Code style changes.
This commit is contained in:
@@ -206,7 +206,7 @@ public final class GroupedGeneralDropItem implements IDropItem
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{
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if (applyKillerModifier)
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{
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chanceModifier *= (getKillerChanceModifier(victim, killer));
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chanceModifier *= getKillerChanceModifier(victim, killer);
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}
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double sumchance = 0;
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for (GeneralDropItem item : getItems())
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@@ -32,5 +32,5 @@ public interface IDropItem
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* @param killer the killer
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* @return {@code null} or empty collection if there are no drops, a collection containing all items to drop otherwise
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*/
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public List<ItemHolder> calculateDrops(L2Character victim, L2Character killer);
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List<ItemHolder> calculateDrops(L2Character victim, L2Character killer);
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}
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@@ -28,5 +28,5 @@ public interface IDropItemFactory
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* @param chance the chance of this drop item
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* @return the drop item created by this factory
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*/
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public IDropItem newDropItem(int itemId, long min, long max, double chance);
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IDropItem newDropItem(int itemId, long min, long max, double chance);
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}
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@@ -21,5 +21,5 @@ package com.l2jmobius.gameserver.model.drops;
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*/
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public interface IGroupedDropItemFactory
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{
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public GroupedGeneralDropItem newGroupedDropItem(double chance);
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GroupedGeneralDropItem newGroupedDropItem(double chance);
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}
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@@ -27,11 +27,11 @@ import com.l2jmobius.gameserver.model.itemcontainer.Inventory;
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*/
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public interface IAmountMultiplierStrategy
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{
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public static final IAmountMultiplierStrategy DROP = DEFAULT_STRATEGY(Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER);
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public static final IAmountMultiplierStrategy SPOIL = DEFAULT_STRATEGY(Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER);
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public static final IAmountMultiplierStrategy STATIC = (item, victim) -> 1;
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IAmountMultiplierStrategy DROP = DEFAULT_STRATEGY(Config.RATE_DEATH_DROP_AMOUNT_MULTIPLIER);
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IAmountMultiplierStrategy SPOIL = DEFAULT_STRATEGY(Config.RATE_CORPSE_DROP_AMOUNT_MULTIPLIER);
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IAmountMultiplierStrategy STATIC = (item, victim) -> 1;
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public static IAmountMultiplierStrategy DEFAULT_STRATEGY(double defaultMultiplier)
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static IAmountMultiplierStrategy DEFAULT_STRATEGY(double defaultMultiplier)
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{
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return (item, victim) ->
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{
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@@ -61,5 +61,5 @@ public interface IAmountMultiplierStrategy
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};
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}
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public double getAmountMultiplier(GeneralDropItem item, L2Character victim);
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double getAmountMultiplier(GeneralDropItem item, L2Character victim);
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}
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@@ -27,11 +27,11 @@ import com.l2jmobius.gameserver.model.itemcontainer.Inventory;
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*/
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public interface IChanceMultiplierStrategy
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{
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public static final IChanceMultiplierStrategy DROP = DEFAULT_STRATEGY(Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER);
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public static final IChanceMultiplierStrategy SPOIL = DEFAULT_STRATEGY(Config.RATE_CORPSE_DROP_CHANCE_MULTIPLIER);
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public static final IChanceMultiplierStrategy STATIC = (item, victim) -> 1;
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IChanceMultiplierStrategy DROP = DEFAULT_STRATEGY(Config.RATE_DEATH_DROP_CHANCE_MULTIPLIER);
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IChanceMultiplierStrategy SPOIL = DEFAULT_STRATEGY(Config.RATE_CORPSE_DROP_CHANCE_MULTIPLIER);
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IChanceMultiplierStrategy STATIC = (item, victim) -> 1;
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public static final IChanceMultiplierStrategy QUEST = (item, victim) ->
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IChanceMultiplierStrategy QUEST = (item, victim) ->
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{
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double championmult;
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if ((item.getItemId() == Inventory.ADENA_ID) || (item.getItemId() == Inventory.ANCIENT_ADENA_ID))
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@@ -46,7 +46,7 @@ public interface IChanceMultiplierStrategy
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return (Config.L2JMOD_CHAMPION_ENABLE && (victim != null) && victim.isChampion()) ? (Config.RATE_QUEST_DROP * championmult) : Config.RATE_QUEST_DROP;
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};
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public static IChanceMultiplierStrategy DEFAULT_STRATEGY(double defaultMultiplier)
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static IChanceMultiplierStrategy DEFAULT_STRATEGY(double defaultMultiplier)
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{
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return (item, victim) ->
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{
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@@ -76,5 +76,5 @@ public interface IChanceMultiplierStrategy
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};
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}
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public double getChanceMultiplier(GeneralDropItem item, L2Character victim);
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double getChanceMultiplier(GeneralDropItem item, L2Character victim);
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}
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@@ -29,7 +29,7 @@ import com.l2jmobius.util.Rnd;
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*/
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public interface IDropCalculationStrategy
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{
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public static final IDropCalculationStrategy DEFAULT_STRATEGY = (item, victim, killer) ->
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IDropCalculationStrategy DEFAULT_STRATEGY = (item, victim, killer) ->
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{
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final double chance = item.getChance(victim, killer);
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if (chance > (Rnd.nextDouble() * 100))
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@@ -50,5 +50,5 @@ public interface IDropCalculationStrategy
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return null;
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};
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public List<ItemHolder> calculateDrops(GeneralDropItem item, L2Character victim, L2Character killer);
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List<ItemHolder> calculateDrops(GeneralDropItem item, L2Character victim, L2Character killer);
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}
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@@ -37,7 +37,7 @@ public interface IGroupedItemDropCalculationStrategy
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/**
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* 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.
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*/
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public static final IGroupedItemDropCalculationStrategy DEFAULT_STRATEGY = new IGroupedItemDropCalculationStrategy()
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IGroupedItemDropCalculationStrategy DEFAULT_STRATEGY = new IGroupedItemDropCalculationStrategy()
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{
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private final Map<GroupedGeneralDropItem, GeneralDropItem> singleItemCache = new ConcurrentHashMap<>();
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@@ -59,7 +59,7 @@ public interface IGroupedItemDropCalculationStrategy
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final GroupedGeneralDropItem normalized = dropItem.normalizeMe(victim, killer);
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if (normalized.getChance() > (Rnd.nextDouble() * 100))
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{
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final double random = (Rnd.nextDouble() * 100);
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final double random = Rnd.nextDouble() * 100;
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double totalChance = 0;
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for (GeneralDropItem item2 : normalized.getItems())
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{
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@@ -70,7 +70,7 @@ public interface IGroupedItemDropCalculationStrategy
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int amountMultiply = 1;
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if (dropItem.isPreciseCalculated() && (normalized.getChance() >= 100))
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{
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amountMultiply = (int) (normalized.getChance()) / 100;
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amountMultiply = (int) normalized.getChance() / 100;
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if ((normalized.getChance() % 100) > (Rnd.nextDouble() * 100))
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{
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amountMultiply++;
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@@ -88,7 +88,7 @@ public interface IGroupedItemDropCalculationStrategy
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/**
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* This strategy calculates a group's drop by calculating drops of its individual items and merging its results.
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*/
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public static final IGroupedItemDropCalculationStrategy DISBAND_GROUP = (item, victim, killer) ->
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IGroupedItemDropCalculationStrategy DISBAND_GROUP = (item, victim, killer) ->
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{
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final List<ItemHolder> dropped = new ArrayList<>();
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for (IDropItem dropItem : item.extractMe())
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@@ -101,7 +101,7 @@ public interface IGroupedItemDropCalculationStrategy
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/**
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* 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.
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*/
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public static final IGroupedItemDropCalculationStrategy PRECISE_MULTIPLE_GROUP_ROLLS = (item, victim, killer) ->
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IGroupedItemDropCalculationStrategy PRECISE_MULTIPLE_GROUP_ROLLS = (item, victim, killer) ->
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{
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if (!item.isPreciseCalculated())
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{
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@@ -126,5 +126,5 @@ public interface IGroupedItemDropCalculationStrategy
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return dropped.isEmpty() ? null : dropped;
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};
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public List<ItemHolder> calculateDrops(GroupedGeneralDropItem item, L2Character victim, L2Character killer);
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List<ItemHolder> calculateDrops(GroupedGeneralDropItem item, L2Character victim, L2Character killer);
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}
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@@ -28,7 +28,7 @@ import com.l2jmobius.gameserver.util.Util;
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*/
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public interface IKillerChanceModifierStrategy extends INonGroupedKillerChanceModifierStrategy
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{
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public static final IKillerChanceModifierStrategy DEFAULT_STRATEGY = (item, victim, killer) ->
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IKillerChanceModifierStrategy DEFAULT_STRATEGY = (item, victim, killer) ->
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{
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final int levelDifference = victim.getLevel() - killer.getLevel();
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if ((victim.isRaid()) && Config.DEEPBLUE_DROP_RULES_RAID)
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@@ -42,7 +42,7 @@ public interface IKillerChanceModifierStrategy extends INonGroupedKillerChanceMo
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}
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return 1;
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};
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public static final INonGroupedKillerChanceModifierStrategy DEFAULT_NONGROUP_STRATEGY = (item, victim, killer) ->
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INonGroupedKillerChanceModifierStrategy DEFAULT_NONGROUP_STRATEGY = (item, victim, killer) ->
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{
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if (((!(victim.isRaid())) && Config.DEEPBLUE_DROP_RULES) || ((victim.isRaid()) && Config.DEEPBLUE_DROP_RULES_RAID))
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{
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@@ -58,10 +58,10 @@ public interface IKillerChanceModifierStrategy extends INonGroupedKillerChanceMo
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IKillerChanceModifierStrategy NO_RULES = (item, victim, killer) -> 1;
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public double getKillerChanceModifier(IDropItem item, L2Character victim, L2Character killer);
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double getKillerChanceModifier(IDropItem item, L2Character victim, L2Character killer);
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@Override
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public default double getKillerChanceModifier(GeneralDropItem item, L2Character victim, L2Character killer)
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default double getKillerChanceModifier(GeneralDropItem item, L2Character victim, L2Character killer)
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{
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return getKillerChanceModifier((IDropItem) item, victim, killer);
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}
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@@ -24,5 +24,5 @@ import com.l2jmobius.gameserver.model.drops.GeneralDropItem;
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*/
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public interface INonGroupedKillerChanceModifierStrategy
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{
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public double getKillerChanceModifier(GeneralDropItem item, L2Character victim, L2Character killer);
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double getKillerChanceModifier(GeneralDropItem item, L2Character victim, L2Character killer);
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}
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@@ -24,15 +24,15 @@ import com.l2jmobius.gameserver.model.drops.IDropItem;
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*/
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public interface IPreciseDeterminationStrategy
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{
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public static final IPreciseDeterminationStrategy ALWAYS = dropItem -> true;
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IPreciseDeterminationStrategy ALWAYS = dropItem -> true;
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public static final IPreciseDeterminationStrategy DEFAULT = dropItem -> Config.PRECISE_DROP_CALCULATION;
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IPreciseDeterminationStrategy DEFAULT = dropItem -> Config.PRECISE_DROP_CALCULATION;
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public static final IPreciseDeterminationStrategy NEVER = dropItem -> false;
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IPreciseDeterminationStrategy NEVER = dropItem -> false;
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/**
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* @param dropItem
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* @return <code>true</code> if drop calculation strategy should use precise rules
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*/
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public boolean isPreciseCalculated(IDropItem dropItem);
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boolean isPreciseCalculated(IDropItem dropItem);
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}
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