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

@@ -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;
}
}