Changed back to previous drop system.
This commit is contained in:
@ -492,7 +492,6 @@ public final class Config
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public static int SAVE_DROPPED_ITEM_INTERVAL;
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public static boolean CLEAR_DROPPED_ITEM_TABLE;
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public static boolean AUTODELETE_INVALID_QUEST_DATA;
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public static boolean PRECISE_DROP_CALCULATION;
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public static boolean MULTIPLE_ITEM_DROP;
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public static boolean FORCE_INVENTORY_UPDATE;
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public static boolean LAZY_CACHE;
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@ -782,6 +781,7 @@ public final class Config
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public static int L2JMOD_DUALBOX_CHECK_MAX_L2EVENT_PARTICIPANTS_PER_IP;
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public static Map<Integer, Integer> L2JMOD_DUALBOX_CHECK_WHITELIST;
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public static boolean L2JMOD_ALLOW_CHANGE_PASSWORD;
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public static boolean L2JMOD_OLD_DROP_BEHAVIOR;
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public static boolean ALLOW_HUMAN;
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public static boolean ALLOW_ELF;
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public static boolean ALLOW_DARKELF;
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@ -828,10 +828,13 @@ public final class Config
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public static boolean PREMIUM_SYSTEM_ENABLED;
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public static float PREMIUM_RATE_XP;
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public static float PREMIUM_RATE_SP;
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public static Map<Integer, Float> PREMIUM_RATE_DROP_ITEMS_ID;
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public static float PREMIUM_RATE_DROP_CHANCE;
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public static float PREMIUM_RATE_DROP_AMOUNT;
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public static Map<Integer, Float> PREMIUM_RATE_DROP_CHANCE_MULTIPLIER;
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public static Map<Integer, Float> PREMIUM_RATE_DROP_AMOUNT_MULTIPLIER;
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public static float PREMIUM_RATE_SPOIL_CHANCE;
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public static float PREMIUM_RATE_SPOIL_AMOUNT;
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public static Map<Integer, Float> PREMIUM_RATE_DROP_CHANCE_BY_ID;
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public static Map<Integer, Float> PREMIUM_RATE_DROP_AMOUNT_BY_ID;
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public static boolean PC_BANG_ENABLED;
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public static int PC_BANG_MAX_POINTS;
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public static boolean PC_BANG_ENABLE_DOUBLE_POINTS;
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@ -849,8 +852,6 @@ public final class Config
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public static boolean ALT_ATTACKABLE_NPCS;
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public static boolean ALT_GAME_VIEWNPC;
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public static int MAX_DRIFT_RANGE;
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public static boolean DEEPBLUE_DROP_RULES;
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public static boolean DEEPBLUE_DROP_RULES_RAID;
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public static boolean SHOW_NPC_LVL;
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public static boolean SHOW_CREST_WITHOUT_QUEST;
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public static boolean ENABLE_RANDOM_ENCHANT_EFFECT;
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@ -935,8 +936,8 @@ public final class Config
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public static float RATE_CORPSE_DROP_CHANCE_MULTIPLIER;
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public static float RATE_HERB_DROP_CHANCE_MULTIPLIER;
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public static float RATE_RAID_DROP_CHANCE_MULTIPLIER;
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public static Map<Integer, Float> RATE_DROP_AMOUNT_MULTIPLIER;
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public static Map<Integer, Float> RATE_DROP_CHANCE_MULTIPLIER;
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public static Map<Integer, Float> RATE_DROP_AMOUNT_BY_ID;
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public static Map<Integer, Float> RATE_DROP_CHANCE_BY_ID;
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public static float RATE_KARMA_LOST;
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public static float RATE_KARMA_EXP_LOST;
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public static float RATE_SIEGE_GUARDS_PRICE;
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@ -1840,7 +1841,6 @@ public final class Config
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SAVE_DROPPED_ITEM_INTERVAL = General.getInt("SaveDroppedItemInterval", 60) * 60000;
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CLEAR_DROPPED_ITEM_TABLE = General.getBoolean("ClearDroppedItemTable", false);
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AUTODELETE_INVALID_QUEST_DATA = General.getBoolean("AutoDeleteInvalidQuestData", false);
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PRECISE_DROP_CALCULATION = General.getBoolean("PreciseDropCalculation", true);
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MULTIPLE_ITEM_DROP = General.getBoolean("MultipleItemDrop", true);
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FORCE_INVENTORY_UPDATE = General.getBoolean("ForceInventoryUpdate", false);
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LAZY_CACHE = General.getBoolean("LazyCache", true);
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@ -2016,8 +2016,6 @@ public final class Config
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ALT_ATTACKABLE_NPCS = NPC.getBoolean("AltAttackableNpcs", true);
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ALT_GAME_VIEWNPC = NPC.getBoolean("AltGameViewNpc", false);
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MAX_DRIFT_RANGE = NPC.getInt("MaxDriftRange", 300);
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DEEPBLUE_DROP_RULES = NPC.getBoolean("UseDeepBlueDropRules", true);
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DEEPBLUE_DROP_RULES_RAID = NPC.getBoolean("UseDeepBlueDropRulesRaid", true);
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SHOW_NPC_LVL = NPC.getBoolean("ShowNpcLevel", false);
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SHOW_CREST_WITHOUT_QUEST = NPC.getBoolean("ShowCrestWithoutQuest", false);
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ENABLE_RANDOM_ENCHANT_EFFECT = NPC.getBoolean("EnableRandomEnchantEffect", false);
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@ -2142,8 +2140,9 @@ public final class Config
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RATE_CORPSE_DROP_CHANCE_MULTIPLIER = RatesSettings.getFloat("CorpseDropChanceMultiplier", 1);
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RATE_HERB_DROP_CHANCE_MULTIPLIER = RatesSettings.getFloat("HerbDropChanceMultiplier", 1);
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RATE_RAID_DROP_CHANCE_MULTIPLIER = RatesSettings.getFloat("RaidDropChanceMultiplier", 1);
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final String[] dropAmountMultiplier = RatesSettings.getString("DropAmountMultiplierByItemId", "").split(";");
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RATE_DROP_AMOUNT_MULTIPLIER = new HashMap<>(dropAmountMultiplier.length);
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RATE_DROP_AMOUNT_BY_ID = new HashMap<>(dropAmountMultiplier.length);
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if (!dropAmountMultiplier[0].isEmpty())
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{
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for (String item : dropAmountMultiplier)
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@ -2157,7 +2156,7 @@ public final class Config
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{
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try
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{
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RATE_DROP_AMOUNT_MULTIPLIER.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
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RATE_DROP_AMOUNT_BY_ID.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
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}
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catch (NumberFormatException nfe)
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{
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@ -2171,7 +2170,7 @@ public final class Config
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}
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final String[] dropChanceMultiplier = RatesSettings.getString("DropChanceMultiplierByItemId", "").split(";");
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RATE_DROP_CHANCE_MULTIPLIER = new HashMap<>(dropChanceMultiplier.length);
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RATE_DROP_CHANCE_BY_ID = new HashMap<>(dropChanceMultiplier.length);
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if (!dropChanceMultiplier[0].isEmpty())
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{
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for (String item : dropChanceMultiplier)
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@ -2185,7 +2184,7 @@ public final class Config
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{
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try
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{
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RATE_DROP_CHANCE_MULTIPLIER.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
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RATE_DROP_CHANCE_BY_ID.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
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}
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catch (NumberFormatException nfe)
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{
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@ -2245,6 +2244,8 @@ public final class Config
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L2JMOD_ENABLE_WAREHOUSESORTING_CLAN = CustomSettings.getBoolean("EnableWarehouseSortingClan", false);
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L2JMOD_ENABLE_WAREHOUSESORTING_PRIVATE = CustomSettings.getBoolean("EnableWarehouseSortingPrivate", false);
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L2JMOD_OLD_DROP_BEHAVIOR = CustomSettings.getBoolean("OldDropBehavior", false);
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if (TVT_EVENT_PARTICIPATION_NPC_ID == 0)
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{
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TVT_EVENT_ENABLED = false;
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@ -2610,57 +2611,59 @@ public final class Config
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PREMIUM_SYSTEM_ENABLED = CustomSettings.getBoolean("EnablePremiumSystem", false);
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PREMIUM_RATE_XP = CustomSettings.getFloat("PremiumRateXp", 2);
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PREMIUM_RATE_SP = CustomSettings.getFloat("PremiumRateSp", 2);
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PREMIUM_RATE_DROP_CHANCE = CustomSettings.getFloat("PremiumRateDropChance", 1);
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PREMIUM_RATE_DROP_AMOUNT = CustomSettings.getFloat("PremiumRateDropAmount", 2);
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final String[] premiumDropChanceMultiplier = CustomSettings.getString("PremiumDropChanceMultiplierByItemId", "").split(";");
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PREMIUM_RATE_DROP_CHANCE_MULTIPLIER = new HashMap<>(premiumDropChanceMultiplier.length);
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PREMIUM_RATE_DROP_CHANCE = CustomSettings.getFloat("PremiumRateDropChance", 2);
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PREMIUM_RATE_DROP_AMOUNT = CustomSettings.getFloat("PremiumRateDropAmount", 1);
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PREMIUM_RATE_SPOIL_CHANCE = CustomSettings.getFloat("PremiumRateSpoilChance", 2);
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PREMIUM_RATE_SPOIL_AMOUNT = CustomSettings.getFloat("PremiumRateSpoilAmount", 1);
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String[] premiumDropChanceMultiplier = CustomSettings.getString("PremiumRateDropChanceByItemId", "").split(";");
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PREMIUM_RATE_DROP_CHANCE_BY_ID = new HashMap<>(premiumDropChanceMultiplier.length);
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if (!premiumDropChanceMultiplier[0].isEmpty())
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{
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for (String item : premiumDropChanceMultiplier)
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{
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final String[] itemSplit = item.split(",");
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String[] itemSplit = item.split(",");
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if (itemSplit.length != 2)
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{
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_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumDropChanceMultiplierByItemId \"", item, "\""));
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_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumRateDropChanceByItemId \"", item, "\""));
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}
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else
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{
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try
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{
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PREMIUM_RATE_DROP_CHANCE_MULTIPLIER.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
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PREMIUM_RATE_DROP_CHANCE_BY_ID.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
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}
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catch (NumberFormatException nfe)
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{
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if (!item.isEmpty())
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{
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_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumDropChanceMultiplierByItemId \"", item, "\""));
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_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumRateDropChanceByItemId \"", item, "\""));
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}
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}
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}
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}
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}
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final String[] premiumDropAmountMultiplier = CustomSettings.getString("PremiumDropAmountMultiplierByItemId", "").split(";");
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PREMIUM_RATE_DROP_AMOUNT_MULTIPLIER = new HashMap<>(premiumDropAmountMultiplier.length);
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String[] premiumDropAmountMultiplier = CustomSettings.getString("PremiumRateDropAmountByItemId", "").split(";");
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PREMIUM_RATE_DROP_AMOUNT_BY_ID = new HashMap<>(premiumDropAmountMultiplier.length);
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if (!premiumDropAmountMultiplier[0].isEmpty())
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{
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for (String item : premiumDropAmountMultiplier)
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{
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final String[] itemSplit = item.split(",");
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String[] itemSplit = item.split(",");
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if (itemSplit.length != 2)
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{
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_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumDropAmountMultiplierByItemId \"", item, "\""));
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_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumRateDropAmountByItemId \"", item, "\""));
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}
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else
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{
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try
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{
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PREMIUM_RATE_DROP_AMOUNT_MULTIPLIER.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
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PREMIUM_RATE_DROP_AMOUNT_BY_ID.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
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}
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catch (NumberFormatException nfe)
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{
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if (!item.isEmpty())
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{
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_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumDropAmountMultiplierByItemId \"", item, "\""));
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_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumRateDropAmountByItemId \"", item, "\""));
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}
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}
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}
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@ -0,0 +1,56 @@
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.l2jmobius.gameserver.model.drops;
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import com.l2jmobius.Config;
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/**
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* @author NosBit
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*/
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public class CorpseDropItem extends GeneralDropItem
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{
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/**
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* @param itemId the item id
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* @param min the min count
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* @param max the max count
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* @param chance the chance of this drop item
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*/
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public CorpseDropItem(int itemId, long min, long max, double chance)
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{
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super(itemId, min, max, chance);
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}
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/*
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* (non-Javadoc)
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* @see com.l2jserver.gameserver.model.drops.GeneralDropItem#getGlobalAmountMultiplier()
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*/
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@Override
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protected double getGlobalAmountMultiplier(boolean isPremium)
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{
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return isPremium ? Config.PREMIUM_RATE_SPOIL_AMOUNT * Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER : Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER;
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}
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/*
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* (non-Javadoc)
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* @see com.l2jserver.gameserver.model.drops.GeneralDropItem#getGlobalChanceMultiplier()
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*/
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@Override
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protected double getGlobalChanceMultiplier(boolean isPremium)
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{
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return isPremium ? Config.PREMIUM_RATE_SPOIL_CHANCE * Config.RATE_CORPSE_DROP_CHANCE_MULTIPLIER : Config.RATE_CORPSE_DROP_CHANCE_MULTIPLIER;
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}
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}
|
@ -0,0 +1,56 @@
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/*
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* This file is part of the L2J Mobius project.
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||||
*
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* This program 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.
|
||||
*
|
||||
* This program 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/>.
|
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*/
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package com.l2jmobius.gameserver.model.drops;
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import com.l2jmobius.Config;
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/**
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* @author NosBit
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*/
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public class DeathDropItem extends GeneralDropItem
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{
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/**
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* @param itemId the item id
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* @param min the min count
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* @param max the max count
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* @param chance the chance of this drop item
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*/
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public DeathDropItem(int itemId, long min, long max, double chance)
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{
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super(itemId, min, max, chance);
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}
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/*
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* (non-Javadoc)
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* @see com.l2jserver.gameserver.model.drops.GeneralDropItem#getGlobalAmountMultiplier()
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*/
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@Override
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protected double getGlobalAmountMultiplier(boolean isPremium)
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{
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return isPremium ? Config.PREMIUM_RATE_DROP_AMOUNT * Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER : Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER;
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}
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/*
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* (non-Javadoc)
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* @see com.l2jserver.gameserver.model.drops.GeneralDropItem#getGlobalChanceMultiplier()
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*/
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@Override
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protected double getGlobalChanceMultiplier(boolean isPremium)
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{
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return isPremium ? Config.PREMIUM_RATE_DROP_CHANCE * Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER : Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER;
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}
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}
|
@ -16,44 +16,75 @@
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*/
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package com.l2jmobius.gameserver.model.drops;
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import com.l2jmobius.gameserver.model.drops.strategy.IAmountMultiplierStrategy;
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import com.l2jmobius.gameserver.model.drops.strategy.IChanceMultiplierStrategy;
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import com.l2jmobius.gameserver.model.drops.strategy.IGroupedItemDropCalculationStrategy;
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import com.l2jmobius.gameserver.model.drops.strategy.IKillerChanceModifierStrategy;
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import com.l2jmobius.gameserver.model.drops.strategy.IPreciseDeterminationStrategy;
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import java.lang.reflect.Constructor;
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import java.lang.reflect.InvocationTargetException;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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|
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/**
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* @author NosBit
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||||
*/
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public enum DropListScope implements IDropItemFactory, IGroupedDropItemFactory
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public enum DropListScope
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{
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DEATH((itemId, min, max, chance) -> new GeneralDropItem(itemId, min, max, chance, IAmountMultiplierStrategy.DROP, IChanceMultiplierStrategy.DROP), chance -> new GroupedGeneralDropItem(chance)),
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CORPSE((itemId, min, max, chance) -> new GeneralDropItem(itemId, min, max, chance, IAmountMultiplierStrategy.SPOIL, IChanceMultiplierStrategy.SPOIL), DEATH),
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DEATH(DeathDropItem.class, GroupedDeathDropItem.class),
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CORPSE(CorpseDropItem.class, GroupedCorpseDropItem.class);
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/**
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* This droplist scope isn't affected by ANY rates, nor Champion, etc...
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*/
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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)),
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QUEST((itemId, min, max, chance) -> new GeneralDropItem(itemId, min, max, chance, IAmountMultiplierStrategy.STATIC, IChanceMultiplierStrategy.QUEST, IPreciseDeterminationStrategy.ALWAYS, IKillerChanceModifierStrategy.NO_RULES), STATIC);
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private static final Logger _log = Logger.getLogger(DropListScope.class.getName());
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private final IDropItemFactory _factory;
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private final IGroupedDropItemFactory _groupFactory;
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private final Class<? extends GeneralDropItem> _dropItemClass;
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private final Class<? extends GroupedGeneralDropItem> _groupedDropItemClass;
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private DropListScope(IDropItemFactory factory, IGroupedDropItemFactory groupFactory)
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private DropListScope(Class<? extends GeneralDropItem> dropItemClass, Class<? extends GroupedGeneralDropItem> groupedDropItemClass)
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{
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_factory = factory;
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_groupFactory = groupFactory;
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_dropItemClass = dropItemClass;
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_groupedDropItemClass = groupedDropItemClass;
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}
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||||
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@Override
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public IDropItem newDropItem(int itemId, long min, long max, double chance)
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{
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return _factory.newDropItem(itemId, min, max, chance);
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final Constructor<? extends GeneralDropItem> constructor;
|
||||
try
|
||||
{
|
||||
constructor = _dropItemClass.getConstructor(int.class, long.class, long.class, double.class);
|
||||
}
|
||||
catch (NoSuchMethodException | SecurityException e)
|
||||
{
|
||||
_log.log(Level.SEVERE, "Constructor(int, long, long, double) not found for " + _dropItemClass.getSimpleName(), e);
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||||
return null;
|
||||
}
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||||
|
||||
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)
|
||||
{
|
||||
return _groupFactory.newGroupedDropItem(chance);
|
||||
final Constructor<? extends GroupedGeneralDropItem> constructor;
|
||||
try
|
||||
{
|
||||
constructor = _groupedDropItemClass.getConstructor(double.class);
|
||||
}
|
||||
catch (NoSuchMethodException | SecurityException e)
|
||||
{
|
||||
_log.log(Level.SEVERE, "Constructor(double) not found for " + _groupedDropItemClass.getSimpleName(), e);
|
||||
return null;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
return constructor.newInstance(chance);
|
||||
}
|
||||
catch (InstantiationException | IllegalAccessException | IllegalArgumentException | InvocationTargetException e)
|
||||
{
|
||||
_log.log(Level.SEVERE, "", e);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -16,34 +16,28 @@
|
||||
*/
|
||||
package com.l2jmobius.gameserver.model.drops;
|
||||
|
||||
import java.util.List;
|
||||
import java.util.ArrayList;
|
||||
import java.util.Collection;
|
||||
|
||||
import com.l2jmobius.Config;
|
||||
import com.l2jmobius.gameserver.datatables.ItemTable;
|
||||
import com.l2jmobius.gameserver.model.actor.L2Character;
|
||||
import com.l2jmobius.gameserver.model.drops.strategy.IAmountMultiplierStrategy;
|
||||
import com.l2jmobius.gameserver.model.drops.strategy.IChanceMultiplierStrategy;
|
||||
import com.l2jmobius.gameserver.model.drops.strategy.IDropCalculationStrategy;
|
||||
import com.l2jmobius.gameserver.model.drops.strategy.IKillerChanceModifierStrategy;
|
||||
import com.l2jmobius.gameserver.model.drops.strategy.INonGroupedKillerChanceModifierStrategy;
|
||||
import com.l2jmobius.gameserver.model.drops.strategy.IPreciseDeterminationStrategy;
|
||||
import com.l2jmobius.gameserver.model.holders.ItemHolder;
|
||||
import com.l2jmobius.gameserver.model.itemcontainer.Inventory;
|
||||
import com.l2jmobius.gameserver.model.items.L2Item;
|
||||
import com.l2jmobius.gameserver.util.Util;
|
||||
import com.l2jmobius.util.Rnd;
|
||||
|
||||
/**
|
||||
* @author NosBit
|
||||
*/
|
||||
public final class GeneralDropItem implements IDropItem
|
||||
public class GeneralDropItem implements IDropItem
|
||||
{
|
||||
private final int _itemId;
|
||||
private final long _min;
|
||||
private final long _max;
|
||||
private final double _chance;
|
||||
|
||||
protected final IAmountMultiplierStrategy _amountStrategy;
|
||||
protected final IChanceMultiplierStrategy _chanceStrategy;
|
||||
protected final IPreciseDeterminationStrategy _preciseStrategy;
|
||||
protected final INonGroupedKillerChanceModifierStrategy _killerStrategy;
|
||||
protected final IDropCalculationStrategy _dropCalculationStrategy;
|
||||
|
||||
/**
|
||||
* @param itemId the item id
|
||||
* @param min the min count
|
||||
@ -51,225 +45,243 @@ public final class GeneralDropItem implements IDropItem
|
||||
* @param chance the chance of this drop item
|
||||
*/
|
||||
public GeneralDropItem(int itemId, long min, long max, double chance)
|
||||
{
|
||||
this(itemId, min, max, chance, 1, 1);
|
||||
}
|
||||
|
||||
public GeneralDropItem(int itemId, long min, long max, double chance, double defaultAmountMultiplier, double defaultChanceMultiplier)
|
||||
{
|
||||
this(itemId, min, max, defaultChanceMultiplier, IAmountMultiplierStrategy.DEFAULT_STRATEGY(defaultAmountMultiplier), IChanceMultiplierStrategy.DEFAULT_STRATEGY(defaultChanceMultiplier));
|
||||
}
|
||||
|
||||
public GeneralDropItem(int itemId, long min, long max, double chance, IAmountMultiplierStrategy amountMultiplierStrategy, IChanceMultiplierStrategy chanceMultiplierStrategy)
|
||||
{
|
||||
this(itemId, min, max, chance, amountMultiplierStrategy, chanceMultiplierStrategy, IPreciseDeterminationStrategy.DEFAULT, IKillerChanceModifierStrategy.DEFAULT_NONGROUP_STRATEGY);
|
||||
}
|
||||
|
||||
public GeneralDropItem(int itemId, long min, long max, double chance, IAmountMultiplierStrategy amountMultiplierStrategy, IChanceMultiplierStrategy chanceMultiplierStrategy, IPreciseDeterminationStrategy preciseStrategy, INonGroupedKillerChanceModifierStrategy killerStrategy)
|
||||
{
|
||||
this(itemId, min, max, chance, amountMultiplierStrategy, chanceMultiplierStrategy, preciseStrategy, killerStrategy, IDropCalculationStrategy.DEFAULT_STRATEGY);
|
||||
}
|
||||
|
||||
public GeneralDropItem(int itemId, long min, long max, double chance, IAmountMultiplierStrategy amountMultiplierStrategy, IChanceMultiplierStrategy chanceMultiplierStrategy, IPreciseDeterminationStrategy preciseStrategy, INonGroupedKillerChanceModifierStrategy killerStrategy, IDropCalculationStrategy dropCalculationStrategy)
|
||||
{
|
||||
_itemId = itemId;
|
||||
_min = min;
|
||||
_max = max;
|
||||
_chance = chance;
|
||||
_amountStrategy = amountMultiplierStrategy;
|
||||
_chanceStrategy = chanceMultiplierStrategy;
|
||||
_preciseStrategy = preciseStrategy;
|
||||
_killerStrategy = killerStrategy;
|
||||
_dropCalculationStrategy = dropCalculationStrategy;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the _amountStrategy
|
||||
*/
|
||||
public final IAmountMultiplierStrategy getAmountStrategy()
|
||||
protected double getGlobalChanceMultiplier(boolean isPremium)
|
||||
{
|
||||
return _amountStrategy;
|
||||
return 1.;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the _chanceStrategy
|
||||
*/
|
||||
public final IChanceMultiplierStrategy getChanceStrategy()
|
||||
protected double getGlobalAmountMultiplier(boolean isPremium)
|
||||
{
|
||||
return _chanceStrategy;
|
||||
return 1.;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the _preciseStrategy
|
||||
*/
|
||||
public final IPreciseDeterminationStrategy getPreciseStrategy()
|
||||
private final long getMinMax(L2Character victim, L2Character killer, long val)
|
||||
{
|
||||
return _preciseStrategy;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the _killerStrategy
|
||||
*/
|
||||
public final INonGroupedKillerChanceModifierStrategy getKillerChanceModifierStrategy()
|
||||
{
|
||||
return _killerStrategy;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the _dropCalculationStrategy
|
||||
*/
|
||||
public final IDropCalculationStrategy getDropCalculationStrategy()
|
||||
{
|
||||
return _dropCalculationStrategy;
|
||||
double multiplier = 1;
|
||||
|
||||
// individual drop amount
|
||||
Float individualDropAmountMultiplier = null;
|
||||
if (killer.getActingPlayer().hasPremiumStatus())
|
||||
{
|
||||
final Float normalMultiplier = Config.RATE_DROP_AMOUNT_BY_ID.get(getItemId());
|
||||
final Float premiumMultiplier = Config.PREMIUM_RATE_DROP_AMOUNT_BY_ID.get(getItemId());
|
||||
if ((normalMultiplier != null) && (premiumMultiplier != null))
|
||||
{
|
||||
individualDropAmountMultiplier = normalMultiplier * premiumMultiplier;
|
||||
}
|
||||
else if (normalMultiplier != null)
|
||||
{
|
||||
individualDropAmountMultiplier = normalMultiplier;
|
||||
}
|
||||
else if (premiumMultiplier != null)
|
||||
{
|
||||
individualDropAmountMultiplier = premiumMultiplier;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
individualDropAmountMultiplier = Config.RATE_DROP_AMOUNT_BY_ID.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 if (victim.isRaid())
|
||||
{
|
||||
// global raid amount multiplier
|
||||
multiplier *= Config.RATE_RAID_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_AMOUNT : Config.L2JMOD_CHAMPION_ADENAS_REWARDS_AMOUNT;
|
||||
}
|
||||
|
||||
return (long) (val * multiplier);
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the item id
|
||||
* @return the item id
|
||||
*/
|
||||
public final int getItemId()
|
||||
public int getItemId()
|
||||
{
|
||||
return _itemId;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the base min drop count
|
||||
* Gets the min drop count
|
||||
* @return the min
|
||||
*/
|
||||
public final long getMin()
|
||||
public long getMin()
|
||||
{
|
||||
return _min;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the min drop count modified by server rates
|
||||
* @param victim the victim who drops the item
|
||||
* @param killer who kills the victim
|
||||
* Gets the min drop count
|
||||
* @param victim the victim
|
||||
* @param killer the killer
|
||||
* @return the min modified by any rates.
|
||||
*/
|
||||
public final long getMin(L2Character victim, L2Character killer)
|
||||
public long getMin(L2Character victim, L2Character killer)
|
||||
{
|
||||
if (Config.PREMIUM_SYSTEM_ENABLED && killer.isPlayer() && killer.getActingPlayer().hasPremiumStatus())
|
||||
{
|
||||
if (Config.PREMIUM_RATE_DROP_AMOUNT_MULTIPLIER.get(_itemId) != null)
|
||||
{
|
||||
return (long) (getMin() * getAmountMultiplier(victim) * Config.PREMIUM_RATE_DROP_AMOUNT_MULTIPLIER.get(_itemId));
|
||||
}
|
||||
return (long) (getMin() * getAmountMultiplier(victim) * Config.PREMIUM_RATE_DROP_AMOUNT);
|
||||
}
|
||||
return (long) (getMin() * getAmountMultiplier(victim));
|
||||
return getMinMax(victim, killer, getMin());
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the base max drop count
|
||||
* Gets the max drop count
|
||||
* @return the max
|
||||
*/
|
||||
public final long getMax()
|
||||
public long getMax()
|
||||
{
|
||||
return _max;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the max drop count modified by server rates
|
||||
* @param victim the victim who drops the item
|
||||
* @param killer who kills the victim
|
||||
* Gets the max drop count
|
||||
* @param victim the victim
|
||||
* @param killer the killer
|
||||
* @return the max modified by any rates.
|
||||
*/
|
||||
public final long getMax(L2Character victim, L2Character killer)
|
||||
public long getMax(L2Character victim, L2Character killer)
|
||||
{
|
||||
if (Config.PREMIUM_SYSTEM_ENABLED && killer.isPlayer() && killer.getActingPlayer().hasPremiumStatus())
|
||||
{
|
||||
if (Config.PREMIUM_RATE_DROP_AMOUNT_MULTIPLIER.get(_itemId) != null)
|
||||
{
|
||||
return (long) (getMax() * getAmountMultiplier(victim) * Config.PREMIUM_RATE_DROP_AMOUNT_MULTIPLIER.get(_itemId));
|
||||
}
|
||||
return (long) (getMax() * getAmountMultiplier(victim) * Config.PREMIUM_RATE_DROP_AMOUNT);
|
||||
}
|
||||
return (long) (getMax() * getAmountMultiplier(victim));
|
||||
return getMinMax(victim, killer, getMax());
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the chance of this drop item.
|
||||
* @return the chance
|
||||
*/
|
||||
public final double getChance()
|
||||
public double getChance()
|
||||
{
|
||||
return _chance;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the general chance to drop this item modified by rates. <br>
|
||||
* This shall be used in calculating chance within drop groups.
|
||||
* @param victim the victim who drops the item
|
||||
* Gets the chance of this drop item.
|
||||
* @param victim the victim
|
||||
* @param killer the killer
|
||||
* @return the chance modified by any rates.
|
||||
*/
|
||||
public final double getChance(L2Character victim)
|
||||
public double getChance(L2Character victim, L2Character killer)
|
||||
{
|
||||
return getChance() * getChanceMultiplier(victim);
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the chance of dropping this item for current killer and victim (modified by server rates and another rules based on killer) <br>
|
||||
* This shall be used to calculate chance outside of drop groups.
|
||||
* @param victim the victim who drops the item
|
||||
* @param killer who kills the victim
|
||||
* @return a chance to drop modified by deep blue drop rules
|
||||
*/
|
||||
public final double getChance(L2Character victim, L2Character killer)
|
||||
{
|
||||
if (Config.PREMIUM_SYSTEM_ENABLED && killer.isPlayer() && killer.getActingPlayer().hasPremiumStatus())
|
||||
double multiplier = 1;
|
||||
|
||||
// individual drop chance
|
||||
Float individualDropChanceMultiplier = null;
|
||||
if (killer.getActingPlayer().hasPremiumStatus())
|
||||
{
|
||||
if (Config.PREMIUM_RATE_DROP_CHANCE_MULTIPLIER.get(_itemId) != null)
|
||||
final Float normalMultiplier = Config.RATE_DROP_CHANCE_BY_ID.get(getItemId());
|
||||
final Float premiumMultiplier = Config.PREMIUM_RATE_DROP_CHANCE_BY_ID.get(getItemId());
|
||||
if ((normalMultiplier != null) && (premiumMultiplier != null))
|
||||
{
|
||||
return getKillerChanceModifier(victim, killer) * getChance(victim) * Config.PREMIUM_RATE_DROP_CHANCE_MULTIPLIER.get(_itemId);
|
||||
individualDropChanceMultiplier = normalMultiplier * premiumMultiplier;
|
||||
}
|
||||
else if (normalMultiplier != null)
|
||||
{
|
||||
individualDropChanceMultiplier = normalMultiplier;
|
||||
}
|
||||
else if (premiumMultiplier != null)
|
||||
{
|
||||
individualDropChanceMultiplier = premiumMultiplier;
|
||||
}
|
||||
return getKillerChanceModifier(victim, killer) * getChance(victim) * Config.PREMIUM_RATE_DROP_CHANCE;
|
||||
}
|
||||
return getKillerChanceModifier(victim, killer) * getChance(victim);
|
||||
else
|
||||
{
|
||||
individualDropChanceMultiplier = Config.RATE_DROP_CHANCE_BY_ID.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 if (victim.isRaid())
|
||||
{
|
||||
// global raid chance multiplier
|
||||
multiplier *= Config.RATE_RAID_DROP_CHANCE_MULTIPLIER;
|
||||
}
|
||||
else
|
||||
{
|
||||
multiplier *= getGlobalChanceMultiplier(killer.getActingPlayer().hasPremiumStatus());
|
||||
}
|
||||
}
|
||||
|
||||
if (victim.isChampion())
|
||||
{
|
||||
multiplier *= getItemId() != Inventory.ADENA_ID ? Config.L2JMOD_CHAMPION_REWARDS_CHANCE : Config.L2JMOD_CHAMPION_ADENAS_REWARDS_CHANCE;
|
||||
}
|
||||
|
||||
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
|
||||
public final List<ItemHolder> calculateDrops(L2Character victim, L2Character killer)
|
||||
public Collection<ItemHolder> calculateDrops(L2Character victim, L2Character killer)
|
||||
{
|
||||
return _dropCalculationStrategy.calculateDrops(this, victim, killer);
|
||||
}
|
||||
|
||||
/**
|
||||
* @return <code>true</code> if chance over 100% should be handled
|
||||
*/
|
||||
public final boolean isPreciseCalculated()
|
||||
{
|
||||
return _preciseStrategy.isPreciseCalculated(this);
|
||||
}
|
||||
|
||||
/**
|
||||
* This handles by default deep blue drop rules. It may also be used to handle another drop chance rules based on killer
|
||||
* @param victim the victim who drops the item
|
||||
* @param killer who kills the victim
|
||||
* @return a number between 0 and 1 (usually)
|
||||
*/
|
||||
protected final double getKillerChanceModifier(L2Character victim, L2Character killer)
|
||||
{
|
||||
return _killerStrategy.getKillerChanceModifier(this, victim, killer);
|
||||
}
|
||||
|
||||
/**
|
||||
* This gets standard server rates for this item
|
||||
* @param victim who drops the item
|
||||
* @return
|
||||
*/
|
||||
protected final double getAmountMultiplier(L2Character victim)
|
||||
{
|
||||
return _amountStrategy.getAmountMultiplier(this, victim);
|
||||
}
|
||||
|
||||
/**
|
||||
* This gets standard server rates for this item
|
||||
* @param victim who drops the item
|
||||
* @return
|
||||
*/
|
||||
protected final double getChanceMultiplier(L2Character victim)
|
||||
{
|
||||
return _chanceStrategy.getChanceMultiplier(this, victim);
|
||||
final int levelDifference = victim.getLevel() - killer.getLevel();
|
||||
final double levelGapChanceToDrop;
|
||||
if (getItemId() == Inventory.ADENA_ID)
|
||||
{
|
||||
levelGapChanceToDrop = Util.map(levelDifference, -Config.DROP_ADENA_MAX_LEVEL_DIFFERENCE, -Config.DROP_ADENA_MIN_LEVEL_DIFFERENCE, Config.DROP_ADENA_MIN_LEVEL_GAP_CHANCE, 100.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
levelGapChanceToDrop = Util.map(levelDifference, -Config.DROP_ITEM_MAX_LEVEL_DIFFERENCE, -Config.DROP_ITEM_MIN_LEVEL_DIFFERENCE, Config.DROP_ITEM_MIN_LEVEL_GAP_CHANCE, 100.0);
|
||||
}
|
||||
|
||||
// There is a chance of level gap that it wont drop this item
|
||||
if (levelGapChanceToDrop < (Rnd.nextDouble() * 100))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
final double chance = getChance(victim, killer);
|
||||
final boolean successes = chance > (Rnd.nextDouble() * 100);
|
||||
if (successes)
|
||||
{
|
||||
final Collection<ItemHolder> items = new ArrayList<>(1);
|
||||
final long baseDropCount = Rnd.get(getMin(victim, killer), getMax(victim, killer));
|
||||
final long finaldropCount = (long) (Config.L2JMOD_OLD_DROP_BEHAVIOR ? (baseDropCount * Math.max(1, chance / 100)) + (chance > 100 ? (chance % 100) > (Rnd.nextDouble() * 100) ? baseDropCount : 0 : 0) : baseDropCount);
|
||||
items.add(new ItemHolder(getItemId(), finaldropCount));
|
||||
return items;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
@ -16,10 +16,28 @@
|
||||
*/
|
||||
package com.l2jmobius.gameserver.model.drops;
|
||||
|
||||
import com.l2jmobius.Config;
|
||||
|
||||
/**
|
||||
* @author Battlecruiser
|
||||
* @author NosBit
|
||||
*/
|
||||
public interface IGroupedDropItemFactory
|
||||
public class GroupedCorpseDropItem extends GroupedGeneralDropItem
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
@ -16,17 +16,28 @@
|
||||
*/
|
||||
package com.l2jmobius.gameserver.model.drops;
|
||||
|
||||
import com.l2jmobius.Config;
|
||||
|
||||
/**
|
||||
* @author Battlecruiser
|
||||
* @author NosBit
|
||||
*/
|
||||
public interface IDropItemFactory
|
||||
public class GroupedDeathDropItem extends GroupedGeneralDropItem
|
||||
{
|
||||
/**
|
||||
* @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
|
||||
* @param chance the chance of this drop item.
|
||||
*/
|
||||
IDropItem newDropItem(int itemId, long min, long max, double chance);
|
||||
public GroupedDeathDropItem(double chance)
|
||||
{
|
||||
super(chance);
|
||||
}
|
||||
|
||||
/*
|
||||
* (non-Javadoc)
|
||||
* @see com.l2jserver.gameserver.model.drops.GroupedGeneralDropItem#getGlobalChanceMultiplier()
|
||||
*/
|
||||
@Override
|
||||
protected double getGlobalChanceMultiplier()
|
||||
{
|
||||
return Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER;
|
||||
}
|
||||
}
|
@ -17,232 +17,131 @@
|
||||
package com.l2jmobius.gameserver.model.drops;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Collection;
|
||||
import java.util.Collections;
|
||||
import java.util.List;
|
||||
|
||||
import com.l2jmobius.Config;
|
||||
import com.l2jmobius.gameserver.datatables.ItemTable;
|
||||
import com.l2jmobius.gameserver.model.actor.L2Character;
|
||||
import com.l2jmobius.gameserver.model.drops.strategy.IAmountMultiplierStrategy;
|
||||
import com.l2jmobius.gameserver.model.drops.strategy.IChanceMultiplierStrategy;
|
||||
import com.l2jmobius.gameserver.model.drops.strategy.IGroupedItemDropCalculationStrategy;
|
||||
import com.l2jmobius.gameserver.model.drops.strategy.IKillerChanceModifierStrategy;
|
||||
import com.l2jmobius.gameserver.model.drops.strategy.IPreciseDeterminationStrategy;
|
||||
import com.l2jmobius.gameserver.model.actor.instance.L2RaidBossInstance;
|
||||
import com.l2jmobius.gameserver.model.holders.ItemHolder;
|
||||
import com.l2jmobius.gameserver.model.items.L2Item;
|
||||
import com.l2jmobius.gameserver.util.Util;
|
||||
import com.l2jmobius.util.Rnd;
|
||||
|
||||
/**
|
||||
* @author NosBit
|
||||
*/
|
||||
public final class GroupedGeneralDropItem implements IDropItem
|
||||
public class GroupedGeneralDropItem implements IDropItem
|
||||
{
|
||||
private final double _chance;
|
||||
private List<GeneralDropItem> _items;
|
||||
protected final IGroupedItemDropCalculationStrategy _dropCalculationStrategy;
|
||||
protected final IKillerChanceModifierStrategy _killerChanceModifierStrategy;
|
||||
protected final IPreciseDeterminationStrategy _preciseStrategy;
|
||||
|
||||
/**
|
||||
* @param chance the chance of this drop item.
|
||||
*/
|
||||
public GroupedGeneralDropItem(double chance)
|
||||
{
|
||||
this(chance, IGroupedItemDropCalculationStrategy.DEFAULT_STRATEGY, IKillerChanceModifierStrategy.DEFAULT_STRATEGY, IPreciseDeterminationStrategy.DEFAULT);
|
||||
_chance = chance;
|
||||
}
|
||||
|
||||
/**
|
||||
* @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)
|
||||
protected double getGlobalChanceMultiplier()
|
||||
{
|
||||
_chance = chance;
|
||||
_dropCalculationStrategy = dropStrategy;
|
||||
_killerChanceModifierStrategy = killerStrategy;
|
||||
_preciseStrategy = preciseStrategy;
|
||||
return 1.;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the chance of this drop item.
|
||||
* @return the chance
|
||||
*/
|
||||
public final double getChance()
|
||||
public double getChance()
|
||||
{
|
||||
return _chance;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the chance of this drop item.
|
||||
* @param victim the victim
|
||||
* @param killer the killer
|
||||
* @return the chance modified by any rates.
|
||||
*/
|
||||
public double getChance(L2Character victim, L2Character killer)
|
||||
{
|
||||
for (final GeneralDropItem gdi : getItems())
|
||||
{
|
||||
final L2Item item = ItemTable.getInstance().getTemplate(gdi.getItemId());
|
||||
if ((item == null) || !item.hasExImmediateEffect())
|
||||
{
|
||||
return getChance() * getGlobalChanceMultiplier();
|
||||
}
|
||||
}
|
||||
|
||||
return getChance() * Config.RATE_HERB_DROP_CHANCE_MULTIPLIER;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the items.
|
||||
* @return the items
|
||||
*/
|
||||
public final List<GeneralDropItem> getItems()
|
||||
public List<GeneralDropItem> getItems()
|
||||
{
|
||||
return _items;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the strategy
|
||||
*/
|
||||
public final IGroupedItemDropCalculationStrategy getDropCalculationStrategy()
|
||||
{
|
||||
return _dropCalculationStrategy;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the _killerChanceModifierStrategy
|
||||
*/
|
||||
public IKillerChanceModifierStrategy getKillerChanceModifierStrategy()
|
||||
{
|
||||
return _killerChanceModifierStrategy;
|
||||
}
|
||||
|
||||
/**
|
||||
* @return the _preciseStrategy
|
||||
*/
|
||||
public final IPreciseDeterminationStrategy getPreciseStrategy()
|
||||
{
|
||||
return _preciseStrategy;
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets an item list to this drop item.
|
||||
* @param items the item list
|
||||
*/
|
||||
public final void setItems(List<GeneralDropItem> items)
|
||||
public void setItems(List<GeneralDropItem> items)
|
||||
{
|
||||
_items = Collections.unmodifiableList(items);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a list of items in the group with chance multiplied by chance of the group
|
||||
* @return the list of items with modified chances
|
||||
/*
|
||||
* (non-Javadoc)
|
||||
* @see com.l2jserver.gameserver.model.drop.IDropItem#calculateDrops(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.actor.L2Character)
|
||||
*/
|
||||
public final List<GeneralDropItem> extractMe()
|
||||
{
|
||||
final List<GeneralDropItem> items = new ArrayList<>();
|
||||
for (GeneralDropItem item : getItems())
|
||||
{
|
||||
// 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()));
|
||||
}
|
||||
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())
|
||||
{
|
||||
sumchance += (item.getChance() * getChance()) / 100;
|
||||
}
|
||||
final double sumchance1 = sumchance;
|
||||
final GroupedGeneralDropItem group = new GroupedGeneralDropItem(sumchance1, getDropCalculationStrategy(), IKillerChanceModifierStrategy.NO_RULES, getPreciseStrategy());
|
||||
final List<GeneralDropItem> items = new ArrayList<>();
|
||||
for (GeneralDropItem item : getItems())
|
||||
{
|
||||
// modify only the chance, leave all other rules intact
|
||||
items.add(new GeneralDropItem(item.getItemId(), item.getMin(), item.getMax(), (item.getChance() * getChance()) / sumchance1, item.getAmountStrategy(), item.getChanceStrategy(), item.getPreciseStrategy(), item.getKillerChanceModifierStrategy(), item.getDropCalculationStrategy()));
|
||||
}
|
||||
group.setItems(items);
|
||||
return group;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a normalized group taking into account all drop modifiers, needed when handling a group which has items with different chance rates
|
||||
* @param victim
|
||||
* @param killer
|
||||
* @return a new normalized group with all drop modifiers applied
|
||||
*/
|
||||
public final GroupedGeneralDropItem normalizeMe(L2Character victim, L2Character killer)
|
||||
{
|
||||
return normalizeMe(victim, killer, true, 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a normalized group taking into account all drop modifiers, needed when handling a group which has items with different chance rates
|
||||
* @param victim
|
||||
* @param killer
|
||||
* @param chanceModifier an additional chance modifier
|
||||
* @return a new normalized group with all drop modifiers applied
|
||||
*/
|
||||
public final GroupedGeneralDropItem normalizeMe(L2Character victim, L2Character killer, double chanceModifier)
|
||||
{
|
||||
return normalizeMe(victim, killer, true, chanceModifier);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a normalized group taking into account all drop modifiers, needed when handling a group which has items with different chance rates
|
||||
* @param victim
|
||||
* @return a new normalized group with all victim modifiers applied
|
||||
*/
|
||||
public final GroupedGeneralDropItem normalizeMe(L2Character victim)
|
||||
{
|
||||
return normalizeMe(victim, null, false, 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a normalized group taking into account all drop modifiers, needed when handling a group which has items with different chance rates
|
||||
* @param victim
|
||||
* @param chanceModifier an additional chance modifier
|
||||
* @return a new normalized group with all victim modifiers applied
|
||||
*/
|
||||
public final GroupedGeneralDropItem normalizeMe(L2Character victim, double chanceModifier)
|
||||
{
|
||||
return normalizeMe(victim, null, false, chanceModifier);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a normalized group taking into account all drop modifiers, needed when handling a group which has items with different chance rates
|
||||
* @param victim
|
||||
* @param killer
|
||||
* @param applyKillerModifier if to modify chance by {@link GroupedGeneralDropItem#getKillerChanceModifier(L2Character, L2Character)}
|
||||
* @param chanceModifier an additional chance modifier
|
||||
* @return a new normalized group with all drop modifiers applied
|
||||
*/
|
||||
private final GroupedGeneralDropItem normalizeMe(L2Character victim, L2Character killer, boolean applyKillerModifier, double chanceModifier)
|
||||
{
|
||||
if (applyKillerModifier)
|
||||
{
|
||||
chanceModifier *= getKillerChanceModifier(victim, killer);
|
||||
}
|
||||
double sumchance = 0;
|
||||
for (GeneralDropItem item : getItems())
|
||||
{
|
||||
sumchance += (item.getChance(victim, killer) * getChance() * chanceModifier) / 100;
|
||||
}
|
||||
final GroupedGeneralDropItem group = new GroupedGeneralDropItem(sumchance, getDropCalculationStrategy(), IKillerChanceModifierStrategy.NO_RULES, getPreciseStrategy()); // to discard further deep blue calculations
|
||||
final 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;
|
||||
}
|
||||
|
||||
@Override
|
||||
public final List<ItemHolder> calculateDrops(L2Character victim, L2Character killer)
|
||||
public Collection<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);
|
||||
final int levelDifference = victim.getLevel() - killer.getLevel();
|
||||
double chanceModifier;
|
||||
if (victim instanceof L2RaidBossInstance)
|
||||
{
|
||||
chanceModifier = Math.max(0, Math.min(1, (levelDifference * 0.15) + 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
chanceModifier = 1;
|
||||
if (Util.map(levelDifference, -Config.DROP_ITEM_MAX_LEVEL_DIFFERENCE, -Config.DROP_ITEM_MIN_LEVEL_DIFFERENCE, Config.DROP_ITEM_MIN_LEVEL_GAP_CHANCE, 100.0) < (Rnd.nextDouble() * 100))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
final double chance = getChance(victim, killer) * chanceModifier;
|
||||
final boolean successes = chance > (Rnd.nextDouble() * 100);
|
||||
|
||||
if (successes)
|
||||
{
|
||||
double totalChance = 0;
|
||||
final double random = (Rnd.nextDouble() * 100);
|
||||
for (GeneralDropItem item : getItems())
|
||||
{
|
||||
// Grouped item chance rates should not be modified.
|
||||
totalChance += item.getChance();
|
||||
if (totalChance > random)
|
||||
{
|
||||
final Collection<ItemHolder> items = new ArrayList<>(1);
|
||||
final long baseDropCount = Rnd.get(item.getMin(victim, killer), item.getMax(victim, killer));
|
||||
final long finaldropCount = (long) (Config.L2JMOD_OLD_DROP_BEHAVIOR ? (baseDropCount * Math.max(1, chance / 100)) + (chance > 100 && (chance % 100) > (Rnd.nextDouble() * 100) ? baseDropCount : 0) : baseDropCount);
|
||||
items.add(new ItemHolder(item.getItemId(), finaldropCount));
|
||||
return items;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
@ -16,7 +16,7 @@
|
||||
*/
|
||||
package com.l2jmobius.gameserver.model.drops;
|
||||
|
||||
import java.util.List;
|
||||
import java.util.Collection;
|
||||
|
||||
import com.l2jmobius.gameserver.model.actor.L2Character;
|
||||
import com.l2jmobius.gameserver.model.holders.ItemHolder;
|
||||
@ -32,5 +32,5 @@ public interface IDropItem
|
||||
* @param killer the killer
|
||||
* @return {@code null} or empty collection if there are no drops, a collection containing all items to drop otherwise
|
||||
*/
|
||||
List<ItemHolder> calculateDrops(L2Character victim, L2Character killer);
|
||||
public Collection<ItemHolder> calculateDrops(L2Character victim, L2Character killer);
|
||||
}
|
||||
|
@ -1,65 +0,0 @@
|
||||
/*
|
||||
* This file is part of the L2J Mobius project.
|
||||
*
|
||||
* This program 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.
|
||||
*
|
||||
* This program 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.l2jmobius.gameserver.model.drops.strategy;
|
||||
|
||||
import com.l2jmobius.Config;
|
||||
import com.l2jmobius.gameserver.datatables.ItemTable;
|
||||
import com.l2jmobius.gameserver.model.actor.L2Character;
|
||||
import com.l2jmobius.gameserver.model.drops.GeneralDropItem;
|
||||
import com.l2jmobius.gameserver.model.itemcontainer.Inventory;
|
||||
|
||||
/**
|
||||
* @author Battlecruiser
|
||||
*/
|
||||
public interface IAmountMultiplierStrategy
|
||||
{
|
||||
IAmountMultiplierStrategy DROP = DEFAULT_STRATEGY(Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER);
|
||||
IAmountMultiplierStrategy SPOIL = DEFAULT_STRATEGY(Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER);
|
||||
IAmountMultiplierStrategy STATIC = (item, victim) -> 1;
|
||||
|
||||
static IAmountMultiplierStrategy DEFAULT_STRATEGY(double defaultMultiplier)
|
||||
{
|
||||
return (item, victim) ->
|
||||
{
|
||||
double multiplier = 1;
|
||||
if (victim.isChampion())
|
||||
{
|
||||
multiplier *= item.getItemId() != Inventory.ADENA_ID ? Config.L2JMOD_CHAMPION_REWARDS_AMOUNT : Config.L2JMOD_CHAMPION_ADENAS_REWARDS_AMOUNT;
|
||||
}
|
||||
final Float dropAmountMultiplier = Config.RATE_DROP_AMOUNT_MULTIPLIER.get(item.getItemId());
|
||||
if (dropAmountMultiplier != null)
|
||||
{
|
||||
multiplier *= dropAmountMultiplier;
|
||||
}
|
||||
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
|
||||
{
|
||||
multiplier *= defaultMultiplier;
|
||||
}
|
||||
return multiplier;
|
||||
};
|
||||
}
|
||||
|
||||
double getAmountMultiplier(GeneralDropItem item, L2Character victim);
|
||||
}
|
@ -1,80 +0,0 @@
|
||||
/*
|
||||
* This file is part of the L2J Mobius project.
|
||||
*
|
||||
* This program 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.
|
||||
*
|
||||
* This program 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.l2jmobius.gameserver.model.drops.strategy;
|
||||
|
||||
import com.l2jmobius.Config;
|
||||
import com.l2jmobius.gameserver.datatables.ItemTable;
|
||||
import com.l2jmobius.gameserver.model.actor.L2Character;
|
||||
import com.l2jmobius.gameserver.model.drops.GeneralDropItem;
|
||||
import com.l2jmobius.gameserver.model.itemcontainer.Inventory;
|
||||
|
||||
/**
|
||||
* @author Battlecruiser
|
||||
*/
|
||||
public interface IChanceMultiplierStrategy
|
||||
{
|
||||
IChanceMultiplierStrategy DROP = DEFAULT_STRATEGY(Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER);
|
||||
IChanceMultiplierStrategy SPOIL = DEFAULT_STRATEGY(Config.RATE_CORPSE_DROP_CHANCE_MULTIPLIER);
|
||||
IChanceMultiplierStrategy STATIC = (item, victim) -> 1;
|
||||
|
||||
IChanceMultiplierStrategy QUEST = (item, victim) ->
|
||||
{
|
||||
double championmult;
|
||||
if ((item.getItemId() == Inventory.ADENA_ID) || (item.getItemId() == Inventory.ANCIENT_ADENA_ID))
|
||||
{
|
||||
championmult = Config.L2JMOD_CHAMPION_ADENAS_REWARDS_CHANCE;
|
||||
}
|
||||
else
|
||||
{
|
||||
championmult = Config.L2JMOD_CHAMPION_REWARDS_CHANCE;
|
||||
}
|
||||
|
||||
return (Config.L2JMOD_CHAMPION_ENABLE && (victim != null) && victim.isChampion()) ? (Config.RATE_QUEST_DROP * championmult) : Config.RATE_QUEST_DROP;
|
||||
};
|
||||
|
||||
static IChanceMultiplierStrategy DEFAULT_STRATEGY(double defaultMultiplier)
|
||||
{
|
||||
return (item, victim) ->
|
||||
{
|
||||
float multiplier = 1;
|
||||
if (victim.isChampion())
|
||||
{
|
||||
multiplier *= item.getItemId() != Inventory.ADENA_ID ? Config.L2JMOD_CHAMPION_REWARDS_CHANCE : Config.L2JMOD_CHAMPION_ADENAS_REWARDS_CHANCE;
|
||||
}
|
||||
final Float dropChanceMultiplier = Config.RATE_DROP_CHANCE_MULTIPLIER.get(item.getItemId());
|
||||
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
|
||||
{
|
||||
multiplier *= defaultMultiplier;
|
||||
}
|
||||
return multiplier;
|
||||
};
|
||||
}
|
||||
|
||||
double getChanceMultiplier(GeneralDropItem item, L2Character victim);
|
||||
}
|
@ -1,54 +0,0 @@
|
||||
/*
|
||||
* This file is part of the L2J Mobius project.
|
||||
*
|
||||
* This program 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.
|
||||
*
|
||||
* This program 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.l2jmobius.gameserver.model.drops.strategy;
|
||||
|
||||
import java.util.Collections;
|
||||
import java.util.List;
|
||||
|
||||
import com.l2jmobius.gameserver.model.actor.L2Character;
|
||||
import com.l2jmobius.gameserver.model.drops.GeneralDropItem;
|
||||
import com.l2jmobius.gameserver.model.holders.ItemHolder;
|
||||
import com.l2jmobius.util.Rnd;
|
||||
|
||||
/**
|
||||
* @author Battlecruiser
|
||||
*/
|
||||
public interface IDropCalculationStrategy
|
||||
{
|
||||
IDropCalculationStrategy DEFAULT_STRATEGY = (item, victim, killer) ->
|
||||
{
|
||||
final 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;
|
||||
};
|
||||
|
||||
List<ItemHolder> calculateDrops(GeneralDropItem item, L2Character victim, L2Character killer);
|
||||
}
|
@ -1,130 +0,0 @@
|
||||
/*
|
||||
* This file is part of the L2J Mobius project.
|
||||
*
|
||||
* This program 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.
|
||||
*
|
||||
* This program 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.l2jmobius.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.l2jmobius.gameserver.model.actor.L2Character;
|
||||
import com.l2jmobius.gameserver.model.drops.GeneralDropItem;
|
||||
import com.l2jmobius.gameserver.model.drops.GroupedGeneralDropItem;
|
||||
import com.l2jmobius.gameserver.model.drops.IDropItem;
|
||||
import com.l2jmobius.gameserver.model.holders.ItemHolder;
|
||||
import com.l2jmobius.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.
|
||||
*/
|
||||
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);
|
||||
}
|
||||
|
||||
final 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 += Math.sqrt(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.
|
||||
*/
|
||||
IGroupedItemDropCalculationStrategy DISBAND_GROUP = (item, victim, killer) ->
|
||||
{
|
||||
final 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.
|
||||
*/
|
||||
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);
|
||||
}
|
||||
final GroupedGeneralDropItem newItem = new GroupedGeneralDropItem(item.getChance(), DEFAULT_STRATEGY, item.getKillerChanceModifierStrategy(), IPreciseDeterminationStrategy.NEVER);
|
||||
newItem.setItems(item.getItems());
|
||||
final 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++;
|
||||
}
|
||||
final 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;
|
||||
};
|
||||
|
||||
List<ItemHolder> calculateDrops(GroupedGeneralDropItem item, L2Character victim, L2Character killer);
|
||||
}
|
@ -1,68 +0,0 @@
|
||||
/*
|
||||
* This file is part of the L2J Mobius project.
|
||||
*
|
||||
* This program 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.
|
||||
*
|
||||
* This program 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.l2jmobius.gameserver.model.drops.strategy;
|
||||
|
||||
import com.l2jmobius.Config;
|
||||
import com.l2jmobius.gameserver.model.actor.L2Character;
|
||||
import com.l2jmobius.gameserver.model.drops.GeneralDropItem;
|
||||
import com.l2jmobius.gameserver.model.drops.IDropItem;
|
||||
import com.l2jmobius.gameserver.model.itemcontainer.Inventory;
|
||||
import com.l2jmobius.gameserver.util.Util;
|
||||
|
||||
/**
|
||||
* @author Battlecruiser
|
||||
*/
|
||||
public interface IKillerChanceModifierStrategy extends INonGroupedKillerChanceModifierStrategy
|
||||
{
|
||||
IKillerChanceModifierStrategy DEFAULT_STRATEGY = (item, victim, killer) ->
|
||||
{
|
||||
final 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;
|
||||
};
|
||||
INonGroupedKillerChanceModifierStrategy DEFAULT_NONGROUP_STRATEGY = (item, victim, killer) ->
|
||||
{
|
||||
if (((!(victim.isRaid())) && Config.DEEPBLUE_DROP_RULES) || ((victim.isRaid()) && Config.DEEPBLUE_DROP_RULES_RAID))
|
||||
{
|
||||
final 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;
|
||||
|
||||
double getKillerChanceModifier(IDropItem item, L2Character victim, L2Character killer);
|
||||
|
||||
@Override
|
||||
default double getKillerChanceModifier(GeneralDropItem item, L2Character victim, L2Character killer)
|
||||
{
|
||||
return getKillerChanceModifier((IDropItem) item, victim, killer);
|
||||
}
|
||||
}
|
@ -1,28 +0,0 @@
|
||||
/*
|
||||
* This file is part of the L2J Mobius project.
|
||||
*
|
||||
* This program 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.
|
||||
*
|
||||
* This program 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.l2jmobius.gameserver.model.drops.strategy;
|
||||
|
||||
import com.l2jmobius.gameserver.model.actor.L2Character;
|
||||
import com.l2jmobius.gameserver.model.drops.GeneralDropItem;
|
||||
|
||||
/**
|
||||
* @author Battlecruiser
|
||||
*/
|
||||
public interface INonGroupedKillerChanceModifierStrategy
|
||||
{
|
||||
double getKillerChanceModifier(GeneralDropItem item, L2Character victim, L2Character killer);
|
||||
}
|
@ -1,38 +0,0 @@
|
||||
/*
|
||||
* This file is part of the L2J Mobius project.
|
||||
*
|
||||
* This program 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.
|
||||
*
|
||||
* This program 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.l2jmobius.gameserver.model.drops.strategy;
|
||||
|
||||
import com.l2jmobius.Config;
|
||||
import com.l2jmobius.gameserver.model.drops.IDropItem;
|
||||
|
||||
/**
|
||||
* @author Battlecruiser
|
||||
*/
|
||||
public interface IPreciseDeterminationStrategy
|
||||
{
|
||||
IPreciseDeterminationStrategy ALWAYS = dropItem -> true;
|
||||
|
||||
IPreciseDeterminationStrategy DEFAULT = dropItem -> Config.PRECISE_DROP_CALCULATION;
|
||||
|
||||
IPreciseDeterminationStrategy NEVER = dropItem -> false;
|
||||
|
||||
/**
|
||||
* @param dropItem
|
||||
* @return <code>true</code> if drop calculation strategy should use precise rules
|
||||
*/
|
||||
boolean isPreciseCalculated(IDropItem dropItem);
|
||||
}
|
@ -39,7 +39,6 @@ import com.l2jmobius.gameserver.datatables.ItemTable;
|
||||
import com.l2jmobius.gameserver.instancemanager.EventShrineManager;
|
||||
import com.l2jmobius.gameserver.model.Location;
|
||||
import com.l2jmobius.gameserver.model.announce.EventAnnouncement;
|
||||
import com.l2jmobius.gameserver.model.drops.DropListScope;
|
||||
import com.l2jmobius.gameserver.model.drops.GeneralDropItem;
|
||||
import com.l2jmobius.gameserver.model.quest.Quest;
|
||||
import com.l2jmobius.gameserver.script.DateRange;
|
||||
@ -189,7 +188,7 @@ public class LongTimeEvent extends Quest
|
||||
continue;
|
||||
}
|
||||
|
||||
_dropList.add((GeneralDropItem) DropListScope.STATIC.newDropItem(itemId, minCount, maxCount, finalChance));
|
||||
_dropList.add(new GeneralDropItem(itemId, minCount, maxCount, finalChance));
|
||||
}
|
||||
catch (NumberFormatException nfe)
|
||||
{
|
||||
|
@ -23,12 +23,8 @@ import java.util.ArrayList;
|
||||
import java.util.Arrays;
|
||||
import java.util.Collection;
|
||||
import java.util.Collections;
|
||||
import java.util.HashMap;
|
||||
import java.util.Iterator;
|
||||
import java.util.LinkedList;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
import java.util.Map.Entry;
|
||||
import java.util.Set;
|
||||
import java.util.concurrent.ConcurrentHashMap;
|
||||
import java.util.concurrent.CopyOnWriteArrayList;
|
||||
@ -62,9 +58,6 @@ import com.l2jmobius.gameserver.model.actor.instance.L2MonsterInstance;
|
||||
import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
|
||||
import com.l2jmobius.gameserver.model.actor.instance.L2TrapInstance;
|
||||
import com.l2jmobius.gameserver.model.actor.templates.L2NpcTemplate;
|
||||
import com.l2jmobius.gameserver.model.drops.GeneralDropItem;
|
||||
import com.l2jmobius.gameserver.model.drops.GroupedGeneralDropItem;
|
||||
import com.l2jmobius.gameserver.model.drops.IDropItem;
|
||||
import com.l2jmobius.gameserver.model.entity.Castle;
|
||||
import com.l2jmobius.gameserver.model.entity.Fort;
|
||||
import com.l2jmobius.gameserver.model.entity.Instance;
|
||||
@ -144,7 +137,6 @@ import com.l2jmobius.gameserver.scripting.L2ScriptEngineManager;
|
||||
import com.l2jmobius.gameserver.scripting.ScriptManager;
|
||||
import com.l2jmobius.gameserver.util.MinionList;
|
||||
import com.l2jmobius.util.Rnd;
|
||||
import com.l2jmobius.util.Util;
|
||||
|
||||
/**
|
||||
* Abstract script.
|
||||
@ -2349,499 +2341,6 @@ public abstract class AbstractScript implements INamable
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gives an item to the player
|
||||
* @param player
|
||||
* @param item
|
||||
* @param victim the character that "dropped" the item
|
||||
* @return <code>true</code> if at least one item was given, <code>false</code> otherwise
|
||||
*/
|
||||
protected static boolean giveItems(L2PcInstance player, IDropItem item, L2Character victim)
|
||||
{
|
||||
final 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)
|
||||
{
|
||||
final 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)
|
||||
{
|
||||
final 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)
|
||||
{
|
||||
final 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)
|
||||
{
|
||||
final 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)
|
||||
{
|
||||
final 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)
|
||||
{
|
||||
final 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)
|
||||
{
|
||||
final 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)
|
||||
{
|
||||
final 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)
|
||||
{
|
||||
final Map<L2PcInstance, Map<Integer, Long>> distribution = distributeItems(players, Collections.singletonList(item), limit, playSound);
|
||||
final 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, 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());
|
||||
final List<GeneralDropItem> dropItems = new LinkedList<>(items.getItems());
|
||||
ITEM_LOOP: for (Iterator<GeneralDropItem> it = dropItems.iterator(); it.hasNext();)
|
||||
{
|
||||
final GeneralDropItem item = it.next();
|
||||
for (L2PcInstance player : players)
|
||||
{
|
||||
final 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, 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, 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)
|
||||
{
|
||||
final 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();
|
||||
final 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();)
|
||||
{
|
||||
final L2PcInstance player = it.next();
|
||||
if (!rewardedCounts.get(player).containsKey(item.getId()))
|
||||
{
|
||||
rewardedCounts.get(player).put(item.getId(), 0L);
|
||||
}
|
||||
final 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;
|
||||
}
|
||||
final L2PcInstance player = toDist.get(getRandom(toDist.size()));
|
||||
// avoid null return
|
||||
final 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)
|
||||
{
|
||||
final 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())
|
||||
{
|
||||
final L2PcInstance player = entry.getKey();
|
||||
boolean playPlayerSound = false;
|
||||
for (Entry<Integer, Long> item : entry.getValue().entrySet())
|
||||
{
|
||||
if (item.getValue() >= 0)
|
||||
{
|
||||
playPlayerSound = true;
|
||||
giveItems(player, item.getKey(), item.getValue());
|
||||
}
|
||||
}
|
||||
if (playSound && playPlayerSound)
|
||||
{
|
||||
playSound(player, QuestSound.ITEMSOUND_QUEST_ITEMGET);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Take an amount of a specified item from player's inventory.
|
||||
* @param player the player whose item to take
|
||||
|
@ -236,7 +236,7 @@ public abstract class ItemContainer
|
||||
item = olditem;
|
||||
|
||||
// Updates database
|
||||
if ((item.getId() == Inventory.ADENA_ID) && (count < (10000 * Config.RATE_DROP_AMOUNT_MULTIPLIER.getOrDefault(Inventory.ADENA_ID, 1f))))
|
||||
if ((item.getId() == Inventory.ADENA_ID) && (count < (10000 * Config.RATE_DROP_AMOUNT_BY_ID.getOrDefault(Inventory.ADENA_ID, 1f))))
|
||||
{
|
||||
// Small adena changes won't be saved to database all the time
|
||||
if ((GameTimeController.getInstance().getGameTicks() % 5) == 0)
|
||||
@ -287,7 +287,7 @@ public abstract class ItemContainer
|
||||
item.setLastChange(L2ItemInstance.MODIFIED);
|
||||
// Updates database
|
||||
// If Adena drop rate is not present it will be x1.
|
||||
if ((itemId == Inventory.ADENA_ID) && (count < (10000 * Config.RATE_DROP_AMOUNT_MULTIPLIER.getOrDefault(Inventory.ADENA_ID, 1f))))
|
||||
if ((itemId == Inventory.ADENA_ID) && (count < (10000 * Config.RATE_DROP_AMOUNT_BY_ID.getOrDefault(Inventory.ADENA_ID, 1f))))
|
||||
{
|
||||
// Small adena changes won't be saved to database all the time
|
||||
if ((GameTimeController.getInstance().getGameTicks() % 5) == 0)
|
||||
|
@ -29,8 +29,6 @@ import java.time.temporal.TemporalAdjusters;
|
||||
import java.util.Arrays;
|
||||
import java.util.Comparator;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
import java.util.function.Function;
|
||||
import java.util.logging.Logger;
|
||||
|
||||
/**
|
||||
@ -223,16 +221,4 @@ public final class Util
|
||||
.orElse(dateNowWithDifferentTime.with(TemporalAdjusters.next(daysOfWeek.get(0))));
|
||||
// @formatter:on
|
||||
}
|
||||
|
||||
/**
|
||||
* This method translates map to function
|
||||
* @param <K> key type of the map and argument of the function
|
||||
* @param <V> value type of the map and return type of the function
|
||||
* @param map the input map
|
||||
* @return a function which returns map.get(arg)
|
||||
*/
|
||||
public static <K, V> Function<K, V> mapToFunction(Map<K, V> map)
|
||||
{
|
||||
return key -> map.get(key);
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user