Merged with released L2J-Unity files.
This commit is contained in:
@@ -0,0 +1,573 @@
|
||||
/*
|
||||
* 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.stats;
|
||||
|
||||
import java.util.Optional;
|
||||
|
||||
import com.l2jmobius.Config;
|
||||
import com.l2jmobius.gameserver.model.PcCondOverride;
|
||||
import com.l2jmobius.gameserver.model.actor.L2Character;
|
||||
import com.l2jmobius.gameserver.model.actor.instance.L2PetInstance;
|
||||
import com.l2jmobius.gameserver.model.itemcontainer.Inventory;
|
||||
import com.l2jmobius.gameserver.model.items.L2Item;
|
||||
import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
|
||||
import com.l2jmobius.gameserver.model.items.type.CrystalType;
|
||||
|
||||
/**
|
||||
* @author UnAfraid
|
||||
*/
|
||||
@FunctionalInterface
|
||||
public interface IStatsFunction
|
||||
{
|
||||
default void throwIfPresent(Optional<Double> base)
|
||||
{
|
||||
if (base.isPresent())
|
||||
{
|
||||
throw new IllegalArgumentException("base should not be set for " + getClass().getSimpleName());
|
||||
}
|
||||
}
|
||||
|
||||
default double calcEnchantBodyPart(L2Character creature, int... slots)
|
||||
{
|
||||
double value = 0;
|
||||
for (int slot : slots)
|
||||
{
|
||||
final L2ItemInstance item = creature.getInventory().getPaperdollItemByL2ItemId(slot);
|
||||
if ((item != null) && (item.getEnchantLevel() >= 4) && (item.getItem().getCrystalTypePlus() == CrystalType.R))
|
||||
{
|
||||
value += calcEnchantBodyPartBonus(item.getEnchantLevel(), item.getItem().isBlessed());
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
default double calcEnchantBodyPartBonus(int enchantLevel, boolean isBlessed)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
default double calcWeaponBaseValue(L2Character creature, Stats stat)
|
||||
{
|
||||
final double baseTemplateBalue = creature.getTemplate().getBaseValue(stat, 0);
|
||||
final double baseValue = creature.getTransformation().map(transform -> transform.getStats(creature, stat, baseTemplateBalue)).orElseGet(() ->
|
||||
{
|
||||
if (creature.isPet())
|
||||
{
|
||||
final L2PetInstance pet = (L2PetInstance) creature;
|
||||
final L2ItemInstance weapon = pet.getActiveWeaponInstance();
|
||||
final double baseVal = stat == Stats.PHYSICAL_ATTACK ? pet.getPetLevelData().getPetPAtk() : stat == Stats.MAGIC_ATTACK ? pet.getPetLevelData().getPetMAtk() : baseTemplateBalue;
|
||||
return baseVal + (weapon != null ? weapon.getItem().getStats(stat, baseVal) : 0);
|
||||
}
|
||||
else if (creature.isPlayer())
|
||||
{
|
||||
final L2ItemInstance weapon = creature.getActiveWeaponInstance();
|
||||
return (weapon != null ? weapon.getItem().getStats(stat, baseTemplateBalue) : baseTemplateBalue);
|
||||
}
|
||||
|
||||
return baseTemplateBalue;
|
||||
});
|
||||
|
||||
return baseValue;
|
||||
}
|
||||
|
||||
default double calcWeaponPlusBaseValue(L2Character creature, Stats stat)
|
||||
{
|
||||
final double baseTemplateBalue = creature.getTemplate().getBaseValue(stat, 0);
|
||||
double baseValue = creature.getTransformation().map(transform -> transform.getStats(creature, stat, baseTemplateBalue)).orElse(baseTemplateBalue);
|
||||
|
||||
if (creature.isPlayable())
|
||||
{
|
||||
final Inventory inv = creature.getInventory();
|
||||
if (inv != null)
|
||||
{
|
||||
for (L2ItemInstance item : inv.getPaperdollItems(L2ItemInstance::isEquipped))
|
||||
{
|
||||
baseValue += item.getItem().getStats(stat, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return baseValue;
|
||||
}
|
||||
|
||||
default double calcEnchantedItemBonus(L2Character creature, Stats stat)
|
||||
{
|
||||
if (!creature.isPlayer())
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
double value = 0;
|
||||
for (L2ItemInstance item : creature.getInventory().getPaperdollItems(L2ItemInstance::isEquipped, L2ItemInstance::isEnchanted))
|
||||
{
|
||||
if (item.getItem().getStats(stat, 0) <= 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
final double blessedBonus = item.getItem().isBlessed() ? 1.5 : 1;
|
||||
int overEnchant = 0;
|
||||
int enchant = item.getEnchantLevel();
|
||||
if (enchant > 3)
|
||||
{
|
||||
overEnchant = enchant - 3;
|
||||
enchant = 3;
|
||||
}
|
||||
|
||||
if (creature.getActingPlayer().isInOlympiadMode() && (Config.ALT_OLY_ENCHANT_LIMIT >= 0) && ((enchant + overEnchant) > Config.ALT_OLY_ENCHANT_LIMIT))
|
||||
{
|
||||
if (Config.ALT_OLY_ENCHANT_LIMIT > 3)
|
||||
{
|
||||
overEnchant = Config.ALT_OLY_ENCHANT_LIMIT - 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
overEnchant = 0;
|
||||
enchant = Config.ALT_OLY_ENCHANT_LIMIT;
|
||||
}
|
||||
}
|
||||
|
||||
if ((stat == Stats.MAGICAL_DEFENCE) || (stat == Stats.PHYSICAL_DEFENCE))
|
||||
{
|
||||
value += calcEnchantDefBonus(item, blessedBonus, enchant, overEnchant);
|
||||
}
|
||||
else if (stat == Stats.MAGIC_ATTACK)
|
||||
{
|
||||
value += calcEnchantMatkBonus(item, blessedBonus, enchant, overEnchant);
|
||||
}
|
||||
else if ((stat == Stats.PHYSICAL_ATTACK) && item.isWeapon())
|
||||
{
|
||||
value += calcEnchantedPAtkBonus(item, blessedBonus, enchant, overEnchant);
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param item
|
||||
* @param blessedBonus
|
||||
* @param enchant
|
||||
* @param overEnchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantDefBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
|
||||
{
|
||||
double value = 0;
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case R:
|
||||
{
|
||||
// Enchant 0-3 adding +2
|
||||
// Enchant 3-6 adding +4
|
||||
// Enchant 6-127 adding +6
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((2 * blessedBonus * enchant) + (4 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (6 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case S:
|
||||
case A:
|
||||
case B:
|
||||
case C:
|
||||
case D:
|
||||
case NONE:
|
||||
{
|
||||
value += enchant + (3 * overEnchant);
|
||||
break;
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param item
|
||||
* @param blessedBonus
|
||||
* @param enchant
|
||||
* @param overEnchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantMatkBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
|
||||
{
|
||||
double value = 0;
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case R:
|
||||
{
|
||||
//@formatter:off
|
||||
/* M. Atk. increases by 5 for all weapons.
|
||||
* Starting at +4, M. Atk. bonus double.
|
||||
* 0-3 adding +5
|
||||
* 3-6 adding +10
|
||||
* 7-9 adding +15
|
||||
* 10-12 adding +20
|
||||
* 13-127 adding +25
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((5 * blessedBonus * enchant) + (10 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (15 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
case 13:
|
||||
{
|
||||
value += (20 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (25 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case S:
|
||||
{
|
||||
// M. Atk. increases by 4 for all weapons.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
break;
|
||||
}
|
||||
case A:
|
||||
case B:
|
||||
case C:
|
||||
{
|
||||
// M. Atk. increases by 3 for all weapons.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
value += (3 * enchant) + (6 * overEnchant);
|
||||
break;
|
||||
}
|
||||
case D:
|
||||
case NONE:
|
||||
{
|
||||
// M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double.
|
||||
// Starting at +4, M. Atk. bonus double.
|
||||
value += (2 * enchant) + (4 * overEnchant);
|
||||
break;
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param item
|
||||
* @param blessedBonus
|
||||
* @param enchant
|
||||
* @param overEnchant
|
||||
* @return
|
||||
*/
|
||||
static double calcEnchantedPAtkBonus(L2ItemInstance item, double blessedBonus, int enchant, int overEnchant)
|
||||
{
|
||||
double value = 0;
|
||||
switch (item.getItem().getCrystalTypePlus())
|
||||
{
|
||||
case R:
|
||||
{
|
||||
if (item.getWeaponItem().getBodyPart() == L2Item.SLOT_LR_HAND)
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
//@formatter:off
|
||||
/* P. Atk. increases by 12 for bows.
|
||||
* Starting at +4, P. Atk. bonus double.
|
||||
* 0-3 adding +12
|
||||
* 4-6 adding +24
|
||||
* 7-9 adding +36
|
||||
* 10-12 adding +48
|
||||
* 13-127 adding +60
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((12 * blessedBonus * enchant) + (24 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (36 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
{
|
||||
value += (48 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (60 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//@formatter:off
|
||||
/* P. Atk. increases by 7 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
* Starting at +4, P. Atk. bonus double.
|
||||
* 0-3 adding +7
|
||||
* 4-6 adding +14
|
||||
* 7-9 adding +21
|
||||
* 10-12 adding +28
|
||||
* 13-127 adding +35
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((7 * blessedBonus * enchant) + (14 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (21 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
{
|
||||
value += (28 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (35 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//@formatter:off
|
||||
/* P. Atk. increases by 6 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
* Starting at +4, P. Atk. bonus double.
|
||||
* 0-3 adding +6
|
||||
* 4-6 adding +12
|
||||
* 7-9 adding +18
|
||||
* 10-12 adding +24
|
||||
* 13-127 adding +30
|
||||
*/
|
||||
//@formatter:on
|
||||
switch (overEnchant)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 1:
|
||||
case 2:
|
||||
case 3:
|
||||
{
|
||||
value += ((6 * blessedBonus * enchant) + (12 * blessedBonus * overEnchant));
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
case 5:
|
||||
case 6:
|
||||
{
|
||||
value += (18 * blessedBonus * overEnchant);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
case 10:
|
||||
case 11:
|
||||
case 12:
|
||||
{
|
||||
value += (24 * blessedBonus * (overEnchant - 1.5));
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
value += (30 * blessedBonus * (overEnchant - 3));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case S:
|
||||
{
|
||||
if (item.getWeaponItem().getBodyPart() == L2Item.SLOT_LR_HAND)
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
// P. Atk. increases by 10 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (10 * enchant) + (20 * overEnchant);
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 6 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (6 * enchant) + (12 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 5 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (5 * enchant) + (10 * overEnchant);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case A:
|
||||
{
|
||||
if (item.getWeaponItem().getBodyPart() == L2Item.SLOT_LR_HAND)
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
// P. Atk. increases by 8 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (8 * enchant) + (16 * overEnchant);
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 5 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (5 * enchant) + (10 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 4 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case B:
|
||||
case C:
|
||||
{
|
||||
if (item.getWeaponItem().getBodyPart() == L2Item.SLOT_LR_HAND)
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
// P. Atk. increases by 6 for bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (6 * enchant) + (12 * overEnchant);
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 4 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 3 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (3 * enchant) + (6 * overEnchant);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case D:
|
||||
case NONE:
|
||||
{
|
||||
if (item.getWeaponItem().getItemType().isRanged())
|
||||
{
|
||||
// Bows increase by 4.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (4 * enchant) + (8 * overEnchant);
|
||||
}
|
||||
else
|
||||
{
|
||||
// P. Atk. increases by 2 for all weapons with the exception of bows.
|
||||
// Starting at +4, P. Atk. bonus double.
|
||||
value += (2 * enchant) + (4 * overEnchant);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
default double validateValue(L2Character creature, double value, double minValue, double maxValue)
|
||||
{
|
||||
if ((value > maxValue) && !creature.canOverrideCond(PcCondOverride.MAX_STATS_VALUE))
|
||||
{
|
||||
return maxValue;
|
||||
}
|
||||
|
||||
return Math.max(minValue, value);
|
||||
}
|
||||
|
||||
public double calc(L2Character creature, Optional<Double> base, Stats stat);
|
||||
}
|
Reference in New Issue
Block a user