l2j_mobius/trunk/java/com/l2jserver/gameserver/model/drops/GeneralDropItem.java
2015-04-25 00:50:27 +00:00

252 lines
7.9 KiB
Java

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