Project update.
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185
trunk/java/com/l2jmobius/gameserver/datatables/SkillData.java
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185
trunk/java/com/l2jmobius/gameserver/datatables/SkillData.java
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.l2jmobius.gameserver.datatables;
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import java.util.HashMap;
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import java.util.HashSet;
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import java.util.LinkedList;
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import java.util.List;
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import java.util.Map;
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import java.util.Set;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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import com.l2jmobius.Config;
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import com.l2jmobius.gameserver.data.xml.impl.SkillTreesData;
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import com.l2jmobius.gameserver.engines.DocumentEngine;
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import com.l2jmobius.gameserver.model.skills.CommonSkill;
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import com.l2jmobius.gameserver.model.skills.Skill;
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/**
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* Skill data.
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*/
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public final class SkillData
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{
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private static Logger LOGGER = Logger.getLogger(SkillData.class.getName());
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private final Map<Integer, Skill> _skills = new HashMap<>();
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private final Map<Integer, Integer> _skillMaxLevel = new HashMap<>();
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private final Set<Integer> _enchantable = new HashSet<>();
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protected SkillData()
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{
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load();
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}
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public void reload()
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{
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load();
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// Reload Skill Tree as well.
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SkillTreesData.getInstance().load();
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}
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private void load()
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{
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final Map<Integer, Skill> _temp = new HashMap<>();
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DocumentEngine.getInstance().loadAllSkills(_temp);
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_skills.clear();
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_skills.putAll(_temp);
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_skillMaxLevel.clear();
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_enchantable.clear();
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for (Skill skill : _skills.values())
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{
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final int skillId = skill.getId();
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final int skillLvl = skill.getLevel();
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if (skillLvl > 99)
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{
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if (!_enchantable.contains(skillId))
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{
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_enchantable.add(skillId);
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}
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continue;
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}
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// only non-enchanted skills
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final int maxLvl = getMaxLevel(skillId);
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if (skillLvl > maxLvl)
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{
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_skillMaxLevel.put(skillId, skillLvl);
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}
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}
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}
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/**
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* Provides the skill hash
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* @param skill The L2Skill to be hashed
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* @return getSkillHashCode(skill.getId(), skill.getLevel())
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*/
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public static int getSkillHashCode(Skill skill)
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{
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return getSkillHashCode(skill.getId(), skill.getLevel());
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}
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/**
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* Centralized method for easier change of the hashing sys
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* @param skillId The Skill Id
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* @param skillLevel The Skill Level
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* @return The Skill hash number
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*/
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public static int getSkillHashCode(int skillId, int skillLevel)
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{
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return (skillId * 1021) + skillLevel;
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}
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public Skill getSkill(int skillId, int level)
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{
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final Skill result = _skills.get(getSkillHashCode(skillId, level));
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if (result != null)
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{
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return result;
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}
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// skill/level not found, fix for transformation scripts
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final int maxLvl = getMaxLevel(skillId);
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// requested level too high
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if ((maxLvl > 0) && (level > maxLvl))
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{
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if (Config.DEBUG)
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{
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LOGGER.log(Level.WARNING, getClass().getSimpleName() + ": call to unexisting skill level id: " + skillId + " requested level: " + level + " max level: " + maxLvl, new Throwable());
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}
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return _skills.get(getSkillHashCode(skillId, maxLvl));
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}
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LOGGER.warning(getClass().getSimpleName() + ": No skill info found for skill id " + skillId + " and skill level " + level + ".");
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return null;
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}
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public int getMaxLevel(int skillId)
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{
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final Integer maxLevel = _skillMaxLevel.get(skillId);
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return maxLevel != null ? maxLevel : 0;
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}
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/**
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* Verifies if the given skill ID correspond to an enchantable skill.
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* @param skillId the skill ID
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* @return {@code true} if the skill is enchantable, {@code false} otherwise
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*/
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public boolean isEnchantable(int skillId)
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{
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return _enchantable.contains(skillId);
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}
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/**
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* @param addNoble
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* @param hasCastle
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* @return an array with siege skills. If addNoble == true, will add also Advanced headquarters.
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*/
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public List<Skill> getSiegeSkills(boolean addNoble, boolean hasCastle)
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{
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final List<Skill> temp = new LinkedList<>();
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temp.add(_skills.get(SkillData.getSkillHashCode(CommonSkill.IMPRIT_OF_LIGHT.getId(), 1)));
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temp.add(_skills.get(SkillData.getSkillHashCode(CommonSkill.IMPRIT_OF_DARKNESS.getId(), 1)));
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temp.add(_skills.get(SkillData.getSkillHashCode(247, 1))); // Build Headquarters
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if (addNoble)
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{
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temp.add(_skills.get(SkillData.getSkillHashCode(326, 1))); // Build Advanced Headquarters
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}
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if (hasCastle)
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{
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temp.add(_skills.get(SkillData.getSkillHashCode(844, 1))); // Outpost Construction
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temp.add(_skills.get(SkillData.getSkillHashCode(845, 1))); // Outpost Demolition
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}
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return temp;
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}
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public static SkillData getInstance()
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{
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return SingletonHolder._instance;
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}
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private static class SingletonHolder
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{
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protected static final SkillData _instance = new SkillData();
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}
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}
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