Changed back to previous drop system.

This commit is contained in:
MobiusDev
2016-04-29 14:47:47 +00:00
parent 570cd3e457
commit 58b33a463e
26 changed files with 587 additions and 1469 deletions

View File

@ -492,7 +492,6 @@ public final class Config
public static int SAVE_DROPPED_ITEM_INTERVAL;
public static boolean CLEAR_DROPPED_ITEM_TABLE;
public static boolean AUTODELETE_INVALID_QUEST_DATA;
public static boolean PRECISE_DROP_CALCULATION;
public static boolean MULTIPLE_ITEM_DROP;
public static boolean FORCE_INVENTORY_UPDATE;
public static boolean LAZY_CACHE;
@ -782,6 +781,7 @@ public final class Config
public static int L2JMOD_DUALBOX_CHECK_MAX_L2EVENT_PARTICIPANTS_PER_IP;
public static Map<Integer, Integer> L2JMOD_DUALBOX_CHECK_WHITELIST;
public static boolean L2JMOD_ALLOW_CHANGE_PASSWORD;
public static boolean L2JMOD_OLD_DROP_BEHAVIOR;
public static boolean ALLOW_HUMAN;
public static boolean ALLOW_ELF;
public static boolean ALLOW_DARKELF;
@ -828,10 +828,13 @@ public final class Config
public static boolean PREMIUM_SYSTEM_ENABLED;
public static float PREMIUM_RATE_XP;
public static float PREMIUM_RATE_SP;
public static Map<Integer, Float> PREMIUM_RATE_DROP_ITEMS_ID;
public static float PREMIUM_RATE_DROP_CHANCE;
public static float PREMIUM_RATE_DROP_AMOUNT;
public static Map<Integer, Float> PREMIUM_RATE_DROP_CHANCE_MULTIPLIER;
public static Map<Integer, Float> PREMIUM_RATE_DROP_AMOUNT_MULTIPLIER;
public static float PREMIUM_RATE_SPOIL_CHANCE;
public static float PREMIUM_RATE_SPOIL_AMOUNT;
public static Map<Integer, Float> PREMIUM_RATE_DROP_CHANCE_BY_ID;
public static Map<Integer, Float> PREMIUM_RATE_DROP_AMOUNT_BY_ID;
public static boolean PC_BANG_ENABLED;
public static int PC_BANG_MAX_POINTS;
public static boolean PC_BANG_ENABLE_DOUBLE_POINTS;
@ -849,8 +852,6 @@ public final class Config
public static boolean ALT_ATTACKABLE_NPCS;
public static boolean ALT_GAME_VIEWNPC;
public static int MAX_DRIFT_RANGE;
public static boolean DEEPBLUE_DROP_RULES;
public static boolean DEEPBLUE_DROP_RULES_RAID;
public static boolean SHOW_NPC_LVL;
public static boolean SHOW_CREST_WITHOUT_QUEST;
public static boolean ENABLE_RANDOM_ENCHANT_EFFECT;
@ -935,8 +936,8 @@ public final class Config
public static float RATE_CORPSE_DROP_CHANCE_MULTIPLIER;
public static float RATE_HERB_DROP_CHANCE_MULTIPLIER;
public static float RATE_RAID_DROP_CHANCE_MULTIPLIER;
public static Map<Integer, Float> RATE_DROP_AMOUNT_MULTIPLIER;
public static Map<Integer, Float> RATE_DROP_CHANCE_MULTIPLIER;
public static Map<Integer, Float> RATE_DROP_AMOUNT_BY_ID;
public static Map<Integer, Float> RATE_DROP_CHANCE_BY_ID;
public static float RATE_KARMA_LOST;
public static float RATE_KARMA_EXP_LOST;
public static float RATE_SIEGE_GUARDS_PRICE;
@ -1840,7 +1841,6 @@ public final class Config
SAVE_DROPPED_ITEM_INTERVAL = General.getInt("SaveDroppedItemInterval", 60) * 60000;
CLEAR_DROPPED_ITEM_TABLE = General.getBoolean("ClearDroppedItemTable", false);
AUTODELETE_INVALID_QUEST_DATA = General.getBoolean("AutoDeleteInvalidQuestData", false);
PRECISE_DROP_CALCULATION = General.getBoolean("PreciseDropCalculation", true);
MULTIPLE_ITEM_DROP = General.getBoolean("MultipleItemDrop", true);
FORCE_INVENTORY_UPDATE = General.getBoolean("ForceInventoryUpdate", false);
LAZY_CACHE = General.getBoolean("LazyCache", true);
@ -2016,8 +2016,6 @@ public final class Config
ALT_ATTACKABLE_NPCS = NPC.getBoolean("AltAttackableNpcs", true);
ALT_GAME_VIEWNPC = NPC.getBoolean("AltGameViewNpc", false);
MAX_DRIFT_RANGE = NPC.getInt("MaxDriftRange", 300);
DEEPBLUE_DROP_RULES = NPC.getBoolean("UseDeepBlueDropRules", true);
DEEPBLUE_DROP_RULES_RAID = NPC.getBoolean("UseDeepBlueDropRulesRaid", true);
SHOW_NPC_LVL = NPC.getBoolean("ShowNpcLevel", false);
SHOW_CREST_WITHOUT_QUEST = NPC.getBoolean("ShowCrestWithoutQuest", false);
ENABLE_RANDOM_ENCHANT_EFFECT = NPC.getBoolean("EnableRandomEnchantEffect", false);
@ -2142,8 +2140,9 @@ public final class Config
RATE_CORPSE_DROP_CHANCE_MULTIPLIER = RatesSettings.getFloat("CorpseDropChanceMultiplier", 1);
RATE_HERB_DROP_CHANCE_MULTIPLIER = RatesSettings.getFloat("HerbDropChanceMultiplier", 1);
RATE_RAID_DROP_CHANCE_MULTIPLIER = RatesSettings.getFloat("RaidDropChanceMultiplier", 1);
final String[] dropAmountMultiplier = RatesSettings.getString("DropAmountMultiplierByItemId", "").split(";");
RATE_DROP_AMOUNT_MULTIPLIER = new HashMap<>(dropAmountMultiplier.length);
RATE_DROP_AMOUNT_BY_ID = new HashMap<>(dropAmountMultiplier.length);
if (!dropAmountMultiplier[0].isEmpty())
{
for (String item : dropAmountMultiplier)
@ -2157,7 +2156,7 @@ public final class Config
{
try
{
RATE_DROP_AMOUNT_MULTIPLIER.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
RATE_DROP_AMOUNT_BY_ID.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
}
catch (NumberFormatException nfe)
{
@ -2171,7 +2170,7 @@ public final class Config
}
final String[] dropChanceMultiplier = RatesSettings.getString("DropChanceMultiplierByItemId", "").split(";");
RATE_DROP_CHANCE_MULTIPLIER = new HashMap<>(dropChanceMultiplier.length);
RATE_DROP_CHANCE_BY_ID = new HashMap<>(dropChanceMultiplier.length);
if (!dropChanceMultiplier[0].isEmpty())
{
for (String item : dropChanceMultiplier)
@ -2185,7 +2184,7 @@ public final class Config
{
try
{
RATE_DROP_CHANCE_MULTIPLIER.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
RATE_DROP_CHANCE_BY_ID.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
}
catch (NumberFormatException nfe)
{
@ -2245,6 +2244,8 @@ public final class Config
L2JMOD_ENABLE_WAREHOUSESORTING_CLAN = CustomSettings.getBoolean("EnableWarehouseSortingClan", false);
L2JMOD_ENABLE_WAREHOUSESORTING_PRIVATE = CustomSettings.getBoolean("EnableWarehouseSortingPrivate", false);
L2JMOD_OLD_DROP_BEHAVIOR = CustomSettings.getBoolean("OldDropBehavior", false);
if (TVT_EVENT_PARTICIPATION_NPC_ID == 0)
{
TVT_EVENT_ENABLED = false;
@ -2610,57 +2611,59 @@ public final class Config
PREMIUM_SYSTEM_ENABLED = CustomSettings.getBoolean("EnablePremiumSystem", false);
PREMIUM_RATE_XP = CustomSettings.getFloat("PremiumRateXp", 2);
PREMIUM_RATE_SP = CustomSettings.getFloat("PremiumRateSp", 2);
PREMIUM_RATE_DROP_CHANCE = CustomSettings.getFloat("PremiumRateDropChance", 1);
PREMIUM_RATE_DROP_AMOUNT = CustomSettings.getFloat("PremiumRateDropAmount", 2);
final String[] premiumDropChanceMultiplier = CustomSettings.getString("PremiumDropChanceMultiplierByItemId", "").split(";");
PREMIUM_RATE_DROP_CHANCE_MULTIPLIER = new HashMap<>(premiumDropChanceMultiplier.length);
PREMIUM_RATE_DROP_CHANCE = CustomSettings.getFloat("PremiumRateDropChance", 2);
PREMIUM_RATE_DROP_AMOUNT = CustomSettings.getFloat("PremiumRateDropAmount", 1);
PREMIUM_RATE_SPOIL_CHANCE = CustomSettings.getFloat("PremiumRateSpoilChance", 2);
PREMIUM_RATE_SPOIL_AMOUNT = CustomSettings.getFloat("PremiumRateSpoilAmount", 1);
String[] premiumDropChanceMultiplier = CustomSettings.getString("PremiumRateDropChanceByItemId", "").split(";");
PREMIUM_RATE_DROP_CHANCE_BY_ID = new HashMap<>(premiumDropChanceMultiplier.length);
if (!premiumDropChanceMultiplier[0].isEmpty())
{
for (String item : premiumDropChanceMultiplier)
{
final String[] itemSplit = item.split(",");
String[] itemSplit = item.split(",");
if (itemSplit.length != 2)
{
_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumDropChanceMultiplierByItemId \"", item, "\""));
_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumRateDropChanceByItemId \"", item, "\""));
}
else
{
try
{
PREMIUM_RATE_DROP_CHANCE_MULTIPLIER.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
PREMIUM_RATE_DROP_CHANCE_BY_ID.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
}
catch (NumberFormatException nfe)
{
if (!item.isEmpty())
{
_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumDropChanceMultiplierByItemId \"", item, "\""));
_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumRateDropChanceByItemId \"", item, "\""));
}
}
}
}
}
final String[] premiumDropAmountMultiplier = CustomSettings.getString("PremiumDropAmountMultiplierByItemId", "").split(";");
PREMIUM_RATE_DROP_AMOUNT_MULTIPLIER = new HashMap<>(premiumDropAmountMultiplier.length);
String[] premiumDropAmountMultiplier = CustomSettings.getString("PremiumRateDropAmountByItemId", "").split(";");
PREMIUM_RATE_DROP_AMOUNT_BY_ID = new HashMap<>(premiumDropAmountMultiplier.length);
if (!premiumDropAmountMultiplier[0].isEmpty())
{
for (String item : premiumDropAmountMultiplier)
{
final String[] itemSplit = item.split(",");
String[] itemSplit = item.split(",");
if (itemSplit.length != 2)
{
_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumDropAmountMultiplierByItemId \"", item, "\""));
_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumRateDropAmountByItemId \"", item, "\""));
}
else
{
try
{
PREMIUM_RATE_DROP_AMOUNT_MULTIPLIER.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
PREMIUM_RATE_DROP_AMOUNT_BY_ID.put(Integer.valueOf(itemSplit[0]), Float.valueOf(itemSplit[1]));
}
catch (NumberFormatException nfe)
{
if (!item.isEmpty())
{
_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumDropAmountMultiplierByItemId \"", item, "\""));
_log.warning(StringUtil.concat("Config.load(): invalid config property -> PremiumRateDropAmountByItemId \"", item, "\""));
}
}
}

View File

@ -0,0 +1,56 @@
/*
* 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;
import com.l2jmobius.Config;
/**
* @author NosBit
*/
public class CorpseDropItem extends GeneralDropItem
{
/**
* @param itemId the item id
* @param min the min count
* @param max the max count
* @param chance the chance of this drop item
*/
public CorpseDropItem(int itemId, long min, long max, double chance)
{
super(itemId, min, max, chance);
}
/*
* (non-Javadoc)
* @see com.l2jserver.gameserver.model.drops.GeneralDropItem#getGlobalAmountMultiplier()
*/
@Override
protected double getGlobalAmountMultiplier(boolean isPremium)
{
return isPremium ? Config.PREMIUM_RATE_SPOIL_AMOUNT * Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER : Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER;
}
/*
* (non-Javadoc)
* @see com.l2jserver.gameserver.model.drops.GeneralDropItem#getGlobalChanceMultiplier()
*/
@Override
protected double getGlobalChanceMultiplier(boolean isPremium)
{
return isPremium ? Config.PREMIUM_RATE_SPOIL_CHANCE * Config.RATE_CORPSE_DROP_CHANCE_MULTIPLIER : Config.RATE_CORPSE_DROP_CHANCE_MULTIPLIER;
}
}

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@ -0,0 +1,56 @@
/*
* 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;
import com.l2jmobius.Config;
/**
* @author NosBit
*/
public class DeathDropItem extends GeneralDropItem
{
/**
* @param itemId the item id
* @param min the min count
* @param max the max count
* @param chance the chance of this drop item
*/
public DeathDropItem(int itemId, long min, long max, double chance)
{
super(itemId, min, max, chance);
}
/*
* (non-Javadoc)
* @see com.l2jserver.gameserver.model.drops.GeneralDropItem#getGlobalAmountMultiplier()
*/
@Override
protected double getGlobalAmountMultiplier(boolean isPremium)
{
return isPremium ? Config.PREMIUM_RATE_DROP_AMOUNT * Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER : Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER;
}
/*
* (non-Javadoc)
* @see com.l2jserver.gameserver.model.drops.GeneralDropItem#getGlobalChanceMultiplier()
*/
@Override
protected double getGlobalChanceMultiplier(boolean isPremium)
{
return isPremium ? Config.PREMIUM_RATE_DROP_CHANCE * Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER : Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER;
}
}

View File

@ -16,44 +16,75 @@
*/
package com.l2jmobius.gameserver.model.drops;
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 java.lang.reflect.Constructor;
import java.lang.reflect.InvocationTargetException;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* @author NosBit
*/
public enum DropListScope implements IDropItemFactory, IGroupedDropItemFactory
public enum DropListScope
{
DEATH((itemId, min, max, chance) -> new GeneralDropItem(itemId, min, max, chance, IAmountMultiplierStrategy.DROP, IChanceMultiplierStrategy.DROP), chance -> new GroupedGeneralDropItem(chance)),
CORPSE((itemId, min, max, chance) -> new GeneralDropItem(itemId, min, max, chance, IAmountMultiplierStrategy.SPOIL, IChanceMultiplierStrategy.SPOIL), DEATH),
DEATH(DeathDropItem.class, GroupedDeathDropItem.class),
CORPSE(CorpseDropItem.class, GroupedCorpseDropItem.class);
/**
* This droplist scope isn't affected by ANY rates, nor Champion, etc...
*/
STATIC((itemId, min, max, chance) -> new GeneralDropItem(itemId, min, max, chance, IAmountMultiplierStrategy.STATIC, IChanceMultiplierStrategy.STATIC, IPreciseDeterminationStrategy.ALWAYS, IKillerChanceModifierStrategy.NO_RULES), chance -> new GroupedGeneralDropItem(chance, IGroupedItemDropCalculationStrategy.DEFAULT_STRATEGY, IKillerChanceModifierStrategy.NO_RULES, IPreciseDeterminationStrategy.ALWAYS)),
QUEST((itemId, min, max, chance) -> new GeneralDropItem(itemId, min, max, chance, IAmountMultiplierStrategy.STATIC, IChanceMultiplierStrategy.QUEST, IPreciseDeterminationStrategy.ALWAYS, IKillerChanceModifierStrategy.NO_RULES), STATIC);
private static final Logger _log = Logger.getLogger(DropListScope.class.getName());
private final IDropItemFactory _factory;
private final IGroupedDropItemFactory _groupFactory;
private final Class<? extends GeneralDropItem> _dropItemClass;
private final Class<? extends GroupedGeneralDropItem> _groupedDropItemClass;
private DropListScope(IDropItemFactory factory, IGroupedDropItemFactory groupFactory)
private DropListScope(Class<? extends GeneralDropItem> dropItemClass, Class<? extends GroupedGeneralDropItem> groupedDropItemClass)
{
_factory = factory;
_groupFactory = groupFactory;
_dropItemClass = dropItemClass;
_groupedDropItemClass = groupedDropItemClass;
}
@Override
public IDropItem newDropItem(int itemId, long min, long max, double chance)
{
return _factory.newDropItem(itemId, min, max, chance);
final Constructor<? extends GeneralDropItem> constructor;
try
{
constructor = _dropItemClass.getConstructor(int.class, long.class, long.class, double.class);
}
catch (NoSuchMethodException | SecurityException e)
{
_log.log(Level.SEVERE, "Constructor(int, long, long, double) not found for " + _dropItemClass.getSimpleName(), e);
return null;
}
try
{
return constructor.newInstance(itemId, min, max, chance);
}
catch (InstantiationException | IllegalAccessException | IllegalArgumentException | InvocationTargetException e)
{
_log.log(Level.SEVERE, "", e);
return null;
}
}
@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;
}
}
}

View File

@ -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;
}
}

View File

@ -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;
}
}

View File

@ -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;
}
}

View File

@ -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;
}
}

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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);
}

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@ -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);
}

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@ -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);
}

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@ -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);
}
}

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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)
{

View File

@ -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

View File

@ -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)

View File

@ -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);
}
}