/*
* 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 .
*/
package com.l2jserver.gameserver.data.xml.impl;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collection;
import java.util.HashMap;
import java.util.LinkedHashMap;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import java.util.Set;
import org.w3c.dom.Document;
import org.w3c.dom.NamedNodeMap;
import org.w3c.dom.Node;
import com.l2jserver.Config;
import com.l2jserver.gameserver.datatables.SkillData;
import com.l2jserver.gameserver.enums.Race;
import com.l2jserver.gameserver.model.L2Clan;
import com.l2jserver.gameserver.model.L2SkillLearn;
import com.l2jserver.gameserver.model.L2SkillLearn.SubClassData;
import com.l2jserver.gameserver.model.StatsSet;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.base.AcquireSkillType;
import com.l2jserver.gameserver.model.base.ClassId;
import com.l2jserver.gameserver.model.base.SocialClass;
import com.l2jserver.gameserver.model.base.SubClass;
import com.l2jserver.gameserver.model.holders.ItemHolder;
import com.l2jserver.gameserver.model.holders.PlayerSkillHolder;
import com.l2jserver.gameserver.model.holders.SkillHolder;
import com.l2jserver.gameserver.model.interfaces.ISkillsHolder;
import com.l2jserver.gameserver.model.skills.CommonSkill;
import com.l2jserver.gameserver.model.skills.Skill;
import com.l2jserver.util.data.xml.IXmlReader;
/**
* This class loads and manage the characters and pledges skills trees.
* Here can be found the following skill trees:
*
* - Class skill trees: player skill trees for each class.
* - Transfer skill trees: player skill trees for each healer class.
* - Collect skill tree: player skill tree for Gracia related skills.
* - Fishing skill tree: player skill tree for fishing related skills.
* - Transform skill tree: player skill tree for transformation related skills.
* - Sub-Class skill tree: player skill tree for sub-class related skills.
* - Noble skill tree: player skill tree for noblesse related skills.
* - Hero skill tree: player skill tree for heroes related skills.
* - GM skill tree: player skill tree for Game Master related skills.
* - Common skill tree: custom skill tree for players, skills in this skill tree will be available for all players.
* - Pledge skill tree: clan skill tree for main clan.
* - Sub-Pledge skill tree: clan skill tree for sub-clans.
*
* For easy customization of player class skill trees, the parent Id of each class is taken from the XML data, this means you can use a different class parent Id than in the normal game play, for example all 3rd class dagger users will have Treasure Hunter skills as 1st and 2nd class skills.
* For XML schema please refer to skillTrees.xsd in datapack in xsd folder and for parameters documentation refer to documentation.txt in skillTrees folder.
* @author Zoey76
*/
public final class SkillTreesData implements IXmlReader
{
// ClassId, Map of Skill Hash Code, L2SkillLearn
private final Map> _classSkillTrees = new LinkedHashMap<>();
private final Map> _transferSkillTrees = new LinkedHashMap<>();
// Skill Hash Code, L2SkillLearn
private final Map _collectSkillTree = new LinkedHashMap<>();
private final Map _fishingSkillTree = new LinkedHashMap<>();
private final Map _pledgeSkillTree = new LinkedHashMap<>();
private final Map _subClassSkillTree = new LinkedHashMap<>();
private final Map _subPledgeSkillTree = new LinkedHashMap<>();
private final Map _transformSkillTree = new LinkedHashMap<>();
private final Map _commonSkillTree = new LinkedHashMap<>();
// Other skill trees
private final Map _nobleSkillTree = new LinkedHashMap<>();
private final Map _heroSkillTree = new LinkedHashMap<>();
private final Map _gameMasterSkillTree = new LinkedHashMap<>();
private final Map _gameMasterAuraSkillTree = new LinkedHashMap<>();
// Checker, sorted arrays of hash codes
private Map _skillsByClassIdHashCodes; // Occupation skills
private Map _skillsByRaceHashCodes; // Race-specific Transformations
private int[] _allSkillsHashCodes; // Fishing, Collection, Transformations, Common Skills.
private boolean _loading = true;
/** Parent class IDs are read from XML and stored in this map, to allow easy customization. */
private final Map _parentClassMap = new LinkedHashMap<>();
/**
* Instantiates a new skill trees data.
*/
protected SkillTreesData()
{
load();
}
@Override
public void load()
{
_loading = true;
_classSkillTrees.clear();
_collectSkillTree.clear();
_fishingSkillTree.clear();
_pledgeSkillTree.clear();
_subClassSkillTree.clear();
_subPledgeSkillTree.clear();
_transferSkillTrees.clear();
_transformSkillTree.clear();
_nobleSkillTree.clear();
_heroSkillTree.clear();
_gameMasterSkillTree.clear();
_gameMasterAuraSkillTree.clear();
// Load files.
parseDatapackDirectory("data/skillTrees/", false);
// Generate check arrays.
generateCheckArrays();
_loading = false;
// Logs a report with skill trees info.
report();
}
/**
* Parse a skill tree file and store it into the correct skill tree.
*/
@Override
public void parseDocument(Document doc)
{
int cId = -1;
ClassId classId = null;
for (Node n = doc.getFirstChild(); n != null; n = n.getNextSibling())
{
if ("list".equalsIgnoreCase(n.getNodeName()))
{
for (Node d = n.getFirstChild(); d != null; d = d.getNextSibling())
{
if ("skillTree".equalsIgnoreCase(d.getNodeName()))
{
final Map classSkillTree = new HashMap<>();
final Map trasferSkillTree = new HashMap<>();
final String type = d.getAttributes().getNamedItem("type").getNodeValue();
Node attr = d.getAttributes().getNamedItem("classId");
if (attr != null)
{
cId = Integer.parseInt(attr.getNodeValue());
classId = ClassId.values()[cId];
}
else
{
cId = -1;
}
attr = d.getAttributes().getNamedItem("parentClassId");
if (attr != null)
{
final int parentClassId = Integer.parseInt(attr.getNodeValue());
if ((cId > -1) && (cId != parentClassId) && (parentClassId > -1) && !_parentClassMap.containsKey(classId))
{
_parentClassMap.put(classId, ClassId.values()[parentClassId]);
}
}
for (Node c = d.getFirstChild(); c != null; c = c.getNextSibling())
{
if ("skill".equalsIgnoreCase(c.getNodeName()))
{
final StatsSet learnSkillSet = new StatsSet();
NamedNodeMap attrs = c.getAttributes();
for (int i = 0; i < attrs.getLength(); i++)
{
attr = attrs.item(i);
learnSkillSet.set(attr.getNodeName(), attr.getNodeValue());
}
final L2SkillLearn skillLearn = new L2SkillLearn(learnSkillSet);
for (Node b = c.getFirstChild(); b != null; b = b.getNextSibling())
{
attrs = b.getAttributes();
switch (b.getNodeName())
{
case "item":
skillLearn.addRequiredItem(new ItemHolder(parseInteger(attrs, "id"), parseInteger(attrs, "count")));
break;
case "preRequisiteSkill":
skillLearn.addPreReqSkill(new SkillHolder(parseInteger(attrs, "id"), parseInteger(attrs, "lvl")));
break;
case "race":
skillLearn.addRace(Race.valueOf(b.getTextContent()));
break;
case "residenceId":
skillLearn.addResidenceId(Integer.valueOf(b.getTextContent()));
break;
case "socialClass":
skillLearn.setSocialClass(Enum.valueOf(SocialClass.class, b.getTextContent()));
break;
case "subClassConditions":
skillLearn.addSubclassConditions(parseInteger(attrs, "slot"), parseInteger(attrs, "lvl"));
break;
}
}
final int skillHashCode = SkillData.getSkillHashCode(skillLearn.getSkillId(), skillLearn.getSkillLevel());
switch (type)
{
case "classSkillTree":
{
if (cId != -1)
{
classSkillTree.put(skillHashCode, skillLearn);
}
else
{
_commonSkillTree.put(skillHashCode, skillLearn);
}
break;
}
case "transferSkillTree":
{
trasferSkillTree.put(skillHashCode, skillLearn);
break;
}
case "collectSkillTree":
{
_collectSkillTree.put(skillHashCode, skillLearn);
break;
}
case "fishingSkillTree":
{
_fishingSkillTree.put(skillHashCode, skillLearn);
break;
}
case "pledgeSkillTree":
{
_pledgeSkillTree.put(skillHashCode, skillLearn);
break;
}
case "subClassSkillTree":
{
_subClassSkillTree.put(skillHashCode, skillLearn);
break;
}
case "subPledgeSkillTree":
{
_subPledgeSkillTree.put(skillHashCode, skillLearn);
break;
}
case "transformSkillTree":
{
_transformSkillTree.put(skillHashCode, skillLearn);
break;
}
case "nobleSkillTree":
{
_nobleSkillTree.put(skillHashCode, skillLearn);
break;
}
case "heroSkillTree":
{
_heroSkillTree.put(skillHashCode, skillLearn);
break;
}
case "gameMasterSkillTree":
{
_gameMasterSkillTree.put(skillHashCode, skillLearn);
break;
}
case "gameMasterAuraSkillTree":
{
_gameMasterAuraSkillTree.put(skillHashCode, skillLearn);
break;
}
default:
{
LOGGER.warn("{}: Unknown Skill Tree type: {}!", getClass().getSimpleName(), type);
}
}
}
}
if (type.equals("transferSkillTree"))
{
_transferSkillTrees.put(classId, trasferSkillTree);
}
else if (type.equals("classSkillTree") && (cId > -1))
{
if (!_classSkillTrees.containsKey(classId))
{
_classSkillTrees.put(classId, classSkillTree);
}
else
{
_classSkillTrees.get(classId).putAll(classSkillTree);
}
}
}
}
}
}
}
/**
* Method to get the complete skill tree for a given class id.
* Include all skills common to all classes.
* Includes all parent skill trees.
* @param classId the class skill tree Id
* @return the complete Class Skill Tree including skill trees from parent class for a given {@code classId}
*/
public Map getCompleteClassSkillTree(ClassId classId)
{
final Map skillTree = new LinkedHashMap<>();
// Add all skills that belong to all classes.
skillTree.putAll(_commonSkillTree);
final LinkedList classSequence = new LinkedList<>();
while (classId != null)
{
classSequence.addFirst(classId);
classId = _parentClassMap.get(classId);
}
for (ClassId cid : classSequence)
{
final Map classSkillTree = _classSkillTrees.get(cid);
if (classSkillTree != null)
{
skillTree.putAll(classSkillTree);
}
}
return skillTree;
}
/**
* Gets the transfer skill tree.
* If new classes are implemented over 3rd class, we use a recursive call.
* @param classId the transfer skill tree Id
* @return the complete Transfer Skill Tree for a given {@code classId}
*/
public Map getTransferSkillTree(ClassId classId)
{
if (classId.level() >= 3)
{
return getTransferSkillTree(classId.getParent());
}
return _transferSkillTrees.get(classId);
}
/**
* Gets the common skill tree.
* @return the complete Common Skill Tree
*/
public Map getCommonSkillTree()
{
return _commonSkillTree;
}
/**
* Gets the collect skill tree.
* @return the complete Collect Skill Tree
*/
public Map getCollectSkillTree()
{
return _collectSkillTree;
}
/**
* Gets the fishing skill tree.
* @return the complete Fishing Skill Tree
*/
public Map getFishingSkillTree()
{
return _fishingSkillTree;
}
/**
* Gets the pledge skill tree.
* @return the complete Pledge Skill Tree
*/
public Map getPledgeSkillTree()
{
return _pledgeSkillTree;
}
/**
* Gets the sub class skill tree.
* @return the complete Sub-Class Skill Tree
*/
public Map getSubClassSkillTree()
{
return _subClassSkillTree;
}
/**
* Gets the sub pledge skill tree.
* @return the complete Sub-Pledge Skill Tree
*/
public Map getSubPledgeSkillTree()
{
return _subPledgeSkillTree;
}
/**
* Gets the transform skill tree.
* @return the complete Transform Skill Tree
*/
public Map getTransformSkillTree()
{
return _transformSkillTree;
}
/**
* Gets the noble skill tree.
* @return the complete Noble Skill Tree
*/
public Map getNobleSkillTree()
{
final Map tree = new HashMap<>();
final SkillData st = SkillData.getInstance();
for (Entry e : _nobleSkillTree.entrySet())
{
tree.put(e.getKey(), st.getSkill(e.getValue().getSkillId(), e.getValue().getSkillLevel()));
}
return tree;
}
/**
* Gets the hero skill tree.
* @return the complete Hero Skill Tree
*/
public Map getHeroSkillTree()
{
final Map tree = new HashMap<>();
final SkillData st = SkillData.getInstance();
for (Entry e : _heroSkillTree.entrySet())
{
tree.put(e.getKey(), st.getSkill(e.getValue().getSkillId(), e.getValue().getSkillLevel()));
}
return tree;
}
/**
* Gets the Game Master skill tree.
* @return the complete Game Master Skill Tree
*/
public Map getGMSkillTree()
{
final Map tree = new HashMap<>();
final SkillData st = SkillData.getInstance();
for (Entry e : _gameMasterSkillTree.entrySet())
{
tree.put(e.getKey(), st.getSkill(e.getValue().getSkillId(), e.getValue().getSkillLevel()));
}
return tree;
}
/**
* Gets the Game Master Aura skill tree.
* @return the complete Game Master Aura Skill Tree
*/
public Map getGMAuraSkillTree()
{
final Map tree = new HashMap<>();
final SkillData st = SkillData.getInstance();
for (Entry e : _gameMasterAuraSkillTree.entrySet())
{
tree.put(e.getKey(), st.getSkill(e.getValue().getSkillId(), e.getValue().getSkillLevel()));
}
return tree;
}
/**
* Gets the available skills.
* @param player the learning skill player
* @param classId the learning skill class Id
* @param includeByFs if {@code true} skills from Forgotten Scroll will be included
* @param includeAutoGet if {@code true} Auto-Get skills will be included
* @return all available skills for a given {@code player}, {@code classId}, {@code includeByFs} and {@code includeAutoGet}
*/
public List getAvailableSkills(L2PcInstance player, ClassId classId, boolean includeByFs, boolean includeAutoGet)
{
return getAvailableSkills(player, classId, includeByFs, includeAutoGet, player);
}
/**
* Gets the available skills.
* @param player the learning skill player
* @param classId the learning skill class Id
* @param includeByFs if {@code true} skills from Forgotten Scroll will be included
* @param includeAutoGet if {@code true} Auto-Get skills will be included
* @param holder
* @return all available skills for a given {@code player}, {@code classId}, {@code includeByFs} and {@code includeAutoGet}
*/
private List getAvailableSkills(L2PcInstance player, ClassId classId, boolean includeByFs, boolean includeAutoGet, ISkillsHolder holder)
{
final List result = new ArrayList<>();
final Map skills = getCompleteClassSkillTree(classId);
if (skills.isEmpty())
{
// The Skill Tree for this class is undefined.
LOGGER.warn("{}: Skilltree for class {} is not defined!", getClass().getSimpleName(), classId);
return result;
}
for (L2SkillLearn skill : skills.values())
{
if (((skill.getSkillId() == CommonSkill.DIVINE_INSPIRATION.getId()) && (!Config.AUTO_LEARN_DIVINE_INSPIRATION && includeAutoGet) && !player.isGM()))
{
continue;
}
if (((includeAutoGet && skill.isAutoGet()) || skill.isLearnedByNpc() || (includeByFs && skill.isLearnedByFS())) && (player.getLevel() >= skill.getGetLevel()))
{
final Skill oldSkill = holder.getKnownSkill(skill.getSkillId());
if (oldSkill != null)
{
if (oldSkill.getLevel() == (skill.getSkillLevel() - 1))
{
result.add(skill);
}
}
else if (skill.getSkillLevel() == 1)
{
result.add(skill);
}
}
}
return result;
}
public Collection getAllAvailableSkills(L2PcInstance player, ClassId classId, boolean includeByFs, boolean includeAutoGet)
{
// Get available skills
PlayerSkillHolder holder = new PlayerSkillHolder(player);
List learnable = getAvailableSkills(player, classId, includeByFs, includeAutoGet, holder);
while (learnable.size() > 0)
{
for (L2SkillLearn s : learnable)
{
Skill sk = SkillData.getInstance().getSkill(s.getSkillId(), s.getSkillLevel());
holder.addSkill(sk);
}
// Get new available skills, some skills depend of previous skills to be available.
learnable = getAvailableSkills(player, classId, includeByFs, includeAutoGet, holder);
}
return holder.getSkills().values();
}
/**
* Gets the available auto get skills.
* @param player the player requesting the Auto-Get skills
* @return all the available Auto-Get skills for a given {@code player}
*/
public List getAvailableAutoGetSkills(L2PcInstance player)
{
final List result = new ArrayList<>();
final Map skills = getCompleteClassSkillTree(player.getClassId());
if (skills.isEmpty())
{
// The Skill Tree for this class is undefined, so we return an empty list.
LOGGER.warn("{}: Skill Tree for class ID {} is not defined!", getClass().getSimpleName(), player.getClassId());
return result;
}
final Race race = player.getRace();
for (L2SkillLearn skill : skills.values())
{
if (!skill.getRaces().isEmpty() && !skill.getRaces().contains(race))
{
continue;
}
if (skill.isAutoGet() && (player.getLevel() >= skill.getGetLevel()))
{
final Skill oldSkill = player.getSkills().get(skill.getSkillId());
if (oldSkill != null)
{
if (oldSkill.getLevel() < skill.getSkillLevel())
{
result.add(skill);
}
}
else
{
result.add(skill);
}
}
}
return result;
}
/**
* Dwarvens will get additional dwarven only fishing skills.
* @param player the player
* @return all the available Fishing skills for a given {@code player}
*/
public List getAvailableFishingSkills(L2PcInstance player)
{
final List result = new ArrayList<>();
final Race playerRace = player.getRace();
for (L2SkillLearn skill : _fishingSkillTree.values())
{
// If skill is Race specific and the player's race isn't allowed, skip it.
if (!skill.getRaces().isEmpty() && !skill.getRaces().contains(playerRace))
{
continue;
}
if (skill.isLearnedByNpc() && (player.getLevel() >= skill.getGetLevel()))
{
final Skill oldSkill = player.getSkills().get(skill.getSkillId());
if (oldSkill != null)
{
if (oldSkill.getLevel() == (skill.getSkillLevel() - 1))
{
result.add(skill);
}
}
else if (skill.getSkillLevel() == 1)
{
result.add(skill);
}
}
}
return result;
}
/**
* Used in Gracia continent.
* @param player the collecting skill learning player
* @return all the available Collecting skills for a given {@code player}
*/
public List getAvailableCollectSkills(L2PcInstance player)
{
final List result = new ArrayList<>();
for (L2SkillLearn skill : _collectSkillTree.values())
{
final Skill oldSkill = player.getSkills().get(skill.getSkillId());
if (oldSkill != null)
{
if (oldSkill.getLevel() == (skill.getSkillLevel() - 1))
{
result.add(skill);
}
}
else if (skill.getSkillLevel() == 1)
{
result.add(skill);
}
}
return result;
}
/**
* Gets the available transfer skills.
* @param player the transfer skill learning player
* @return all the available Transfer skills for a given {@code player}
*/
public List getAvailableTransferSkills(L2PcInstance player)
{
final List result = new ArrayList<>();
ClassId classId = player.getClassId();
// If new classes are implemented over 3rd class, a different way should be implemented.
if (classId.level() == 3)
{
classId = classId.getParent();
}
if (!_transferSkillTrees.containsKey(classId))
{
return result;
}
for (L2SkillLearn skill : _transferSkillTrees.get(classId).values())
{
// If player doesn't know this transfer skill:
if (player.getKnownSkill(skill.getSkillId()) == null)
{
result.add(skill);
}
}
return result;
}
/**
* Some transformations are not available for some races.
* @param player the transformation skill learning player
* @return all the available Transformation skills for a given {@code player}
*/
public List getAvailableTransformSkills(L2PcInstance player)
{
final List result = new ArrayList<>();
final Race race = player.getRace();
for (L2SkillLearn skill : _transformSkillTree.values())
{
if ((player.getLevel() >= skill.getGetLevel()) && (skill.getRaces().isEmpty() || skill.getRaces().contains(race)))
{
final Skill oldSkill = player.getSkills().get(skill.getSkillId());
if (oldSkill != null)
{
if (oldSkill.getLevel() == (skill.getSkillLevel() - 1))
{
result.add(skill);
}
}
else if (skill.getSkillLevel() == 1)
{
result.add(skill);
}
}
}
return result;
}
/**
* Gets the available pledge skills.
* @param clan the pledge skill learning clan
* @return all the available Pledge skills for a given {@code clan}
*/
public List getAvailablePledgeSkills(L2Clan clan)
{
final List result = new ArrayList<>();
for (L2SkillLearn skill : _pledgeSkillTree.values())
{
if (!skill.isResidencialSkill() && (clan.getLevel() >= skill.getGetLevel()))
{
final Skill oldSkill = clan.getSkills().get(skill.getSkillId());
if (oldSkill != null)
{
if ((oldSkill.getLevel() + 1) == skill.getSkillLevel())
{
result.add(skill);
}
}
else if (skill.getSkillLevel() == 1)
{
result.add(skill);
}
}
}
return result;
}
/**
* Gets the available pledge skills.
* @param clan the pledge skill learning clan
* @param includeSquad if squad skill will be added too
* @return all the available pledge skills for a given {@code clan}
*/
public Map getMaxPledgeSkills(L2Clan clan, boolean includeSquad)
{
final Map result = new HashMap<>();
for (L2SkillLearn skill : _pledgeSkillTree.values())
{
if (!skill.isResidencialSkill() && (clan.getLevel() >= skill.getGetLevel()))
{
final Skill oldSkill = clan.getSkills().get(skill.getSkillId());
if ((oldSkill == null) || (oldSkill.getLevel() < skill.getSkillLevel()))
{
result.put(skill.getSkillId(), skill);
}
}
}
if (includeSquad)
{
for (L2SkillLearn skill : _subPledgeSkillTree.values())
{
if ((clan.getLevel() >= skill.getGetLevel()))
{
final Skill oldSkill = clan.getSkills().get(skill.getSkillId());
if ((oldSkill == null) || (oldSkill.getLevel() < skill.getSkillLevel()))
{
result.put(skill.getSkillId(), skill);
}
}
}
}
return result;
}
/**
* Gets the available sub pledge skills.
* @param clan the sub-pledge skill learning clan
* @return all the available Sub-Pledge skills for a given {@code clan}
*/
public List getAvailableSubPledgeSkills(L2Clan clan)
{
final List result = new ArrayList<>();
for (L2SkillLearn skill : _subPledgeSkillTree.values())
{
if ((clan.getLevel() >= skill.getGetLevel()) && clan.isLearnableSubSkill(skill.getSkillId(), skill.getSkillLevel()))
{
result.add(skill);
}
}
return result;
}
/**
* Gets the available sub class skills.
* @param player the sub-class skill learning player
* @return all the available Sub-Class skills for a given {@code player}
*/
public List getAvailableSubClassSkills(L2PcInstance player)
{
final List result = new ArrayList<>();
for (L2SkillLearn skill : _subClassSkillTree.values())
{
if (player.getLevel() >= skill.getGetLevel())
{
List subClassConds = null;
for (SubClass subClass : player.getSubClasses().values())
{
subClassConds = skill.getSubClassConditions();
if (!subClassConds.isEmpty() && (subClass.getClassIndex() <= subClassConds.size()) && (subClass.getClassIndex() == subClassConds.get(subClass.getClassIndex() - 1).getSlot()) && (subClassConds.get(subClass.getClassIndex() - 1).getLvl() <= subClass.getLevel()))
{
final Skill oldSkill = player.getSkills().get(skill.getSkillId());
if (oldSkill != null)
{
if (oldSkill.getLevel() == (skill.getSkillLevel() - 1))
{
result.add(skill);
}
}
else if (skill.getSkillLevel() == 1)
{
result.add(skill);
}
}
}
}
}
return result;
}
/**
* Gets the available residential skills.
* @param residenceId the id of the Castle, Fort, Territory
* @return all the available Residential skills for a given {@code residenceId}
*/
public List getAvailableResidentialSkills(int residenceId)
{
final List result = new ArrayList<>();
for (L2SkillLearn skill : _pledgeSkillTree.values())
{
if (skill.isResidencialSkill() && skill.getResidenceIds().contains(residenceId))
{
result.add(skill);
}
}
return result;
}
/**
* Just a wrapper for all skill trees.
* @param skillType the skill type
* @param id the skill Id
* @param lvl the skill level
* @param player the player learning the skill
* @return the skill learn for the specified parameters
*/
public L2SkillLearn getSkillLearn(AcquireSkillType skillType, int id, int lvl, L2PcInstance player)
{
L2SkillLearn sl = null;
switch (skillType)
{
case CLASS:
sl = getClassSkill(id, lvl, player.getLearningClass());
break;
case TRANSFORM:
sl = getTransformSkill(id, lvl);
break;
case FISHING:
sl = getFishingSkill(id, lvl);
break;
case PLEDGE:
sl = getPledgeSkill(id, lvl);
break;
case SUBPLEDGE:
sl = getSubPledgeSkill(id, lvl);
break;
case TRANSFER:
sl = getTransferSkill(id, lvl, player.getClassId());
break;
case SUBCLASS:
sl = getSubClassSkill(id, lvl);
break;
case COLLECT:
sl = getCollectSkill(id, lvl);
break;
}
return sl;
}
/**
* Gets the transform skill.
* @param id the transformation skill Id
* @param lvl the transformation skill level
* @return the transform skill from the Transform Skill Tree for a given {@code id} and {@code lvl}
*/
public L2SkillLearn getTransformSkill(int id, int lvl)
{
return _transformSkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the class skill.
* @param id the class skill Id
* @param lvl the class skill level.
* @param classId the class skill tree Id
* @return the class skill from the Class Skill Trees for a given {@code classId}, {@code id} and {@code lvl}
*/
public L2SkillLearn getClassSkill(int id, int lvl, ClassId classId)
{
return getCompleteClassSkillTree(classId).get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the fishing skill.
* @param id the fishing skill Id
* @param lvl the fishing skill level
* @return Fishing skill from the Fishing Skill Tree for a given {@code id} and {@code lvl}
*/
public L2SkillLearn getFishingSkill(int id, int lvl)
{
return _fishingSkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the pledge skill.
* @param id the pledge skill Id
* @param lvl the pledge skill level
* @return the pledge skill from the Pledge Skill Tree for a given {@code id} and {@code lvl}
*/
public L2SkillLearn getPledgeSkill(int id, int lvl)
{
return _pledgeSkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the sub pledge skill.
* @param id the sub-pledge skill Id
* @param lvl the sub-pledge skill level
* @return the sub-pledge skill from the Sub-Pledge Skill Tree for a given {@code id} and {@code lvl}
*/
public L2SkillLearn getSubPledgeSkill(int id, int lvl)
{
return _subPledgeSkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the transfer skill.
* @param id the transfer skill Id
* @param lvl the transfer skill level.
* @param classId the transfer skill tree Id
* @return the transfer skill from the Transfer Skill Trees for a given {@code classId}, {@code id} and {@code lvl}
*/
public L2SkillLearn getTransferSkill(int id, int lvl, ClassId classId)
{
if (classId.getParent() != null)
{
final ClassId parentId = classId.getParent();
if (_transferSkillTrees.get(parentId) != null)
{
return _transferSkillTrees.get(parentId).get(SkillData.getSkillHashCode(id, lvl));
}
}
return null;
}
/**
* Gets the sub class skill.
* @param id the sub-class skill Id
* @param lvl the sub-class skill level
* @return the sub-class skill from the Sub-Class Skill Tree for a given {@code id} and {@code lvl}
*/
public L2SkillLearn getSubClassSkill(int id, int lvl)
{
return _subClassSkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the common skill.
* @param id the common skill Id.
* @param lvl the common skill level
* @return the common skill from the Common Skill Tree for a given {@code id} and {@code lvl}
*/
public L2SkillLearn getCommonSkill(int id, int lvl)
{
return _commonSkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the collect skill.
* @param id the collect skill Id
* @param lvl the collect skill level
* @return the collect skill from the Collect Skill Tree for a given {@code id} and {@code lvl}
*/
public L2SkillLearn getCollectSkill(int id, int lvl)
{
return _collectSkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the minimum level for new skill.
* @param player the player that requires the minimum level
* @param skillTree the skill tree to search the minimum get level
* @return the minimum level for a new skill for a given {@code player} and {@code skillTree}
*/
public int getMinLevelForNewSkill(L2PcInstance player, Map skillTree)
{
int minLevel = 0;
if (skillTree.isEmpty())
{
LOGGER.warn("{}: SkillTree is not defined for getMinLevelForNewSkill!", getClass().getSimpleName());
}
else
{
for (L2SkillLearn s : skillTree.values())
{
if (s.isLearnedByNpc() && (player.getLevel() < s.getGetLevel()))
{
if ((minLevel == 0) || (minLevel > s.getGetLevel()))
{
minLevel = s.getGetLevel();
}
}
}
}
return minLevel;
}
/**
* Checks if is hero skill.
* @param skillId the Id of the skill to check
* @param skillLevel the level of the skill to check, if it's -1 only Id will be checked
* @return {@code true} if the skill is present in the Hero Skill Tree, {@code false} otherwise
*/
public boolean isHeroSkill(int skillId, int skillLevel)
{
if (_heroSkillTree.containsKey(SkillData.getSkillHashCode(skillId, skillLevel)))
{
return true;
}
for (L2SkillLearn skill : _heroSkillTree.values())
{
if ((skill.getSkillId() == skillId) && (skillLevel == -1))
{
return true;
}
}
return false;
}
/**
* Checks if is GM skill.
* @param skillId the Id of the skill to check
* @param skillLevel the level of the skill to check, if it's -1 only Id will be checked
* @return {@code true} if the skill is present in the Game Master Skill Trees, {@code false} otherwise
*/
public boolean isGMSkill(int skillId, int skillLevel)
{
final Map gmSkills = new HashMap<>();
gmSkills.putAll(_gameMasterSkillTree);
gmSkills.putAll(_gameMasterAuraSkillTree);
if (gmSkills.containsKey(SkillData.getSkillHashCode(skillId, skillLevel)))
{
return true;
}
for (L2SkillLearn skill : gmSkills.values())
{
if ((skill.getSkillId() == skillId) && (skillLevel == -1))
{
return true;
}
}
return false;
}
/**
* Checks if a skill is a Clan skill.
* @param skillId the Id of the skill to check
* @param skillLevel the level of the skill to check
* @return {@code true} if the skill is present in the Pledge or Subpledge Skill Trees, {@code false} otherwise
*/
public boolean isClanSkill(int skillId, int skillLevel)
{
final int hashCode = SkillData.getSkillHashCode(skillId, skillId);
return _pledgeSkillTree.containsKey(hashCode) || _subPledgeSkillTree.containsKey(hashCode);
}
/**
* Adds the skills.
* @param gmchar the player to add the Game Master skills
* @param auraSkills if {@code true} it will add "GM Aura" skills, else will add the "GM regular" skills
*/
public void addSkills(L2PcInstance gmchar, boolean auraSkills)
{
final Collection skills = auraSkills ? _gameMasterAuraSkillTree.values() : _gameMasterSkillTree.values();
final SkillData st = SkillData.getInstance();
for (L2SkillLearn sl : skills)
{
gmchar.addSkill(st.getSkill(sl.getSkillId(), sl.getSkillLevel()), false); // Don't Save GM skills to database
}
}
/**
* Create and store hash values for skills for easy and fast checks.
*/
private void generateCheckArrays()
{
int i;
int[] array;
// Class specific skills:
Map tempMap;
final Set keySet = _classSkillTrees.keySet();
_skillsByClassIdHashCodes = new HashMap<>(keySet.size());
for (ClassId cls : keySet)
{
i = 0;
tempMap = getCompleteClassSkillTree(cls);
array = new int[tempMap.size()];
for (int h : tempMap.keySet())
{
array[i++] = h;
}
tempMap.clear();
Arrays.sort(array);
_skillsByClassIdHashCodes.put(cls.ordinal(), array);
}
// Race specific skills from Fishing and Transformation skill trees.
final List list = new ArrayList<>();
_skillsByRaceHashCodes = new HashMap<>(Race.values().length);
for (Race r : Race.values())
{
for (L2SkillLearn s : _fishingSkillTree.values())
{
if (s.getRaces().contains(r))
{
list.add(SkillData.getSkillHashCode(s.getSkillId(), s.getSkillLevel()));
}
}
for (L2SkillLearn s : _transformSkillTree.values())
{
if (s.getRaces().contains(r))
{
list.add(SkillData.getSkillHashCode(s.getSkillId(), s.getSkillLevel()));
}
}
i = 0;
array = new int[list.size()];
for (int s : list)
{
array[i++] = s;
}
Arrays.sort(array);
_skillsByRaceHashCodes.put(r.ordinal(), array);
list.clear();
}
// Skills available for all classes and races
for (L2SkillLearn s : _commonSkillTree.values())
{
if (s.getRaces().isEmpty())
{
list.add(SkillData.getSkillHashCode(s.getSkillId(), s.getSkillLevel()));
}
}
for (L2SkillLearn s : _fishingSkillTree.values())
{
if (s.getRaces().isEmpty())
{
list.add(SkillData.getSkillHashCode(s.getSkillId(), s.getSkillLevel()));
}
}
for (L2SkillLearn s : _transformSkillTree.values())
{
if (s.getRaces().isEmpty())
{
list.add(SkillData.getSkillHashCode(s.getSkillId(), s.getSkillLevel()));
}
}
for (L2SkillLearn s : _collectSkillTree.values())
{
list.add(SkillData.getSkillHashCode(s.getSkillId(), s.getSkillLevel()));
}
_allSkillsHashCodes = new int[list.size()];
int j = 0;
for (int hashcode : list)
{
_allSkillsHashCodes[j++] = hashcode;
}
Arrays.sort(_allSkillsHashCodes);
}
/**
* Verify if the give skill is valid for the given player.
* GM's skills are excluded for GM players
* @param player the player to verify the skill
* @param skill the skill to be verified
* @return {@code true} if the skill is allowed to the given player
*/
public boolean isSkillAllowed(L2PcInstance player, Skill skill)
{
if (skill.isExcludedFromCheck())
{
return true;
}
if (player.isGM() && skill.isGMSkill())
{
return true;
}
// Prevent accidental skill remove during reload
if (_loading)
{
return true;
}
final int maxLvl = SkillData.getInstance().getMaxLevel(skill.getId());
final int hashCode = SkillData.getSkillHashCode(skill.getId(), Math.min(skill.getLevel(), maxLvl));
if (Arrays.binarySearch(_skillsByClassIdHashCodes.get(player.getClassId().ordinal()), hashCode) >= 0)
{
return true;
}
if (Arrays.binarySearch(_skillsByRaceHashCodes.get(player.getRace().ordinal()), hashCode) >= 0)
{
return true;
}
if (Arrays.binarySearch(_allSkillsHashCodes, hashCode) >= 0)
{
return true;
}
// Exclude Transfer Skills from this check.
if (getTransferSkill(skill.getId(), Math.min(skill.getLevel(), maxLvl), player.getClassId()) != null)
{
return true;
}
return false;
}
/**
* Logs current Skill Trees skills count.
*/
private void report()
{
int classSkillTreeCount = 0;
for (Map classSkillTree : _classSkillTrees.values())
{
classSkillTreeCount += classSkillTree.size();
}
int trasferSkillTreeCount = 0;
for (Map trasferSkillTree : _transferSkillTrees.values())
{
trasferSkillTreeCount += trasferSkillTree.size();
}
int dwarvenOnlyFishingSkillCount = 0;
for (L2SkillLearn fishSkill : _fishingSkillTree.values())
{
if (fishSkill.getRaces().contains(Race.DWARF))
{
dwarvenOnlyFishingSkillCount++;
}
}
int resSkillCount = 0;
for (L2SkillLearn pledgeSkill : _pledgeSkillTree.values())
{
if (pledgeSkill.isResidencialSkill())
{
resSkillCount++;
}
}
final String className = getClass().getSimpleName();
LOGGER.info("{}: Loaded {} Class Skills for {} Class Skill Trees.", className, classSkillTreeCount, _classSkillTrees.size());
LOGGER.info("{}: Loaded {} Sub-Class Skills.", className, _subClassSkillTree.size());
LOGGER.info("{}: Loaded {} Transfer Skills for {} Transfer Skill Trees.", className, trasferSkillTreeCount, _transferSkillTrees.size());
LOGGER.info("{}: Loaded {} Fishing Skills, {} Dwarven only Fishing Skills.", className, _fishingSkillTree.size(), dwarvenOnlyFishingSkillCount);
LOGGER.info("{}: Loaded {} Collect Skills.", className, _collectSkillTree.size());
LOGGER.info("{}: Loaded {} Pledge Skills, {} for Pledge and {} Residential.", className, _pledgeSkillTree.size(), (_pledgeSkillTree.size() - resSkillCount), resSkillCount);
LOGGER.info("{}: Loaded {} Sub-Pledge Skills.", className, _subPledgeSkillTree.size());
LOGGER.info("{}: Loaded {} Transform Skills.", className, _transformSkillTree.size());
LOGGER.info("{}: Loaded {} Noble Skills.", className, _nobleSkillTree.size());
LOGGER.info("{}: Loaded {} Hero Skills.", className, _heroSkillTree.size());
LOGGER.info("{}: Loaded {} Game Master Skills.", className, _gameMasterSkillTree.size());
LOGGER.info("{}: Loaded {} Game Master Aura Skills.", className, _gameMasterAuraSkillTree.size());
final int commonSkills = _commonSkillTree.size();
if (commonSkills > 0)
{
LOGGER.info("{}: Loaded {} Common Skills to all classes.", className, commonSkills);
}
}
/**
* Gets the single instance of SkillTreesData.
* @return the only instance of this class
*/
public static SkillTreesData getInstance()
{
return SingletonHolder._instance;
}
/**
* Singleton holder for the SkillTreesData class.
*/
private static class SingletonHolder
{
protected static final SkillTreesData _instance = new SkillTreesData();
}
}