULTIPLIER = RatesSettings.getFloat("HerbDropChanceMultiplier", 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(";");
|
String[] dropAmountMultiplier = RatesSettings.getString("DropAmountMultiplierByItemId", "").split(";");
|
||||||
RATE_DROP_AMOUNT_MULTIPLIER = new HashMap<>(dropAmountMultiplier.length);
|
RATE_DROP_AMOUNT_MULTIPLIER = new HashMap<>(dropAmountMultiplier.length);
|
||||||
if (!dropAmountMultiplier[0].isEmpty())
|
if (!dropAmountMultiplier[0].isEmpty())
|
||||||
@ -2264,8 +2271,6 @@ public final class Config
|
|||||||
L2JMOD_ENABLE_WAREHOUSESORTING_CLAN = CustomSettings.getBoolean("EnableWarehouseSortingClan", false);
|
L2JMOD_ENABLE_WAREHOUSESORTING_CLAN = CustomSettings.getBoolean("EnableWarehouseSortingClan", false);
|
||||||
L2JMOD_ENABLE_WAREHOUSESORTING_PRIVATE = CustomSettings.getBoolean("EnableWarehouseSortingPrivate", false);
|
L2JMOD_ENABLE_WAREHOUSESORTING_PRIVATE = CustomSettings.getBoolean("EnableWarehouseSortingPrivate", false);
|
||||||
|
|
||||||
L2JMOD_OLD_DROP_BEHAVIOR = CustomSettings.getBoolean("OldDropBehavior", false);
|
|
||||||
|
|
||||||
if (TVT_EVENT_PARTICIPATION_NPC_ID == 0)
|
if (TVT_EVENT_PARTICIPATION_NPC_ID == 0)
|
||||||
{
|
{
|
||||||
TVT_EVENT_ENABLED = false;
|
TVT_EVENT_ENABLED = false;
|
||||||
@ -2635,10 +2640,10 @@ public final class Config
|
|||||||
PREMIUM_SYSTEM_ENABLED = CustomSettings.getBoolean("EnablePremiumSystem", false);
|
PREMIUM_SYSTEM_ENABLED = CustomSettings.getBoolean("EnablePremiumSystem", false);
|
||||||
PREMIUM_RATE_XP = CustomSettings.getFloat("PremiumRateXp", 2);
|
PREMIUM_RATE_XP = CustomSettings.getFloat("PremiumRateXp", 2);
|
||||||
PREMIUM_RATE_SP = CustomSettings.getFloat("PremiumRateSp", 2);
|
PREMIUM_RATE_SP = CustomSettings.getFloat("PremiumRateSp", 2);
|
||||||
PREMIUM_RATE_DROP_CHANCE = CustomSettings.getFloat("PremiumRateDropChance", 2);
|
PREMIUM_RATE_DROP_CHANCE = CustomSettings.getFloat("PremiumRateDropChance", 1);
|
||||||
PREMIUM_RATE_DROP_AMOUNT = CustomSettings.getFloat("PremiumRateDropAmount", 1);
|
PREMIUM_RATE_DROP_AMOUNT = CustomSettings.getFloat("PremiumRateDropAmount", 2);
|
||||||
PREMIUM_RATE_SPOIL_CHANCE = CustomSettings.getFloat("PremiumRateSpoilChance", 2);
|
PREMIUM_RATE_SPOIL_CHANCE = CustomSettings.getFloat("PremiumRateSpoilChance", 1);
|
||||||
PREMIUM_RATE_SPOIL_AMOUNT = CustomSettings.getFloat("PremiumRateSpoilAmount", 1);
|
PREMIUM_RATE_SPOIL_AMOUNT = CustomSettings.getFloat("PremiumRateSpoilAmount", 2);
|
||||||
String[] premiumDropChanceMultiplier = CustomSettings.getString("PremiumRateDropChanceByItemId", "").split(";");
|
String[] premiumDropChanceMultiplier = CustomSettings.getString("PremiumRateDropChanceByItemId", "").split(";");
|
||||||
PREMIUM_RATE_DROP_CHANCE_BY_ID = new HashMap<>(premiumDropChanceMultiplier.length);
|
PREMIUM_RATE_DROP_CHANCE_BY_ID = new HashMap<>(premiumDropChanceMultiplier.length);
|
||||||
if (!premiumDropChanceMultiplier[0].isEmpty())
|
if (!premiumDropChanceMultiplier[0].isEmpty())
|
||||||
@ -3207,6 +3212,9 @@ public final class Config
|
|||||||
case "cleardroppeditemtable":
|
case "cleardroppeditemtable":
|
||||||
CLEAR_DROPPED_ITEM_TABLE = Boolean.parseBoolean(pValue);
|
CLEAR_DROPPED_ITEM_TABLE = Boolean.parseBoolean(pValue);
|
||||||
break;
|
break;
|
||||||
|
case "precisedropcalculation":
|
||||||
|
PRECISE_DROP_CALCULATION = Boolean.parseBoolean(pValue);
|
||||||
|
break;
|
||||||
case "multipleitemdrop":
|
case "multipleitemdrop":
|
||||||
MULTIPLE_ITEM_DROP = Boolean.parseBoolean(pValue);
|
MULTIPLE_ITEM_DROP = Boolean.parseBoolean(pValue);
|
||||||
break;
|
break;
|
||||||
@ -3347,6 +3355,12 @@ public final class Config
|
|||||||
case "maxdriftrange":
|
case "maxdriftrange":
|
||||||
MAX_DRIFT_RANGE = Integer.parseInt(pValue);
|
MAX_DRIFT_RANGE = Integer.parseInt(pValue);
|
||||||
break;
|
break;
|
||||||
|
case "usedeepbluedroprules":
|
||||||
|
DEEPBLUE_DROP_RULES = Boolean.parseBoolean(pValue);
|
||||||
|
break;
|
||||||
|
case "usedeepbluedroprulesraid":
|
||||||
|
DEEPBLUE_DROP_RULES_RAID = Boolean.parseBoolean(pValue);
|
||||||
|
break;
|
||||||
case "guardattackaggromob":
|
case "guardattackaggromob":
|
||||||
GUARD_ATTACK_AGGRO_MOB = Boolean.parseBoolean(pValue);
|
GUARD_ATTACK_AGGRO_MOB = Boolean.parseBoolean(pValue);
|
||||||
break;
|
break;
|
||||||
|
@ -30,7 +30,7 @@ import com.l2jserver.gameserver.model.L2World;
|
|||||||
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
|
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @author Mobius, RobíkBobík
|
* @author Mobius
|
||||||
*/
|
*/
|
||||||
public class PremiumManager
|
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.CharInfo;
|
||||||
import com.l2jserver.gameserver.network.serverpackets.ExRotation;
|
import com.l2jserver.gameserver.network.serverpackets.ExRotation;
|
||||||
import com.l2jserver.gameserver.network.serverpackets.ExTeleportToLocationActivate;
|
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.L2GameServerPacket;
|
||||||
import com.l2jserver.gameserver.network.serverpackets.MagicSkillCanceld;
|
import com.l2jserver.gameserver.network.serverpackets.MagicSkillCanceld;
|
||||||
import com.l2jserver.gameserver.network.serverpackets.MagicSkillLaunched;
|
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)
|
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
|
// Send a Server->Client packet ActionFailed to the L2PcInstance
|
||||||
sendPacket(ActionFailed.STATIC_PACKET);
|
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.
|
// 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)
|
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;
|
package com.l2jserver.gameserver.model.drops;
|
||||||
|
|
||||||
import java.lang.reflect.Constructor;
|
import com.l2jserver.gameserver.model.drops.strategy.IAmountMultiplierStrategy;
|
||||||
import java.lang.reflect.InvocationTargetException;
|
import com.l2jserver.gameserver.model.drops.strategy.IChanceMultiplierStrategy;
|
||||||
import java.util.logging.Level;
|
import com.l2jserver.gameserver.model.drops.strategy.IGroupedItemDropCalculationStrategy;
|
||||||
import java.util.logging.Logger;
|
import com.l2jserver.gameserver.model.drops.strategy.IKillerChanceModifierStrategy;
|
||||||
|
import com.l2jserver.gameserver.model.drops.strategy.IPreciseDeterminationStrategy;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @author NosBit
|
* @author NosBit
|
||||||
*/
|
*/
|
||||||
public enum DropListScope
|
public enum DropListScope implements IDropItemFactory, IGroupedDropItemFactory
|
||||||
{
|
{
|
||||||
DEATH(DeathDropItem.class, GroupedDeathDropItem.class),
|
DEATH((itemId, min, max, chance) -> new GeneralDropItem(itemId, min, max, chance, IAmountMultiplierStrategy.DROP, IChanceMultiplierStrategy.DROP), chance -> new GroupedGeneralDropItem(chance)),
|
||||||
CORPSE(CorpseDropItem.class, GroupedCorpseDropItem.class);
|
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 IDropItemFactory _factory;
|
||||||
private final Class<? extends GroupedGeneralDropItem> _groupedDropItemClass;
|
private final IGroupedDropItemFactory _groupFactory;
|
||||||
|
|
||||||
private DropListScope(Class<? extends GeneralDropItem> dropItemClass, Class<? extends GroupedGeneralDropItem> groupedDropItemClass)
|
private DropListScope(IDropItemFactory factory, IGroupedDropItemFactory groupFactory)
|
||||||
{
|
{
|
||||||
_dropItemClass = dropItemClass;
|
_factory = factory;
|
||||||
_groupedDropItemClass = groupedDropItemClass;
|
_groupFactory = groupFactory;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
public IDropItem newDropItem(int itemId, long min, long max, double chance)
|
public IDropItem newDropItem(int itemId, long min, long max, double chance)
|
||||||
{
|
{
|
||||||
final Constructor<? extends GeneralDropItem> constructor;
|
return _factory.newDropItem(itemId, min, max, chance);
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
public GroupedGeneralDropItem newGroupedDropItem(double chance)
|
public GroupedGeneralDropItem newGroupedDropItem(double chance)
|
||||||
{
|
{
|
||||||
final Constructor<? extends GroupedGeneralDropItem> constructor;
|
return _groupFactory.newGroupedDropItem(chance);
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,45 +1,50 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (C) 2004-2015 L2J Server
|
* Copyright (C) 2004-2015 L2J Server
|
||||||
*
|
*
|
||||||
* This file is part of L2J Server.
|
* This file is part of L2J Server.
|
||||||
*
|
*
|
||||||
* L2J Server is free software: you can redistribute it and/or modify
|
* 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
|
* it under the terms of the GNU General Public License as published by
|
||||||
* the Free Software Foundation, either version 3 of the License, or
|
* the Free Software Foundation, either version 3 of the License, or
|
||||||
* (at your option) any later version.
|
* (at your option) any later version.
|
||||||
*
|
*
|
||||||
* L2J Server is distributed in the hope that it will be useful,
|
* L2J Server is distributed in the hope that it will be useful,
|
||||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||||
* General Public License for more details.
|
* General Public License for more details.
|
||||||
*
|
*
|
||||||
* You should have received a copy of the GNU General Public License
|
* You should have received a copy of the GNU General Public License
|
||||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||||
*/
|
*/
|
||||||
package com.l2jserver.gameserver.model.drops;
|
package com.l2jserver.gameserver.model.drops;
|
||||||
|
|
||||||
import java.util.ArrayList;
|
import java.util.List;
|
||||||
import java.util.Collection;
|
|
||||||
|
|
||||||
import com.l2jserver.Config;
|
|
||||||
import com.l2jserver.gameserver.datatables.ItemTable;
|
|
||||||
import com.l2jserver.gameserver.model.actor.L2Character;
|
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.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
|
* @author NosBit
|
||||||
*/
|
*/
|
||||||
public class GeneralDropItem implements IDropItem
|
public final class GeneralDropItem implements IDropItem
|
||||||
{
|
{
|
||||||
private final int _itemId;
|
private final int _itemId;
|
||||||
private final long _min;
|
private final long _min;
|
||||||
private final long _max;
|
private final long _max;
|
||||||
private final double _chance;
|
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 itemId the item id
|
||||||
* @param min the min count
|
* @param min the min count
|
||||||
@ -47,233 +52,193 @@ public class GeneralDropItem implements IDropItem
|
|||||||
* @param chance the chance of this drop item
|
* @param chance the chance of this drop item
|
||||||
*/
|
*/
|
||||||
public GeneralDropItem(int itemId, long min, long max, double chance)
|
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;
|
_itemId = itemId;
|
||||||
_min = min;
|
_min = min;
|
||||||
_max = max;
|
_max = max;
|
||||||
_chance = chance;
|
_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;
|
return _preciseStrategy;
|
||||||
|
}
|
||||||
// individual drop amount
|
|
||||||
Float individualDropAmountMultiplier = null;
|
/**
|
||||||
if (killer.getActingPlayer().hasPremiumStatus())
|
* @return the _killerStrategy
|
||||||
{
|
*/
|
||||||
final Float normalMultiplier = Config.RATE_DROP_AMOUNT_MULTIPLIER.get(getItemId());
|
public final INonGroupedKillerChanceModifierStrategy getKillerChanceModifierStrategy()
|
||||||
final Float premiumMultiplier = Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.get(getItemId());
|
{
|
||||||
if ((normalMultiplier != null) && (premiumMultiplier != null))
|
return _killerStrategy;
|
||||||
{
|
}
|
||||||
individualDropAmountMultiplier = normalMultiplier * premiumMultiplier;
|
|
||||||
}
|
/**
|
||||||
else if (normalMultiplier != null)
|
* @return the _dropCalculationStrategy
|
||||||
{
|
*/
|
||||||
individualDropAmountMultiplier = normalMultiplier;
|
public final IDropCalculationStrategy getDropCalculationStrategy()
|
||||||
}
|
{
|
||||||
else if (premiumMultiplier != null)
|
return _dropCalculationStrategy;
|
||||||
{
|
|
||||||
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);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Gets the item id
|
* Gets the item id
|
||||||
* @return the item id
|
* @return the item id
|
||||||
*/
|
*/
|
||||||
public int getItemId()
|
public final int getItemId()
|
||||||
{
|
{
|
||||||
return _itemId;
|
return _itemId;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Gets the min drop count
|
* Gets the base min drop count
|
||||||
* @return the min
|
* @return the min
|
||||||
*/
|
*/
|
||||||
public long getMin()
|
public final long getMin()
|
||||||
{
|
{
|
||||||
return _min;
|
return _min;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Gets the min drop count
|
* Gets the min drop count modified by server rates
|
||||||
* @param victim the victim
|
* @param victim the victim who drops the item
|
||||||
* @param killer the killer
|
* @param killer
|
||||||
* @return the min modified by any rates.
|
* @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
|
* @return the max
|
||||||
*/
|
*/
|
||||||
public long getMax()
|
public final long getMax()
|
||||||
{
|
{
|
||||||
return _max;
|
return _max;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Gets the max drop count
|
* Gets the max drop count modified by server rates
|
||||||
* @param victim the victim
|
* @param victim the victim who drops the item
|
||||||
* @param killer the killer
|
* @param killer
|
||||||
* @return the max modified by any rates.
|
* @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.
|
* Gets the chance of this drop item.
|
||||||
* @return the chance
|
* @return the chance
|
||||||
*/
|
*/
|
||||||
public double getChance()
|
public final double getChance()
|
||||||
{
|
{
|
||||||
return _chance;
|
return _chance;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Gets the chance of this drop item.
|
* Gets the chance of dropping this item for current killer and victim (modified by server rates and another rules based on killer) <br>
|
||||||
* @param victim the victim
|
* This shall be used to calculate chance outside of drop groups.
|
||||||
* @param killer the killer
|
* @param victim the victim who drops the item
|
||||||
* @return the chance modified by any rates.
|
* @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;
|
return (getKillerChanceModifier(victim, killer) * getChance());
|
||||||
|
|
||||||
// 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);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
|
||||||
* (non-Javadoc)
|
|
||||||
* @see com.l2jserver.gameserver.model.drop.IDropItem#calculateDrops(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.actor.L2Character)
|
|
||||||
*/
|
|
||||||
@Override
|
@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();
|
return _dropCalculationStrategy.calculateDrops(this, victim, killer);
|
||||||
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);
|
* @return <code>true</code> if chance over 100% should be handled
|
||||||
}
|
*/
|
||||||
else
|
public final boolean isPreciseCalculated()
|
||||||
{
|
{
|
||||||
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);
|
return _preciseStrategy.isPreciseCalculated(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
// There is a chance of level gap that it wont drop this item
|
/**
|
||||||
if (levelGapChanceToDrop < (Rnd.nextDouble() * 100))
|
* 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
|
||||||
return null;
|
* @param killer who kills the victim
|
||||||
}
|
* @return a number between 0 and 1 (usually)
|
||||||
|
*/
|
||||||
final double chance = getChance(victim, killer);
|
protected final double getKillerChanceModifier(L2Character victim, L2Character killer)
|
||||||
final boolean successes = chance > (Rnd.nextDouble() * 100);
|
{
|
||||||
if (successes)
|
return _killerStrategy.getKillerChanceModifier(this, victim, killer);
|
||||||
{
|
}
|
||||||
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);
|
* This gets standard server rates for this item
|
||||||
items.add(new ItemHolder(getItemId(), finaldropCount));
|
* @param victim who drops the item
|
||||||
return items;
|
* @param killer
|
||||||
}
|
* @return
|
||||||
|
*/
|
||||||
return null;
|
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;
|
package com.l2jserver.gameserver.model.drops;
|
||||||
|
|
||||||
import java.util.ArrayList;
|
import java.util.ArrayList;
|
||||||
import java.util.Collection;
|
|
||||||
import java.util.Collections;
|
import java.util.Collections;
|
||||||
import java.util.List;
|
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.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.holders.ItemHolder;
|
||||||
import com.l2jserver.gameserver.model.items.L2Item;
|
|
||||||
import com.l2jserver.gameserver.util.Util;
|
|
||||||
import com.l2jserver.util.Rnd;
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @author NosBit
|
* @author NosBit
|
||||||
*/
|
*/
|
||||||
public class GroupedGeneralDropItem implements IDropItem
|
public final class GroupedGeneralDropItem implements IDropItem
|
||||||
{
|
{
|
||||||
|
|
||||||
private final double _chance;
|
private final double _chance;
|
||||||
private List<GeneralDropItem> _items;
|
private List<GeneralDropItem> _items;
|
||||||
|
protected final IGroupedItemDropCalculationStrategy _dropCalculationStrategy;
|
||||||
|
protected final IKillerChanceModifierStrategy _killerChanceModifierStrategy;
|
||||||
|
protected final IPreciseDeterminationStrategy _preciseStrategy;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @param chance the chance of this drop item.
|
* @param chance the chance of this drop item.
|
||||||
*/
|
*/
|
||||||
public GroupedGeneralDropItem(double chance)
|
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.
|
* Gets the chance of this drop item.
|
||||||
* @return the chance
|
* @return the chance
|
||||||
*/
|
*/
|
||||||
public double getChance()
|
public final double getChance()
|
||||||
{
|
{
|
||||||
return _chance;
|
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.
|
* Gets the items.
|
||||||
* @return the items
|
* @return the items
|
||||||
*/
|
*/
|
||||||
public List<GeneralDropItem> getItems()
|
public final List<GeneralDropItem> getItems()
|
||||||
{
|
{
|
||||||
return _items;
|
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.
|
* Sets an item list to this drop item.
|
||||||
* @param items the item list
|
* @param items the item list
|
||||||
*/
|
*/
|
||||||
public void setItems(List<GeneralDropItem> items)
|
public final void setItems(List<GeneralDropItem> items)
|
||||||
{
|
{
|
||||||
_items = Collections.unmodifiableList(items);
|
_items = Collections.unmodifiableList(items);
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/**
|
||||||
* (non-Javadoc)
|
* Returns a list of items in the group with chance multiplied by chance of the group
|
||||||
* @see com.l2jserver.gameserver.model.drop.IDropItem#calculateDrops(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.actor.L2Character)
|
* @return the list of items with modified chances
|
||||||
*/
|
*/
|
||||||
@Override
|
public final List<GeneralDropItem> extractMe()
|
||||||
public Collection<ItemHolder> calculateDrops(L2Character victim, L2Character killer)
|
|
||||||
{
|
{
|
||||||
final int levelDifference = victim.getLevel() - killer.getLevel();
|
List<GeneralDropItem> items = new ArrayList<>();
|
||||||
double chanceModifier;
|
for (final GeneralDropItem item : getItems())
|
||||||
if (victim instanceof L2RaidBossInstance)
|
|
||||||
{
|
{
|
||||||
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;
|
sumchance += (item.getChance() * getChance()) / 100;
|
||||||
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
final double sumchance1 = sumchance;
|
||||||
final double chance = getChance(victim, killer) * chanceModifier;
|
GroupedGeneralDropItem group = new GroupedGeneralDropItem(sumchance1, getDropCalculationStrategy(), IKillerChanceModifierStrategy.NO_RULES, getPreciseStrategy());
|
||||||
final boolean successes = chance > (Rnd.nextDouble() * 100);
|
List<GeneralDropItem> items = new ArrayList<>();
|
||||||
|
for (final GeneralDropItem item : getItems())
|
||||||
if (successes)
|
|
||||||
{
|
{
|
||||||
double totalChance = 0;
|
// modify only the chance, leave all other rules intact
|
||||||
final double random = (Rnd.nextDouble() * 100);
|
items.add(new GeneralDropItem(item.getItemId(), item.getMin(), item.getMax(), (item.getChance() * getChance()) / sumchance1, item.getAmountStrategy(), item.getChanceStrategy(), item.getPreciseStrategy(), item.getKillerChanceModifierStrategy(), item.getDropCalculationStrategy()));
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
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;
|
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.actor.L2Character;
|
||||||
import com.l2jserver.gameserver.model.holders.ItemHolder;
|
import com.l2jserver.gameserver.model.holders.ItemHolder;
|
||||||
@ -28,11 +28,12 @@ import com.l2jserver.gameserver.model.holders.ItemHolder;
|
|||||||
*/
|
*/
|
||||||
public interface IDropItem
|
public interface IDropItem
|
||||||
{
|
{
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Calculates drops of this drop item.
|
* Calculates drops of this drop item.
|
||||||
* @param victim the victim
|
* @param victim the victim
|
||||||
* @param killer the killer
|
* @param killer the killer
|
||||||
* @return {@code null} or empty collection if there are no drops, a collection containing all items to drop otherwise
|
* @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;
|
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)
|
public IDropItem newDropItem(int itemId, long min, long max, 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;
|
|
||||||
}
|
|
||||||
}
|
}
|
@ -1,45 +1,27 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (C) 2004-2015 L2J Server
|
* Copyright (C) 2004-2015 L2J Server
|
||||||
*
|
*
|
||||||
* This file is part of L2J Server.
|
* This file is part of L2J Server.
|
||||||
*
|
*
|
||||||
* L2J Server is free software: you can redistribute it and/or modify
|
* 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
|
* it under the terms of the GNU General Public License as published by
|
||||||
* the Free Software Foundation, either version 3 of the License, or
|
* the Free Software Foundation, either version 3 of the License, or
|
||||||
* (at your option) any later version.
|
* (at your option) any later version.
|
||||||
*
|
*
|
||||||
* L2J Server is distributed in the hope that it will be useful,
|
* L2J Server is distributed in the hope that it will be useful,
|
||||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||||
* General Public License for more details.
|
* General Public License for more details.
|
||||||
*
|
*
|
||||||
* You should have received a copy of the GNU General Public License
|
* You should have received a copy of the GNU General Public License
|
||||||
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||||||
*/
|
*/
|
||||||
package com.l2jserver.gameserver.model.drops;
|
package com.l2jserver.gameserver.model.drops;
|
||||||
|
|
||||||
import com.l2jserver.Config;
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @author NosBit
|
* @author Battlecruiser
|
||||||
*/
|
*/
|
||||||
public class GroupedCorpseDropItem extends GroupedGeneralDropItem
|
public interface IGroupedDropItemFactory
|
||||||
{
|
{
|
||||||
/**
|
public GroupedGeneralDropItem newGroupedDropItem(double chance);
|
||||||
* @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;
|
|
||||||
}
|
|
||||||
}
|
}
|
@ -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.datatables.ItemTable;
|
||||||
import com.l2jserver.gameserver.model.Location;
|
import com.l2jserver.gameserver.model.Location;
|
||||||
import com.l2jserver.gameserver.model.announce.EventAnnouncement;
|
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.drops.GeneralDropItem;
|
||||||
import com.l2jserver.gameserver.model.quest.Quest;
|
import com.l2jserver.gameserver.model.quest.Quest;
|
||||||
import com.l2jserver.gameserver.script.DateRange;
|
import com.l2jserver.gameserver.script.DateRange;
|
||||||
@ -188,7 +189,7 @@ public class LongTimeEvent extends Quest
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
_dropList.add(new GeneralDropItem(itemId, minCount, maxCount, finalChance));
|
_dropList.add((GeneralDropItem) DropListScope.STATIC.newDropItem(itemId, minCount, maxCount, finalChance));
|
||||||
}
|
}
|
||||||
catch (NumberFormatException nfe)
|
catch (NumberFormatException nfe)
|
||||||
{
|
{
|
||||||
|
@ -25,8 +25,12 @@ import java.util.ArrayList;
|
|||||||
import java.util.Arrays;
|
import java.util.Arrays;
|
||||||
import java.util.Collection;
|
import java.util.Collection;
|
||||||
import java.util.Collections;
|
import java.util.Collections;
|
||||||
|
import java.util.HashMap;
|
||||||
|
import java.util.Iterator;
|
||||||
|
import java.util.LinkedList;
|
||||||
import java.util.List;
|
import java.util.List;
|
||||||
import java.util.Map;
|
import java.util.Map;
|
||||||
|
import java.util.Map.Entry;
|
||||||
import java.util.Set;
|
import java.util.Set;
|
||||||
import java.util.concurrent.ConcurrentHashMap;
|
import java.util.concurrent.ConcurrentHashMap;
|
||||||
import java.util.concurrent.CopyOnWriteArrayList;
|
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.L2PcInstance;
|
||||||
import com.l2jserver.gameserver.model.actor.instance.L2TrapInstance;
|
import com.l2jserver.gameserver.model.actor.instance.L2TrapInstance;
|
||||||
import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate;
|
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.Castle;
|
||||||
import com.l2jserver.gameserver.model.entity.Fort;
|
import com.l2jserver.gameserver.model.entity.Fort;
|
||||||
import com.l2jserver.gameserver.model.entity.Instance;
|
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.scripting.ScriptManager;
|
||||||
import com.l2jserver.gameserver.util.MinionList;
|
import com.l2jserver.gameserver.util.MinionList;
|
||||||
import com.l2jserver.util.Rnd;
|
import com.l2jserver.util.Rnd;
|
||||||
|
import com.l2jserver.util.Util;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Abstract script.
|
* 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 callback
|
||||||
* @param npcIds
|
* @param npcIds
|
||||||
* @return
|
* @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 callback
|
||||||
* @param npcIds
|
* @param npcIds
|
||||||
* @return
|
* @return
|
||||||
@ -2330,6 +2338,501 @@ public abstract class AbstractScript implements INamable
|
|||||||
return false;
|
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.
|
* Take an amount of a specified item from player's inventory.
|
||||||
* @param player the player whose item to take
|
* @param player the player whose item to take
|
||||||
|
@ -239,10 +239,6 @@ public abstract class ItemContainer
|
|||||||
|
|
||||||
// Updates database
|
// Updates database
|
||||||
float adenaRate = Config.RATE_DROP_AMOUNT_MULTIPLIER.getOrDefault(Inventory.ADENA_ID, 1f);
|
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)))
|
if ((item.getId() == Inventory.ADENA_ID) && (count < (10000 * adenaRate)))
|
||||||
{
|
{
|
||||||
// Small adena changes won't be saved to database all the time
|
// Small adena changes won't be saved to database all the time
|
||||||
@ -295,10 +291,6 @@ public abstract class ItemContainer
|
|||||||
// Updates database
|
// Updates database
|
||||||
// If Adena drop rate is not present it will be x1.
|
// If Adena drop rate is not present it will be x1.
|
||||||
float adenaRate = Config.RATE_DROP_AMOUNT_MULTIPLIER.getOrDefault(Inventory.ADENA_ID, 1f);
|
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)))
|
if ((itemId == Inventory.ADENA_ID) && (count < (10000 * adenaRate)))
|
||||||
{
|
{
|
||||||
// Small adena changes won't be saved to database all the time
|
// 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.L2DatabaseFactory;
|
||||||
import com.l2jserver.gameserver.enums.ItemLocation;
|
import com.l2jserver.gameserver.enums.ItemLocation;
|
||||||
|
import com.l2jserver.gameserver.idfactory.IdFactory;
|
||||||
import com.l2jserver.gameserver.model.L2World;
|
import com.l2jserver.gameserver.model.L2World;
|
||||||
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
|
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
|
||||||
import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
|
import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
|
||||||
@ -108,19 +109,10 @@ public class Mail extends ItemContainer
|
|||||||
item.setItemLocation(getBaseLocation(), _messageId);
|
item.setItemLocation(getBaseLocation(), _messageId);
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
|
||||||
* Allow saving of the items without owner
|
|
||||||
*/
|
|
||||||
@Override
|
@Override
|
||||||
public void updateDatabase()
|
public void updateDatabase()
|
||||||
{
|
{
|
||||||
for (L2ItemInstance item : _items)
|
_items.forEach(i -> i.updateDatabase(true));
|
||||||
{
|
|
||||||
if (item != null)
|
|
||||||
{
|
|
||||||
item.updateDatabase(true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
@ -168,4 +160,17 @@ public class Mail extends ItemContainer
|
|||||||
{
|
{
|
||||||
return _ownerId;
|
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>
|
* 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)
|
public void updateDatabase(boolean force)
|
||||||
{
|
{
|
||||||
|
@ -199,13 +199,14 @@ public class CellPathFinding extends PathFinding
|
|||||||
int currentY = y;
|
int currentY = y;
|
||||||
int currentZ = z;
|
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();
|
AbstractNodeLoc locEnd = endPoint.next();
|
||||||
if (GeoData.getInstance().canMove(currentX, currentY, currentZ, locEnd.getX(), locEnd.getY(), locEnd.getZ(), instanceId))
|
if (GeoData.getInstance().canMove(currentX, currentY, currentZ, locEnd.getX(), locEnd.getY(), locEnd.getZ(), instanceId))
|
||||||
{
|
{
|
||||||
path.remove(i);
|
path.remove(midPoint);
|
||||||
remove = true;
|
remove = true;
|
||||||
if (debug)
|
if (debug)
|
||||||
{
|
{
|
||||||
@ -217,6 +218,7 @@ public class CellPathFinding extends PathFinding
|
|||||||
currentX = locMiddle.getX();
|
currentX = locMiddle.getX();
|
||||||
currentY = locMiddle.getY();
|
currentY = locMiddle.getY();
|
||||||
currentZ = locMiddle.getZ();
|
currentZ = locMiddle.getZ();
|
||||||
|
midPoint++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -31,6 +31,8 @@ import java.time.temporal.TemporalAdjusters;
|
|||||||
import java.util.Arrays;
|
import java.util.Arrays;
|
||||||
import java.util.Comparator;
|
import java.util.Comparator;
|
||||||
import java.util.List;
|
import java.util.List;
|
||||||
|
import java.util.Map;
|
||||||
|
import java.util.function.Function;
|
||||||
import java.util.logging.Logger;
|
import java.util.logging.Logger;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@ -223,4 +225,16 @@ public final class Util
|
|||||||
.orElse(dateNowWithDifferentTime.with(TemporalAdjusters.next(daysOfWeek.get(0))));
|
.orElse(dateNowWithDifferentTime.with(TemporalAdjusters.next(daysOfWeek.get(0))));
|
||||||
// @formatter:on
|
// @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