252 lines
7.9 KiB
Java
252 lines
7.9 KiB
Java
/*
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* Copyright (C) 2004-2015 L2J Server
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*
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* This file is part of L2J Server.
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*
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* L2J Server 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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* L2J Server 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.l2jserver.gameserver.model.drops;
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import java.util.List;
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import com.l2jserver.gameserver.model.actor.L2Character;
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import com.l2jserver.gameserver.model.drops.strategy.IAmountMultiplierStrategy;
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import com.l2jserver.gameserver.model.drops.strategy.IChanceMultiplierStrategy;
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import com.l2jserver.gameserver.model.drops.strategy.IDropCalculationStrategy;
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import com.l2jserver.gameserver.model.drops.strategy.IKillerChanceModifierStrategy;
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import com.l2jserver.gameserver.model.drops.strategy.INonGroupedKillerChanceModifierStrategy;
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import com.l2jserver.gameserver.model.drops.strategy.IPreciseDeterminationStrategy;
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import com.l2jserver.gameserver.model.holders.ItemHolder;
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/**
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* @author NosBit
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*/
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public final class GeneralDropItem implements IDropItem
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{
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private final int _itemId;
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private final long _min;
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private final long _max;
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private final double _chance;
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protected final IAmountMultiplierStrategy _amountStrategy;
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protected final IChanceMultiplierStrategy _chanceStrategy;
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protected final IPreciseDeterminationStrategy _preciseStrategy;
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protected final INonGroupedKillerChanceModifierStrategy _killerStrategy;
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protected final IDropCalculationStrategy _dropCalculationStrategy;
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/**
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* @param itemId the item id
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* @param min the min count
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* @param max the max count
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* @param chance the chance of this drop item
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*/
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public GeneralDropItem(int itemId, long min, long max, double chance)
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{
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this(itemId, min, max, chance, 1, 1);
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}
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public GeneralDropItem(int itemId, long min, long max, double chance, double defaultAmountMultiplier, double defaultChanceMultiplier)
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{
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this(itemId, min, max, defaultChanceMultiplier, IAmountMultiplierStrategy.DEFAULT_STRATEGY(defaultAmountMultiplier), IChanceMultiplierStrategy.DEFAULT_STRATEGY(defaultChanceMultiplier));
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}
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public GeneralDropItem(int itemId, long min, long max, double chance, IAmountMultiplierStrategy amountMultiplierStrategy, IChanceMultiplierStrategy chanceMultiplierStrategy)
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{
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this(itemId, min, max, chance, amountMultiplierStrategy, chanceMultiplierStrategy, IPreciseDeterminationStrategy.DEFAULT, IKillerChanceModifierStrategy.DEFAULT_NONGROUP_STRATEGY);
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}
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public GeneralDropItem(int itemId, long min, long max, double chance, IAmountMultiplierStrategy amountMultiplierStrategy, IChanceMultiplierStrategy chanceMultiplierStrategy, IPreciseDeterminationStrategy preciseStrategy, INonGroupedKillerChanceModifierStrategy killerStrategy)
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{
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this(itemId, min, max, chance, amountMultiplierStrategy, chanceMultiplierStrategy, preciseStrategy, killerStrategy, IDropCalculationStrategy.DEFAULT_STRATEGY);
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}
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public GeneralDropItem(int itemId, long min, long max, double chance, IAmountMultiplierStrategy amountMultiplierStrategy, IChanceMultiplierStrategy chanceMultiplierStrategy, IPreciseDeterminationStrategy preciseStrategy, INonGroupedKillerChanceModifierStrategy killerStrategy, IDropCalculationStrategy dropCalculationStrategy)
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{
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_itemId = itemId;
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_min = min;
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_max = max;
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_chance = chance;
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_amountStrategy = amountMultiplierStrategy;
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_chanceStrategy = chanceMultiplierStrategy;
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_preciseStrategy = preciseStrategy;
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_killerStrategy = killerStrategy;
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_dropCalculationStrategy = dropCalculationStrategy;
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}
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/**
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* @return the _amountStrategy
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*/
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public final IAmountMultiplierStrategy getAmountStrategy()
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{
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return _amountStrategy;
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}
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/**
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* @return the _chanceStrategy
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*/
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public final IChanceMultiplierStrategy getChanceStrategy()
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{
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return _chanceStrategy;
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}
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/**
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* @return the _preciseStrategy
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*/
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public final IPreciseDeterminationStrategy getPreciseStrategy()
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{
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return _preciseStrategy;
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}
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/**
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* @return the _killerStrategy
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*/
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public final INonGroupedKillerChanceModifierStrategy getKillerChanceModifierStrategy()
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{
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return _killerStrategy;
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}
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/**
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* @return the _dropCalculationStrategy
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*/
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public final IDropCalculationStrategy getDropCalculationStrategy()
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{
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return _dropCalculationStrategy;
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}
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/**
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* Gets the item id
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* @return the item id
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*/
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public final int getItemId()
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{
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return _itemId;
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}
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/**
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* Gets the base min drop count
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* @return the min
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*/
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public final long getMin()
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{
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return _min;
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}
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/**
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* Gets the min drop count modified by server rates
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* @param victim the victim who drops the item
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* @return the min modified by any rates.
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*/
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public final long getMin(L2Character victim)
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{
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return (long) (getMin() * getAmountMultiplier(victim));
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}
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/**
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* Gets the base max drop count
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* @return the max
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*/
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public final long getMax()
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{
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return _max;
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}
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/**
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* Gets the max drop count modified by server rates
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* @param victim the victim who drops the item
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* @return the max modified by any rates.
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*/
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public final long getMax(L2Character victim)
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{
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return (long) (getMax() * getAmountMultiplier(victim));
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}
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/**
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* Gets the chance of this drop item.
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* @return the chance
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*/
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public final double getChance()
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{
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return _chance;
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}
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/**
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* Gets the general chance to drop this item modified by rates. <br>
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* This shall be used in calculating chance within drop groups.
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* @param victim the victim who drops the item
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* @return the chance modified by any rates.
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*/
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public final double getChance(L2Character victim)
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{
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return getChance() * getChanceMultiplier(victim);
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}
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/**
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* Gets the chance of dropping this item for current killer and victim (modified by server rates and another rules based on killer) <br>
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* This shall be used to calculate chance outside of drop groups.
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* @param victim the victim who drops the item
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* @param killer who kills the victim
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* @return a chance to drop modified by deep blue drop rules
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*/
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public final double getChance(L2Character victim, L2Character killer)
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{
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return (getKillerChanceModifier(victim, killer) * getChance(victim));
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}
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@Override
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public final List<ItemHolder> calculateDrops(L2Character victim, L2Character killer)
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{
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return _dropCalculationStrategy.calculateDrops(this, victim, killer);
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}
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/**
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* @return <code>true</code> if chance over 100% should be handled
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*/
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public final boolean isPreciseCalculated()
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{
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return _preciseStrategy.isPreciseCalculated(this);
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}
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/**
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* This handles by default deep blue drop rules. It may also be used to handle another drop chance rules based on killer
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* @param victim the victim who drops the item
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* @param killer who kills the victim
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* @return a number between 0 and 1 (usually)
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*/
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protected final double getKillerChanceModifier(L2Character victim, L2Character killer)
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{
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return _killerStrategy.getKillerChanceModifier(this, victim, killer);
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}
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/**
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* This gets standard server rates for this item
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* @param victim who drops the item
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* @return
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*/
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protected final double getAmountMultiplier(L2Character victim)
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{
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return _amountStrategy.getAmountMultiplier(this, victim);
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}
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/**
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* This gets standard server rates for this item
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* @param victim who drops the item
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* @return
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*/
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protected final double getChanceMultiplier(L2Character victim)
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{
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return _chanceStrategy.getChanceMultiplier(this, victim);
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}
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}
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