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

@@ -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;
}
}