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

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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 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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/*
* 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;
}
}

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@ -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;
}
}
}

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@ -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;
}
}

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@ -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;
}
}

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@ -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;
}
}

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@ -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;
}
}

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@ -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);
}

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@ -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);
}

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@ -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);
}
}

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@ -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);
}

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@ -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);
}