/* * This program 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. * * This program 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.model.actor; import java.util.List; import java.util.Map; import java.util.logging.Level; import com.l2jserver.Config; import com.l2jserver.gameserver.ItemsAutoDestroy; import com.l2jserver.gameserver.ThreadPoolManager; import com.l2jserver.gameserver.ai.CtrlEvent; import com.l2jserver.gameserver.ai.CtrlIntention; import com.l2jserver.gameserver.ai.L2AttackableAI; import com.l2jserver.gameserver.ai.L2CharacterAI; import com.l2jserver.gameserver.ai.L2FortSiegeGuardAI; import com.l2jserver.gameserver.ai.L2SiegeGuardAI; import com.l2jserver.gameserver.datatables.EventDroplist; import com.l2jserver.gameserver.datatables.ItemTable; import com.l2jserver.gameserver.datatables.SkillTable; import com.l2jserver.gameserver.datatables.EventDroplist.DateDrop; import com.l2jserver.gameserver.instancemanager.CursedWeaponsManager; import com.l2jserver.gameserver.model.L2CharPosition; import com.l2jserver.gameserver.model.L2CommandChannel; import com.l2jserver.gameserver.model.L2DropCategory; import com.l2jserver.gameserver.model.L2DropData; import com.l2jserver.gameserver.model.L2ItemInstance; import com.l2jserver.gameserver.model.L2Manor; import com.l2jserver.gameserver.model.L2Party; import com.l2jserver.gameserver.model.L2Skill; import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance; import com.l2jserver.gameserver.model.actor.instance.L2DefenderInstance; import com.l2jserver.gameserver.model.actor.instance.L2GrandBossInstance; import com.l2jserver.gameserver.model.actor.instance.L2MinionInstance; import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance; import com.l2jserver.gameserver.model.actor.instance.L2NpcInstance; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.actor.instance.L2PetInstance; import com.l2jserver.gameserver.model.actor.instance.L2SummonInstance; import com.l2jserver.gameserver.model.actor.knownlist.AttackableKnownList; import com.l2jserver.gameserver.model.actor.status.AttackableStatus; import com.l2jserver.gameserver.model.base.SoulCrystal; import com.l2jserver.gameserver.model.quest.Quest; import com.l2jserver.gameserver.model.quest.QuestState; import com.l2jserver.gameserver.model.quest.State; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.clientpackets.Say2; import com.l2jserver.gameserver.network.serverpackets.CreatureSay; import com.l2jserver.gameserver.network.serverpackets.InventoryUpdate; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; import com.l2jserver.gameserver.skills.Stats; import com.l2jserver.gameserver.templates.chars.L2NpcTemplate; import com.l2jserver.gameserver.templates.item.L2EtcItemType; import com.l2jserver.gameserver.util.Util; import com.l2jserver.util.Rnd; import javolution.util.FastList; import javolution.util.FastMap; public class L2Attackable extends L2Npc { /** * This class contains all AggroInfo of the L2Attackable against the attacker L2Character. * * Data: * attacker : The attacker L2Character concerned by this AggroInfo of this L2Attackable * hate : Hate level of this L2Attackable against the attacker L2Character (hate = damage) * damage : Number of damages that the attacker L2Character gave to this L2Attackable * */ public final class AggroInfo { private final L2Character _attacker; private int _hate = 0; private int _damage = 0; AggroInfo(L2Character pAttacker) { _attacker = pAttacker; } public final L2Character getAttacker() { return _attacker; } public final int getHate() { return _hate; } public final int checkHate(L2Character owner) { if (_attacker.isAlikeDead() || !_attacker.isVisible() || !owner.getKnownList().knowsObject(_attacker)) _hate = 0; return _hate; } public final void addHate(int value) { _hate = Math.min(_hate + value, 999999999); } public final void stopHate() { _hate = 0; } public final int getDamage() { return _damage; } public final void addDamage(int value) { _damage = Math.min(_damage + value, 999999999); } @Override public final boolean equals(Object obj) { if (this == obj) return true; if (obj instanceof AggroInfo) return (((AggroInfo)obj).getAttacker() == _attacker); return false; } @Override public final int hashCode() { return _attacker.getObjectId(); } } /** * This class contains all RewardInfo of the L2Attackable against the any attacker L2Character, based on amount of damage done. * * Data: * attacker : The attacker L2Character concerned by this RewardInfo of this L2Attackable * dmg : Total amount of damage done by the attacker to this L2Attackable (summon + own) * */ protected final class RewardInfo { protected L2Character _attacker; protected int _dmg = 0; public RewardInfo(L2Character pAttacker, int pDmg) { _attacker = pAttacker; _dmg = pDmg; } public void addDamage(int pDmg) { _dmg += pDmg; } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj instanceof RewardInfo) return (((RewardInfo)obj)._attacker == _attacker); return false; } @Override public int hashCode() { return _attacker.getObjectId(); } } /** * This class contains all AbsorberInfo of the L2Attackable against the absorber L2Character. * * Data: * absorber : The attacker L2Character concerned by this AbsorberInfo of this L2Attackable */ public final class AbsorberInfo { protected L2PcInstance _absorber; protected int _crystalId; protected double _absorbedHP; AbsorberInfo(L2PcInstance attacker, int pCrystalId, double pAbsorbedHP) { _absorber = attacker; _crystalId = pCrystalId; _absorbedHP = pAbsorbedHP; } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj instanceof AbsorberInfo) return (((AbsorberInfo)obj)._absorber == _absorber); return false; } @Override public int hashCode() { return _absorber.getObjectId(); } } public final class RewardItem { protected int _itemId; protected int _count; public RewardItem(int itemId, int count) { _itemId = itemId; _count = count; } public int getItemId() { return _itemId;} public int getCount() { return _count;} } private FastMap _aggroList = new FastMap().shared(); public final FastMap getAggroList() { return _aggroList; } private boolean _isReturningToSpawnPoint = false; public final boolean isReturningToSpawnPoint() { return _isReturningToSpawnPoint; } public final void setisReturningToSpawnPoint(boolean value) { _isReturningToSpawnPoint = value; } private boolean _canReturnToSpawnPoint = true; public final boolean canReturnToSpawnPoint() { return _canReturnToSpawnPoint; } public final void setCanReturnToSpawnPoint(boolean value) { _canReturnToSpawnPoint = value; } private boolean _seeThroughSilentMove = false; public boolean canSeeThroughSilentMove() { return _seeThroughSilentMove; } public void setSeeThroughSilentMove(boolean val) { _seeThroughSilentMove = val; } private RewardItem[] _sweepItems; private RewardItem[] _harvestItems; private boolean _seeded; private int _seedType = 0; private L2PcInstance _seeder = null; private boolean _overhit; private double _overhitDamage; private L2Character _overhitAttacker; private L2CommandChannel _firstCommandChannelAttacked = null; private CommandChannelTimer _commandChannelTimer = null; private long _commandChannelLastAttack = 0; private boolean _absorbed; private FastMap _absorbersList = new FastMap().shared(); private boolean _mustGiveExpSp; /** True if a Dwarf has used Spoil on this L2NpcInstance */ private boolean _isSpoil = false; private int _isSpoiledBy = 0; private int _onKillDelay = 5000; /** * Constructor of L2Attackable (use L2Character and L2NpcInstance constructor). * * Actions: * Call the L2Character constructor to set the _template of the L2Attackable (copy skills from template to object and link _calculators to NPC_STD_CALCULATOR) * Set the name of the L2Attackable * Create a RandomAnimation Task that will be launched after the calculated delay if the server allow it * * @param objectId Identifier of the object to initialized * @param L2NpcTemplate Template to apply to the NPC */ public L2Attackable(int objectId, L2NpcTemplate template) { super(objectId, template); setInstanceType(InstanceType.L2Attackable); setIsInvul(false); _mustGiveExpSp = true; } @Override public AttackableKnownList getKnownList() { return (AttackableKnownList)super.getKnownList(); } @Override public void initKnownList() { setKnownList(new AttackableKnownList(this)); } @Override public AttackableStatus getStatus() { return (AttackableStatus) super.getStatus(); } @Override public void initCharStatus() { setStatus(new AttackableStatus(this)); } /** * Return the L2Character AI of the L2Attackable and if its null create a new one. */ @Override public L2CharacterAI getAI() { L2CharacterAI ai = _ai; if (ai == null) { synchronized(this) { if (_ai == null) _ai = new L2AttackableAI(new AIAccessor()); return _ai; } } return ai; } /** * Not used. * get condition to hate, actually isAggressive() is checked by monster and karma by guards in motheds that overwrite this one. * * @deprecated */ @Deprecated public boolean getCondition2(L2Character target) { if (target instanceof L2NpcInstance || target instanceof L2DoorInstance) return false; if ( target.isAlikeDead() || !isInsideRadius(target, getAggroRange(), false, false) || Math.abs(getZ()-target.getZ()) > 100 ) return false; return !target.isInvul(); } /** * Reduce the current HP of the L2Attackable. * * @param damage The HP decrease value * @param attacker The L2Character who attacks */ @Override public void reduceCurrentHp(double damage, L2Character attacker, L2Skill skill) { reduceCurrentHp(damage, attacker, true, false, skill); } /** * Reduce the current HP of the L2Attackable, update its _aggroList and launch the doDie Task if necessary. * * @param i The HP decrease value * @param attacker The L2Character who attacks * @param awake The awake state (If True : stop sleeping) */ @Override public void reduceCurrentHp(double damage, L2Character attacker, boolean awake, boolean isDOT, L2Skill skill) { if (isRaid() && !(this instanceof L2MinionInstance) && attacker != null && attacker.getParty() != null && attacker.getParty().isInCommandChannel() && attacker.getParty().getCommandChannel().meetRaidWarCondition(this)) { if (_firstCommandChannelAttacked == null) //looting right isn't set { synchronized (this) { if (_firstCommandChannelAttacked == null) { _firstCommandChannelAttacked = attacker.getParty().getCommandChannel(); if (_firstCommandChannelAttacked != null) { _commandChannelTimer = new CommandChannelTimer(this); _commandChannelLastAttack = System.currentTimeMillis(); ThreadPoolManager.getInstance().scheduleGeneral(_commandChannelTimer, 10000); // check for last attack _firstCommandChannelAttacked.broadcastToChannelMembers(new CreatureSay(0, Say2.PARTYROOM_ALL, "", "You have looting rights!")); //TODO: retail msg } } } } else if (attacker.getParty().getCommandChannel().equals(_firstCommandChannelAttacked)) //is in same channel { _commandChannelLastAttack = System.currentTimeMillis(); // update last attack time } } if (isEventMob) return; // Add damage and hate to the attacker AggroInfo of the L2Attackable _aggroList if (attacker != null) addDamage(attacker, (int)damage, skill); // If this L2Attackable is a L2MonsterInstance and it has spawned minions, call its minions to battle if (this instanceof L2MonsterInstance) { L2MonsterInstance master = (L2MonsterInstance) this; if (this instanceof L2MinionInstance) { master = ((L2MinionInstance)this).getLeader(); if (master != null && !master.isInCombat() && !master.isDead()) { master.addDamage(attacker, 1, null); master.callMinionsToAssist(attacker); } } else if (master.hasMinions()) master.callMinionsToAssist(attacker); } // Reduce the current HP of the L2Attackable and launch the doDie Task if necessary super.reduceCurrentHp(damage, attacker, awake, isDOT, skill); } public synchronized void setMustRewardExpSp(boolean value) { _mustGiveExpSp = value; } public synchronized boolean getMustRewardExpSP() { return _mustGiveExpSp; } /** * Kill the L2Attackable (the corpse disappeared after 7 seconds), distribute rewards (EXP, SP, Drops...) and notify Quest Engine. * * Actions: * Distribute Exp and SP rewards to L2PcInstance (including Summon owner) that hit the L2Attackable and to their Party members * Notify the Quest Engine of the L2Attackable death if necessary * Kill the L2NpcInstance (the corpse disappeared after 7 seconds) * * Caution: This method DOESN'T GIVE rewards to L2PetInstance * * @param killer The L2Character that has killed the L2Attackable */ @Override public boolean doDie(L2Character killer) { // Kill the L2NpcInstance (the corpse disappeared after 7 seconds) if (!super.doDie(killer)) return false; // Enhance soul crystals of the attacker if this L2Attackable had its soul absorbed try { levelSoulCrystals(killer); } catch (Exception e) { _log.log(Level.SEVERE, "", e); } // Notify the Quest Engine of the L2Attackable death if necessary try { L2PcInstance player = null; if (killer != null) player = killer.getActingPlayer(); if (player != null) { if (getTemplate().getEventQuests(Quest.QuestEventType.ON_KILL) != null) for (Quest quest: getTemplate().getEventQuests(Quest.QuestEventType.ON_KILL)) ThreadPoolManager.getInstance().scheduleEffect(new OnKillNotifyTask(this, quest, player, killer instanceof L2Summon), _onKillDelay); } } catch (Exception e) { _log.log(Level.SEVERE, "", e); } return true; } class OnKillNotifyTask implements Runnable { private L2Attackable _attackable; private Quest _quest; private L2PcInstance _killer; private boolean _isPet; public OnKillNotifyTask(L2Attackable attackable, Quest quest, L2PcInstance killer, boolean isPet) { _attackable = attackable; _quest = quest; _killer = killer; _isPet = isPet; } public void run() { _quest.notifyKill(_attackable, _killer, _isPet); } } /** * Distribute Exp and SP rewards to L2PcInstance (including Summon owner) that hit the L2Attackable and to their Party members. * * Actions: * Get the L2PcInstance owner of the L2SummonInstance (if necessary) and L2Party in progress * Calculate the Experience and SP rewards in function of the level difference * Add Exp and SP rewards to L2PcInstance (including Summon penalty) and to Party members in the known area of the last attacker * * Caution : This method DOESN'T GIVE rewards to L2PetInstance * * @param lastAttacker The L2Character that has killed the L2Attackable */ @Override protected void calculateRewards(L2Character lastAttacker) { // Creates an empty list of rewards FastMap rewards = new FastMap().shared(); try { if (getAggroList().isEmpty()) return; // Manage Base, Quests and Sweep drops of the L2Attackable doItemDrop(lastAttacker); // Manage drop of Special Events created by GM for a defined period doEventDrop(lastAttacker); if (!getMustRewardExpSP()) return; int damage; L2Character attacker, ddealer; RewardInfo reward; // While Interating over This Map Removing Object is Not Allowed synchronized (getAggroList()) { // Go through the _aggroList of the L2Attackable for (AggroInfo info : getAggroList().values()) { if (info == null) continue; // Get the L2Character corresponding to this attacker attacker = info.getAttacker(); // Get damages done by this attacker damage = info.getDamage(); // Prevent unwanted behavior if (damage > 1) { if ((attacker instanceof L2SummonInstance) || ((attacker instanceof L2PetInstance) && ((L2PetInstance)attacker).getPetData().getOwnerExpTaken() > 0)) ddealer = ((L2Summon)attacker).getOwner(); else ddealer = info.getAttacker(); // Check if ddealer isn't too far from this (killed monster) if (!Util.checkIfInRange(Config.ALT_PARTY_RANGE, this, ddealer, true)) continue; // Calculate real damages (Summoners should get own damage plus summon's damage) reward = rewards.get(ddealer); if (reward == null) reward = new RewardInfo(ddealer, damage); else reward.addDamage(damage); rewards.put(ddealer, reward); } } } if (!rewards.isEmpty()) { L2Party attackerParty; long exp; int levelDiff, partyDmg, partyLvl, sp; float partyMul, penalty; RewardInfo reward2; int[] tmp; for (FastMap.Entry entry = rewards.head(), end = rewards.tail(); (entry = entry.getNext()) != end;) { if (entry == null) continue; reward = entry.getValue(); if (reward == null) continue; // Penalty applied to the attacker's XP penalty = 0; // Attacker to be rewarded attacker = reward._attacker; // Total amount of damage done damage = reward._dmg; // If the attacker is a Pet, get the party of the owner if (attacker instanceof L2PetInstance) attackerParty = ((L2PetInstance)attacker).getParty(); else if (attacker instanceof L2PcInstance) attackerParty = ((L2PcInstance)attacker).getParty(); else return; // If this attacker is a L2PcInstance with a summoned L2SummonInstance, get Exp Penalty applied for the current summoned L2SummonInstance if (attacker instanceof L2PcInstance && ((L2PcInstance)attacker).getPet() instanceof L2SummonInstance) penalty = ((L2SummonInstance)((L2PcInstance)attacker).getPet()).getExpPenalty(); // We must avoid "over damage", if any if (damage > getMaxHp()) damage = getMaxHp(); // If there's NO party in progress if (attackerParty == null) { // Calculate Exp and SP rewards if (attacker.getKnownList().knowsObject(this)) { // Calculate the difference of level between this attacker (L2PcInstance or L2SummonInstance owner) and the L2Attackable // mob = 24, atk = 10, diff = -14 (full xp) // mob = 24, atk = 28, diff = 4 (some xp) // mob = 24, atk = 50, diff = 26 (no xp) levelDiff = attacker.getLevel() - getLevel(); tmp = calculateExpAndSp(levelDiff, damage); exp = tmp[0]; exp *= 1 - penalty; sp = tmp[1]; if (Config.L2JMOD_CHAMPION_ENABLE && isChampion()) { exp *= Config.L2JMOD_CHAMPION_REWARDS; sp *= Config.L2JMOD_CHAMPION_REWARDS; } // Check for an over-hit enabled strike if (attacker instanceof L2PcInstance) { L2PcInstance player = (L2PcInstance)attacker; if (isOverhit() && attacker == getOverhitAttacker()) { player.sendPacket(new SystemMessage(SystemMessageId.OVER_HIT)); exp += calculateOverhitExp(exp); } } // Distribute the Exp and SP between the L2PcInstance and its L2Summon if (!attacker.isDead()) { long addexp = Math.round(attacker.calcStat(Stats.EXPSP_RATE, exp, null, null)); int addsp = (int)attacker.calcStat(Stats.EXPSP_RATE, sp, null, null); if (attacker instanceof L2PcInstance) { if (((L2PcInstance)attacker).getSkillLevel(467) > 0) { L2Skill skill = SkillTable.getInstance().getInfo(467,((L2PcInstance)attacker).getSkillLevel(467)); if (skill.getExpNeeded() <= addexp) ((L2PcInstance)attacker).absorbSoul(skill,this); } ((L2PcInstance)attacker).addExpAndSp(addexp,addsp, useVitalityRate()); if (addexp > 0) ((L2PcInstance)attacker).updateVitalityPoints(getVitalityPoints(damage), true, false); } else attacker.addExpAndSp(addexp,addsp); } } } else { //share with party members partyDmg = 0; partyMul = 1.f; partyLvl = 0; // Get all L2Character that can be rewarded in the party List rewardedMembers = new FastList(); // Go through all L2PcInstance in the party List groupMembers; if (attackerParty.isInCommandChannel()) groupMembers = attackerParty.getCommandChannel().getMembers(); else groupMembers = attackerParty.getPartyMembers(); for (L2PcInstance pl : groupMembers) { if (pl == null || pl.isDead()) continue; // Get the RewardInfo of this L2PcInstance from L2Attackable rewards reward2 = rewards.get(pl); // If the L2PcInstance is in the L2Attackable rewards add its damages to party damages if (reward2 != null) { if (Util.checkIfInRange(Config.ALT_PARTY_RANGE, this, pl, true)) { partyDmg += reward2._dmg; // Add L2PcInstance damages to party damages rewardedMembers.add(pl); if (pl.getLevel() > partyLvl) { if (attackerParty.isInCommandChannel()) partyLvl = attackerParty.getCommandChannel().getLevel(); else partyLvl = pl.getLevel(); } } rewards.remove(pl); // Remove the L2PcInstance from the L2Attackable rewards } else { // Add L2PcInstance of the party (that have attacked or not) to members that can be rewarded // and in range of the monster. if (Util.checkIfInRange(Config.ALT_PARTY_RANGE, this, pl, true)) { rewardedMembers.add(pl); if (pl.getLevel() > partyLvl) { if (attackerParty.isInCommandChannel()) partyLvl = attackerParty.getCommandChannel().getLevel(); else partyLvl = pl.getLevel(); } } } L2Playable summon = pl.getPet(); if (summon != null && summon instanceof L2PetInstance) { reward2 = rewards.get(summon); if (reward2 != null) // Pets are only added if they have done damage { if (Util.checkIfInRange(Config.ALT_PARTY_RANGE, this, summon, true)) { partyDmg += reward2._dmg; // Add summon damages to party damages rewardedMembers.add(summon); if (summon.getLevel() > partyLvl) partyLvl = summon.getLevel(); } rewards.remove(summon); // Remove the summon from the L2Attackable rewards } } } // If the party didn't killed this L2Attackable alone if (partyDmg < getMaxHp()) partyMul = ((float)partyDmg / (float)getMaxHp()); // Avoid "over damage" if (partyDmg > getMaxHp()) partyDmg = getMaxHp(); // Calculate the level difference between Party and L2Attackable levelDiff = partyLvl - getLevel(); // Calculate Exp and SP rewards tmp = calculateExpAndSp(levelDiff, partyDmg); exp = tmp[0]; sp = tmp[1]; if (Config.L2JMOD_CHAMPION_ENABLE && isChampion()) { exp *= Config.L2JMOD_CHAMPION_REWARDS; sp *= Config.L2JMOD_CHAMPION_REWARDS; } exp *= partyMul; sp *= partyMul; // Check for an over-hit enabled strike // (When in party, the over-hit exp bonus is given to the whole party and splitted proportionally through the party members) if (attacker instanceof L2PcInstance) { L2PcInstance player = (L2PcInstance)attacker; if (isOverhit() && attacker == getOverhitAttacker()) { player.sendPacket(new SystemMessage(SystemMessageId.OVER_HIT)); exp += calculateOverhitExp(exp); } } // Distribute Experience and SP rewards to L2PcInstance Party members in the known area of the last attacker if (partyDmg > 0) attackerParty.distributeXpAndSp(exp, sp, rewardedMembers, partyLvl, partyDmg, this); } } } rewards = null; } catch (Exception e) { _log.log(Level.SEVERE, "", e); } } /** * Add damage and hate to the attacker AggroInfo of the L2Attackable _aggroList. * * @param attacker The L2Character that gave damages to this L2Attackable * @param damage The number of damages given by the attacker L2Character * */ public void addDamage(L2Character attacker, int damage, L2Skill skill) { if (attacker == null) return; // Notify the L2Attackable AI with EVT_ATTACKED if (!isDead()) { try { L2PcInstance player = attacker.getActingPlayer(); if (player != null) { if (getTemplate().getEventQuests(Quest.QuestEventType.ON_ATTACK) !=null) for (Quest quest: getTemplate().getEventQuests(Quest.QuestEventType.ON_ATTACK)) quest.notifyAttack(this, player, damage, attacker instanceof L2Summon, skill); } // for now hard code damage hate caused by an L2Attackable else { getAI().notifyEvent(CtrlEvent.EVT_ATTACKED, attacker); addDamageHate(attacker, damage, (damage*100)/(getLevel()+7)); } } catch (Exception e) { _log.log(Level.SEVERE, "", e); } } } /** * Add damage and hate to the attacker AggroInfo of the L2Attackable _aggroList. * * @param attacker The L2Character that gave damages to this L2Attackable * @param damage The number of damages given by the attacker L2Character * @param aggro The hate (=damage) given by the attacker L2Character * */ public void addDamageHate(L2Character attacker, int damage, int aggro) { if (attacker == null) return; L2PcInstance targetPlayer = attacker.getActingPlayer(); // Get the AggroInfo of the attacker L2Character from the _aggroList of the L2Attackable AggroInfo ai = getAggroList().get(attacker); if (ai == null) { ai = new AggroInfo(attacker); getAggroList().put(attacker, ai); } ai.addDamage(damage); // traps does not cause aggro // making this hack because not possible to determine if damage made by trap // so just check for triggered trap here if (targetPlayer == null || targetPlayer.getTrap() == null || !targetPlayer.getTrap().isTriggered()) ai.addHate(aggro); if (targetPlayer != null && aggro == 0) { if (getTemplate().getEventQuests(Quest.QuestEventType.ON_AGGRO_RANGE_ENTER) !=null) for (Quest quest: getTemplate().getEventQuests(Quest.QuestEventType.ON_AGGRO_RANGE_ENTER)) quest.notifyAggroRangeEnter(this, targetPlayer, (attacker instanceof L2Summon)); } else if (targetPlayer == null && aggro == 0) { aggro = 1; ai.addHate(1); } // Set the intention to the L2Attackable to AI_INTENTION_ACTIVE if (aggro > 0 && getAI().getIntention() == CtrlIntention.AI_INTENTION_IDLE) getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE); } public void reduceHate(L2Character target, int amount) { if (getAI() instanceof L2SiegeGuardAI || getAI() instanceof L2FortSiegeGuardAI) { // TODO: this just prevents error until siege guards are handled properly stopHating(target); setTarget(null); getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE); return; } if (target == null) // whole aggrolist { L2Character mostHated = getMostHated(); if (mostHated == null) // makes target passive for a moment more { ((L2AttackableAI)getAI()).setGlobalAggro(-25); return; } else { for(L2Character aggroed : getAggroList().keySet()) { AggroInfo ai = getAggroList().get(aggroed); if (ai == null) return; ai.addHate(-amount); } } amount = getHating(mostHated); if (amount <= 0) { ((L2AttackableAI)getAI()).setGlobalAggro(-25); clearAggroList(); getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE); setWalking(); } return; } AggroInfo ai = getAggroList().get(target); if (ai == null) return; ai.addHate(-amount); if (ai.getHate() <= 0) { if (getMostHated() == null) { ((L2AttackableAI)getAI()).setGlobalAggro(-25); clearAggroList(); getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE); setWalking(); } } } /** * Clears _aggroList hate of the L2Character without removing from the list. */ public void stopHating(L2Character target) { if (target == null) return; AggroInfo ai = getAggroList().get(target); if (ai != null) ai.stopHate(); } /** * Return the most hated L2Character of the L2Attackable _aggroList. */ public L2Character getMostHated() { if (getAggroList().isEmpty() || isAlikeDead()) return null; L2Character mostHated = null; int maxHate = 0; // While Interating over This Map Removing Object is Not Allowed synchronized (getAggroList()) { // Go through the aggroList of the L2Attackable for (AggroInfo ai : getAggroList().values()) { if (ai == null) continue; if (ai.checkHate(this) > maxHate) { mostHated = ai.getAttacker(); maxHate = ai.getHate(); } } } return mostHated; } /** * Return the 2 most hated L2Character of the L2Attackable _aggroList. */ public List get2MostHated() { if (getAggroList().isEmpty() || isAlikeDead()) return null; L2Character mostHated = null; L2Character secondMostHated = null; int maxHate = 0; List result = new FastList(); // While iterating over this map removing objects is not allowed synchronized (getAggroList()) { // Go through the aggroList of the L2Attackable for (AggroInfo ai : getAggroList().values()) { if (ai == null) continue; if (ai.checkHate(this) > maxHate) { secondMostHated = mostHated; mostHated = ai.getAttacker(); maxHate = ai.getHate(); } } } result.add(mostHated); if (getAttackByList().contains(secondMostHated)) result.add(secondMostHated); else result.add(null); return result; } public List getHateList() { if (getAggroList().isEmpty() || isAlikeDead()) return null; List result = new FastList(); synchronized (getAggroList()) { for (AggroInfo ai : getAggroList().values()) { if (ai == null) continue; ai.checkHate(this); result.add(ai.getAttacker()); } } return result; } /** * Return the hate level of the L2Attackable against this L2Character contained in _aggroList. * * @param target The L2Character whose hate level must be returned */ public int getHating(final L2Character target) { if (getAggroList().isEmpty() || target == null) return 0; AggroInfo ai = getAggroList().get(target); if (ai == null) return 0; if (ai.getAttacker() instanceof L2PcInstance && (((L2PcInstance)ai.getAttacker()).getAppearance().getInvisible() || ai.getAttacker().isInvul())) { //Remove Object Should Use This Method and Can be Blocked While Interating getAggroList().remove(target); return 0; } if (!ai.getAttacker().isVisible()) { getAggroList().remove(target); return 0; } if (ai.getAttacker().isAlikeDead()) { ai.stopHate(); return 0; } return ai.getHate(); } /** * Calculates quantity of items for specific drop acording to current situation * * @param drop The L2DropData count is being calculated for * @param lastAttacker The L2PcInstance that has killed the L2Attackable * @param deepBlueDrop Factor to divide the drop chance * @param levelModifier level modifier in %'s (will be subtracted from drop chance) */ private RewardItem calculateRewardItem(L2PcInstance lastAttacker, L2DropData drop, int levelModifier, boolean isSweep) { // Get default drop chance float dropChance = drop.getChance(); int deepBlueDrop = 1; if ((!isRaid() && Config.DEEPBLUE_DROP_RULES) || (isRaid() && Config.DEEPBLUE_DROP_RULES_RAID)) { if (levelModifier > 0) { // We should multiply by the server's drop rate, so we always get a low chance of drop for deep blue mobs. // NOTE: This is valid only for adena drops! Others drops will still obey server's rate deepBlueDrop = 3; if (drop.getItemId() == 57) deepBlueDrop *= isRaid() && !isRaidMinion()? (int)Config.RATE_DROP_ITEMS_BY_RAID : (int)Config.RATE_DROP_ITEMS; } } // Avoid dividing by 0 if (deepBlueDrop == 0) deepBlueDrop = 1; // Check if we should apply our maths so deep blue mobs will not drop that easy if ((!isRaid() && Config.DEEPBLUE_DROP_RULES) || (isRaid() && Config.DEEPBLUE_DROP_RULES_RAID)) dropChance = ((drop.getChance() - ((drop.getChance() * levelModifier)/100)) / deepBlueDrop); // Applies Drop rates if (Config.RATE_DROP_ITEMS_ID.get(drop.getItemId()) != 0) dropChance *= Config.RATE_DROP_ITEMS_ID.get(drop.getItemId()); else if (isSweep) dropChance *= Config.RATE_DROP_SPOIL; else dropChance *= isRaid() && !isRaidMinion() ? Config.RATE_DROP_ITEMS_BY_RAID : Config.RATE_DROP_ITEMS; if (Config.L2JMOD_CHAMPION_ENABLE && isChampion()) dropChance *= Config.L2JMOD_CHAMPION_REWARDS; // Round drop chance dropChance = Math.round(dropChance); // Set our limits for chance of drop if (dropChance < 1) dropChance = 1; // Get min and max Item quantity that can be dropped in one time int minCount = drop.getMinDrop(); int maxCount = drop.getMaxDrop(); int itemCount = 0; // Count and chance adjustment for high rate servers if (dropChance > L2DropData.MAX_CHANCE && !Config.PRECISE_DROP_CALCULATION) { int multiplier = (int)dropChance / L2DropData.MAX_CHANCE; if (minCount < maxCount) itemCount += Rnd.get(minCount * multiplier, maxCount * multiplier); else if (minCount == maxCount) itemCount += minCount * multiplier; else itemCount += multiplier; dropChance = dropChance % L2DropData.MAX_CHANCE; } // Check if the Item must be dropped int random = Rnd.get(L2DropData.MAX_CHANCE); while (random < dropChance) { // Get the item quantity dropped if (minCount < maxCount) itemCount += Rnd.get(minCount, maxCount); else if (minCount == maxCount) itemCount += minCount; else itemCount++; // Prepare for next iteration if dropChance > L2DropData.MAX_CHANCE dropChance -= L2DropData.MAX_CHANCE; } if (Config.L2JMOD_CHAMPION_ENABLE) // TODO (April 11, 2009): Find a way not to hardcode these values. if ((drop.getItemId() == 57 || (drop.getItemId() >= 6360 && drop.getItemId() <= 6362)) && isChampion()) itemCount *= Config.L2JMOD_CHAMPION_ADENAS_REWARDS; if (itemCount > 0) return new RewardItem(drop.getItemId(), itemCount); else if (itemCount == 0 && Config.DEBUG) _log.fine("Roll produced no drops."); return null; } /** * Calculates quantity of items for specific drop CATEGORY according to current situation * Only a max of ONE item from a category is allowed to be dropped. * * @param drop The L2DropData count is being calculated for * @param lastAttacker The L2PcInstance that has killed the L2Attackable * @param deepBlueDrop Factor to divide the drop chance * @param levelModifier level modifier in %'s (will be subtracted from drop chance) */ private RewardItem calculateCategorizedRewardItem(L2PcInstance lastAttacker, L2DropCategory categoryDrops, int levelModifier) { if (categoryDrops == null) return null; // Get default drop chance for the category (that's the sum of chances for all items in the category) // keep track of the base category chance as it'll be used later, if an item is drop from the category. // for everything else, use the total "categoryDropChance" int basecategoryDropChance = categoryDrops.getCategoryChance() ; int categoryDropChance = basecategoryDropChance; int deepBlueDrop = 1; if ((!isRaid() && Config.DEEPBLUE_DROP_RULES) || (isRaid() && Config.DEEPBLUE_DROP_RULES_RAID)) { // We should multiply by the server's drop rate, so we always get a low chance of drop for deep blue mobs. // NOTE: This is valid only for adena drops! Others drops will still obey server's rate if (levelModifier > 0) deepBlueDrop = 3; } // Avoid dividing by 0 if (deepBlueDrop == 0) deepBlueDrop = 1; // Check if we should apply our maths so deep blue mobs will not drop that easy if ((!isRaid() && Config.DEEPBLUE_DROP_RULES) || (isRaid() && Config.DEEPBLUE_DROP_RULES_RAID)) categoryDropChance = ((categoryDropChance - ((categoryDropChance * levelModifier)/100)) / deepBlueDrop); // Applies Drop rates categoryDropChance *= isRaid() && !isRaidMinion() ? Config.RATE_DROP_ITEMS_BY_RAID : Config.RATE_DROP_ITEMS; if (Config.L2JMOD_CHAMPION_ENABLE && isChampion()) categoryDropChance *= Config.L2JMOD_CHAMPION_REWARDS; // Round drop chance categoryDropChance = Math.round(categoryDropChance); // Set our limits for chance of drop if (categoryDropChance < 1) categoryDropChance = 1; // Check if an Item from this category must be dropped if (Rnd.get(L2DropData.MAX_CHANCE) < categoryDropChance) { L2DropData drop = categoryDrops.dropOne(isRaid() && !isRaidMinion()); if (drop == null) return null; // Now decide the quantity to drop based on the rates and penalties. To get this value // simply divide the modified categoryDropChance by the base category chance. This // results in a chance that will dictate the drops amounts: for each amount over 100 // that it is, it will give another chance to add to the min/max quantities. // For example, If the final chance is 120%, then the item should drop between // its min and max one time, and then have 20% chance to drop again. If the final // chance is 330%, it will similarly give 3 times the min and max, and have a 30% // chance to give a 4th time. // At least 1 item will be dropped for sure. So the chance will be adjusted to 100% // if smaller. int dropChance = drop.getChance(); if (Config.RATE_DROP_ITEMS_ID.get(drop.getItemId()) != 0) dropChance *= Config.RATE_DROP_ITEMS_ID.get(drop.getItemId()); else dropChance *= isRaid() && !isRaidMinion() ? Config.RATE_DROP_ITEMS_BY_RAID : Config.RATE_DROP_ITEMS; if (Config.L2JMOD_CHAMPION_ENABLE && isChampion()) dropChance *= Config.L2JMOD_CHAMPION_REWARDS; dropChance = Math.round(dropChance); if (dropChance < L2DropData.MAX_CHANCE) dropChance = L2DropData.MAX_CHANCE; // Get min and max Item quantity that can be dropped in one time int min = drop.getMinDrop(); int max = drop.getMaxDrop(); // Get the item quantity dropped int itemCount = 0; // Count and chance adjustment for high rate servers if (dropChance > L2DropData.MAX_CHANCE && !Config.PRECISE_DROP_CALCULATION) { int multiplier = dropChance / L2DropData.MAX_CHANCE; if (min < max) itemCount += Rnd.get(min * multiplier, max * multiplier); else if (min == max) itemCount += min * multiplier; else itemCount += multiplier; dropChance = dropChance % L2DropData.MAX_CHANCE; } // Check if the Item must be dropped int random = Rnd.get(L2DropData.MAX_CHANCE); while (random < dropChance) { // Get the item quantity dropped if (min < max) itemCount += Rnd.get(min, max); else if (min == max) itemCount += min; else itemCount++; // Prepare for next iteration if dropChance > L2DropData.MAX_CHANCE dropChance -= L2DropData.MAX_CHANCE; } if (Config.L2JMOD_CHAMPION_ENABLE) // TODO (April 11, 2009): Find a way not to hardcode these values. if ((drop.getItemId() == 57 || (drop.getItemId() >= 6360 && drop.getItemId() <= 6362)) && isChampion()) itemCount *= Config.L2JMOD_CHAMPION_ADENAS_REWARDS; if (!Config.MULTIPLE_ITEM_DROP && !ItemTable.getInstance().getTemplate(drop.getItemId()).isStackable() && itemCount > 1) itemCount = 1; if (itemCount > 0) return new RewardItem(drop.getItemId(), itemCount); else if (itemCount == 0 && Config.DEBUG) _log.fine("Roll produced no drops."); } return null; } /** * Calculates the level modifier for drop * * @param lastAttacker The L2PcInstance that has killed the L2Attackable */ private int calculateLevelModifierForDrop(L2PcInstance lastAttacker) { if ((!isRaid() && Config.DEEPBLUE_DROP_RULES) || (isRaid() && Config.DEEPBLUE_DROP_RULES_RAID)) { int highestLevel = lastAttacker.getLevel(); // Check to prevent very high level player to nearly kill mob and let low level player do the last hit. if (getAttackByList() != null && !getAttackByList().isEmpty()) { for (L2Character atkChar: getAttackByList()) if (atkChar != null && atkChar.getLevel() > highestLevel) highestLevel = atkChar.getLevel(); } // According to official data (Prima), deep blue mobs are 9 or more levels below players if (highestLevel - 9 >= getLevel()) return ((highestLevel - (getLevel() + 8)) * 9); } return 0; } public void doItemDrop(L2Character lastAttacker) { doItemDrop(getTemplate(),lastAttacker); } /** * Manage Base, Quests and Special Events drops of L2Attackable (called by calculateRewards). * * Concept: * During a Special Event all L2Attackable can drop extra Items. * Those extra Items are defined in the table allNpcDateDrops of the EventDroplist. * Each Special Event has a start and end date to stop to drop extra Items automaticaly. * * Actions: * Manage drop of Special Events created by GM for a defined period * Get all possible drops of this L2Attackable from L2NpcTemplate and add it Quest drops * For each possible drops (base + quests), calculate which one must be dropped (random) * Get each Item quantity dropped (random) * Create this or these L2ItemInstance corresponding to each Item Identifier dropped * If the autoLoot mode is actif and if the L2Character that has killed the L2Attackable is a L2PcInstance, Give the item(s) to the L2PcInstance that has killed the L2Attackable * If the autoLoot mode isn't actif or if the L2Character that has killed the L2Attackable is not a L2PcInstance, add this or these item(s) in the world as a visible object at the position where mob was last * * @param lastAttacker The L2Character that has killed the L2Attackable */ public void doItemDrop(L2NpcTemplate npcTemplate, L2Character lastAttacker) { if (lastAttacker == null) return; L2PcInstance player = lastAttacker.getActingPlayer(); // Don't drop anything if the last attacker or owner isn't L2PcInstance if (player == null) return; // level modifier in %'s (will be subtracted from drop chance) int levelModifier = calculateLevelModifierForDrop(player); CursedWeaponsManager.getInstance().checkDrop(this, player); // now throw all categorized drops and handle spoil. if (npcTemplate.getDropData()!=null) { for(L2DropCategory cat:npcTemplate.getDropData()) { RewardItem item = null; if (cat.isSweep()) { // according to sh1ny, seeded mobs CAN be spoiled and swept. if ( isSpoil()/* && !isSeeded() */) { FastList sweepList = new FastList(); for(L2DropData drop: cat.getAllDrops() ) { item = calculateRewardItem(player, drop, levelModifier, true); if (item == null) continue; if (Config.DEBUG) _log.fine("Item id to spoil: " + item.getItemId() + " amount: " + item.getCount()); sweepList.add(item); } // Set the table _sweepItems of this L2Attackable if (!sweepList.isEmpty()) _sweepItems = sweepList.toArray(new RewardItem[sweepList.size()]); } } else { if (isSeeded()) { L2DropData drop = cat.dropSeedAllowedDropsOnly(); if (drop == null) continue; item = calculateRewardItem(player, drop, levelModifier, false); } else item = calculateCategorizedRewardItem(player, cat, levelModifier); if (item != null) { if (Config.DEBUG) _log.fine("Item id to drop: " + item.getItemId() + " amount: " + item.getCount()); // Check if the autoLoot mode is active if (isFlying() || (!isRaid() && Config.AUTO_LOOT) || (isRaid() && Config.AUTO_LOOT_RAIDS)) player.doAutoLoot(this, item); // Give the item(s) to the L2PcInstance that has killed the L2Attackable else dropItem(player, item); // drop the item on the ground // Broadcast message if RaidBoss was defeated if (isRaid() && !isRaidMinion()) { SystemMessage sm; sm = new SystemMessage(SystemMessageId.C1_DIED_DROPPED_S3_S2); sm.addCharName(this); sm.addItemName(item.getItemId()); sm.addItemNumber(item.getCount()); broadcastPacket(sm); } } } } } // Apply Special Item drop with random(rnd) quantity(qty) for champions. if (Config.L2JMOD_CHAMPION_ENABLE && isChampion() && (Config.L2JMOD_CHAMPION_REWARD_LOWER_LVL_ITEM_CHANCE > 0 || Config.L2JMOD_CHAMPION_REWARD_HIGHER_LVL_ITEM_CHANCE > 0)) { int champqty = Rnd.get(Config.L2JMOD_CHAMPION_REWARD_QTY); RewardItem item = new RewardItem(Config.L2JMOD_CHAMPION_REWARD_ID,++champqty); if (player.getLevel() <= getLevel() && (Rnd.get(100) < Config.L2JMOD_CHAMPION_REWARD_LOWER_LVL_ITEM_CHANCE)) { if (Config.AUTO_LOOT || isFlying()) player.addItem("ChampionLoot", item.getItemId(), item.getCount(), this, true); // Give the item(s) to the L2PcInstance that has killed the L2Attackable else dropItem(player, item); } else if (player.getLevel() > getLevel() && (Rnd.get(100) < Config.L2JMOD_CHAMPION_REWARD_HIGHER_LVL_ITEM_CHANCE)) { if (Config.AUTO_LOOT || isFlying()) player.addItem("ChampionLoot", item.getItemId(), item.getCount(), this, true); // Give the item(s) to the L2PcInstance that has killed the L2Attackable else dropItem(player, item); } } //Instant Item Drop :> // TODO (April 11, 2009): Try to change herb drop to switch/case. Very ugly code right now. if (getTemplate().dropherb) { boolean _hp = false; boolean _mp = false; boolean _spec = false; // Herb of Warrior int random = Rnd.get(1000); if ((random < Config.RATE_DROP_SPECIAL_HERBS) && !_spec) { RewardItem item = new RewardItem(8612, 1); if (isFlying() || Config.AUTO_LOOT_HERBS) player.addItem("Loot", item.getItemId(), item.getCount(), this, true); else dropItem(player, item); _spec = true; } else for (int i = 0; i < 5; i++) { random = Rnd.get(100); if (random < Config.RATE_DROP_COMMON_HERBS) { RewardItem item = null; if (i == 0) item = new RewardItem(8606, 1); // Herb of Power if (i == 1) item = new RewardItem(8608, 1); // Herb of Atk. Spd. if (i == 2) item = new RewardItem(8610, 1); // Herb of Critical Attack - Rate if (i == 3) item = new RewardItem(10655, 1); // Herb of Life Force Absorption if (i == 4) item = new RewardItem(10656, 1); // Herb of Critical Attack - Power if (isFlying() || Config.AUTO_LOOT_HERBS) player.addItem("Loot", item.getItemId(), item.getCount(), this, true); else dropItem(player, item); break; } } // Herb of Mystic random = Rnd.get(1000); if ((random < Config.RATE_DROP_SPECIAL_HERBS) && !_spec) { RewardItem item = new RewardItem(8613, 1); if (isFlying() || Config.AUTO_LOOT_HERBS) player.addItem("Loot", item.getItemId(), item.getCount(), this, true); else dropItem(player, item); _spec = true; } else for (int i = 0; i < 2; i++) { random = Rnd.get(100); if (random < Config.RATE_DROP_COMMON_HERBS) { RewardItem item = null; if (i == 0) item = new RewardItem(8607, 1); // Herb of Magic if (i == 1) item = new RewardItem(8609, 1); // Herb of Casting Speed if (isFlying() || Config.AUTO_LOOT_HERBS) player.addItem("Loot", item.getItemId(), item.getCount(), this, true); else dropItem(player, item); break; } } // Herb of Recovery random = Rnd.get(1000); if ((random < Config.RATE_DROP_SPECIAL_HERBS) && !_spec) { RewardItem item = new RewardItem(8614, 1); if (isFlying() || Config.AUTO_LOOT_HERBS) player.addItem("Loot", item.getItemId(), item.getCount(), this, true); else dropItem(player, item); _mp = true; _hp = true; _spec = true; } // Herb of Life if (!_hp) { random = Rnd.get(100); if (random < Config.RATE_DROP_MP_HP_HERBS) { RewardItem item = new RewardItem(8600, 1); if (isFlying() || Config.AUTO_LOOT_HERBS) player.addItem("Loot", item.getItemId(), item.getCount(), this, true); else dropItem(player, item); _hp = true; } } // Greater Herb of Life if (!_hp) { random = Rnd.get(100); if (random < Config.RATE_DROP_GREATER_HERBS) { RewardItem item = new RewardItem(8601, 1); if (isFlying() || Config.AUTO_LOOT_HERBS) player.addItem("Loot", item.getItemId(), item.getCount(), this, true); else dropItem(player, item); _hp = true; } } // Superior Herb of Life if (!_hp) { random = Rnd.get(1000); if (random < Config.RATE_DROP_SUPERIOR_HERBS) { RewardItem item = new RewardItem(8602, 1); if (isFlying() || Config.AUTO_LOOT_HERBS) player.addItem("Loot", item.getItemId(), item.getCount(), this, true); else dropItem(player, item); } } // Herb of Mana if (!_mp) { random = Rnd.get(100); if (random < Config.RATE_DROP_MP_HP_HERBS) { RewardItem item = new RewardItem(8603, 1); if (isFlying() || Config.AUTO_LOOT_HERBS) player.addItem("Loot", item.getItemId(), item.getCount(), this, true); else dropItem(player, item); _mp = true; } } // Greater Herb of Mana if (!_mp) { random = Rnd.get(100); if (random < Config.RATE_DROP_GREATER_HERBS) { RewardItem item = new RewardItem(8604, 1); if (isFlying() || Config.AUTO_LOOT_HERBS) player.addItem("Loot", item.getItemId(), item.getCount(), this, true); else dropItem(player, item); _mp = true; } } // Superior Herb of Mana if (!_mp) { random = Rnd.get(1000); if (random < Config.RATE_DROP_SUPERIOR_HERBS) { RewardItem item = new RewardItem(8605, 1); if (isFlying() || Config.AUTO_LOOT_HERBS) player.addItem("Loot", item.getItemId(), item.getCount(), this, true); else dropItem(player, item); } } // speed enhance type random = Rnd.get(100); if (random < Config.RATE_DROP_COMMON_HERBS) { RewardItem item = new RewardItem(8611, 1); // Herb of Speed if (isFlying() || Config.AUTO_LOOT_HERBS) player.addItem("Loot", item.getItemId(), item.getCount(), this, true); else dropItem(player, item); } // Enlarge Head type random = Rnd.get(100); if (random < Config.RATE_DROP_COMMON_HERBS) { RewardItem item = new RewardItem(10657, 1); // Herb of Doubt if (isFlying() || Config.AUTO_LOOT_HERBS) player.addItem("Loot", item.getItemId(), item.getCount(), this, true); else dropItem(player, item); } // Vitality Herb if (Config.ENABLE_VITALITY && Config.ENABLE_DROP_VITALITY_HERBS) { random = Rnd.get(100); if (random < Config.RATE_DROP_VITALITY_HERBS) { RewardItem item = new RewardItem(13028, 1); if (isFlying() || Config.AUTO_LOOT_HERBS) player.addItem("Loot", item.getItemId(), item.getCount(), this, true); else dropItem(player, item); } } } } /** * Manage Special Events drops created by GM for a defined period. * * Concept: * During a Special Event all L2Attackable can drop extra Items. * Those extra Items are defined in the table allNpcDateDrops of the EventDroplist. * Each Special Event has a start and end date to stop to drop extra Items automaticaly. * * Actions: If an extra drop must be generated * Get an Item Identifier (random) from the DateDrop Item table of this Event * Get the Item quantity dropped (random) * Create this or these L2ItemInstance corresponding to this Item Identifier * If the autoLoot mode is actif and if the L2Character that has killed the L2Attackable is a L2PcInstance, Give the item(s) to the L2PcInstance that has killed the L2Attackable * If the autoLoot mode isn't actif or if the L2Character that has killed the L2Attackable is not a L2PcInstance, add this or these item(s) in the world as a visible object at the position where mob was last * * @param lastAttacker The L2Character that has killed the L2Attackable */ public void doEventDrop(L2Character lastAttacker) { if (lastAttacker == null) return; L2PcInstance player = lastAttacker.getActingPlayer(); // Don't drop anything if the last attacker or owner isn't L2PcInstance if (player == null) return; if (player.getLevel() - getLevel() > 9) return; // Go through DateDrop of EventDroplist allNpcDateDrops within the date range for (DateDrop drop : EventDroplist.getInstance().getAllDrops()) { if (Rnd.get(L2DropData.MAX_CHANCE) < drop.chance) { RewardItem item = new RewardItem(drop.items[Rnd.get(drop.items.length)], Rnd.get(drop.min, drop.max)); if (Config.AUTO_LOOT || isFlying()) player.doAutoLoot(this, item); // Give the item(s) to the L2PcInstance that has killed the L2Attackable else dropItem(player, item); // drop the item on the ground } } } /** * Drop reward item. */ public L2ItemInstance dropItem(L2PcInstance lastAttacker, RewardItem item) { int randDropLim = 70; L2ItemInstance ditem = null; for (int i = 0; i < item.getCount(); i++) { // Randomize drop position int newX = getX() + Rnd.get(randDropLim * 2 + 1) - randDropLim; int newY = getY() + Rnd.get(randDropLim * 2 + 1) - randDropLim; int newZ = Math.max(getZ(), lastAttacker.getZ()) + 20; // TODO: temp hack, do somethign nicer when we have geodatas if (ItemTable.getInstance().getTemplate(item.getItemId()) != null) { // Init the dropped L2ItemInstance and add it in the world as a visible object at the position where mob was last ditem = ItemTable.getInstance().createItem("Loot", item.getItemId(), item.getCount(), lastAttacker, this); ditem.dropMe(this, newX, newY, newZ); // Add drop to auto destroy item task if (!Config.LIST_PROTECTED_ITEMS.contains(item.getItemId())) { if ((Config.AUTODESTROY_ITEM_AFTER > 0 && ditem.getItemType() != L2EtcItemType.HERB) || (Config.HERB_AUTO_DESTROY_TIME > 0 && ditem.getItemType() == L2EtcItemType.HERB)) ItemsAutoDestroy.getInstance().addItem(ditem); } ditem.setProtected(false); // If stackable, end loop as entire count is included in 1 instance of item if (ditem.isStackable() || !Config.MULTIPLE_ITEM_DROP) break; } else _log.log(Level.SEVERE, "Item doesn't exist so cannot be dropped. Item ID: " + item.getItemId()); } return ditem; } public L2ItemInstance dropItem(L2PcInstance lastAttacker, int itemId, int itemCount) { return dropItem(lastAttacker, new RewardItem(itemId, itemCount)); } /** * Return the active weapon of this L2Attackable (= null). */ public L2ItemInstance getActiveWeapon() { return null; } /** * Return True if the _aggroList of this L2Attackable is Empty. */ public boolean noTarget() { return getAggroList().isEmpty(); } /** * Return True if the _aggroList of this L2Attackable contains the L2Character. * * @param player The L2Character searched in the _aggroList of the L2Attackable */ public boolean containsTarget(L2Character player) { return getAggroList().containsKey(player); } /** * Clear the _aggroList of the L2Attackable. */ public void clearAggroList() { getAggroList().clear(); // clear overhit values _overhit = false; _overhitDamage = 0; _overhitAttacker = null; } /** * Return True if a Dwarf use Sweep on the L2Attackable and if item can be spoiled. */ public boolean isSweepActive() { return _sweepItems != null; } /** * Return table containing all L2ItemInstance that can be spoiled. */ public synchronized RewardItem[] takeSweep() { RewardItem[] sweep = _sweepItems; _sweepItems = null; return sweep; } /** * Return table containing all L2ItemInstance that can be harvested. */ public synchronized RewardItem[] takeHarvest() { RewardItem[] harvest = _harvestItems; _harvestItems = null; return harvest; } /** * Set the over-hit flag on the L2Attackable. * * @param status The status of the over-hit flag * */ public void overhitEnabled(boolean status) { _overhit = status; } /** * Set the over-hit values like the attacker who did the strike and the amount of damage done by the skill. * * @param attacker The L2Character who hit on the L2Attackable using the over-hit enabled skill * @param damage The ammount of damage done by the over-hit enabled skill on the L2Attackable * */ public void setOverhitValues(L2Character attacker, double damage) { // Calculate the over-hit damage // Ex: mob had 10 HP left, over-hit skill did 50 damage total, over-hit damage is 40 double overhitDmg = ((getCurrentHp() - damage) * (-1)); if (overhitDmg < 0) { // we didn't killed the mob with the over-hit strike. (it wasn't really an over-hit strike) // let's just clear all the over-hit related values overhitEnabled(false); _overhitDamage = 0; _overhitAttacker = null; return; } overhitEnabled(true); _overhitDamage = overhitDmg; _overhitAttacker = attacker; } /** * Return the L2Character who hit on the L2Attackable using an over-hit enabled skill. * * @return L2Character attacker */ public L2Character getOverhitAttacker() { return _overhitAttacker; } /** * Return the ammount of damage done on the L2Attackable using an over-hit enabled skill. * * @return double damage */ public double getOverhitDamage() { return _overhitDamage; } /** * Return True if the L2Attackable was hit by an over-hit enabled skill. */ public boolean isOverhit() { return _overhit; } /** * Activate the absorbed soul condition on the L2Attackable. */ public void absorbSoul() { _absorbed = true; } /** * Return True if the L2Attackable had his soul absorbed. */ public boolean isAbsorbed() { return _absorbed; } /** * Adds an attacker that successfully absorbed the soul of this L2Attackable into the _absorbersList. * * Params: * attacker - a valid L2PcInstance * condition - an integer indicating the event when mob dies. This should be: * = 0 - "the crystal scatters"; * = 1 - "the crystal failed to absorb. nothing happens"; * = 2 - "the crystal resonates because you got more than 1 crystal on you"; * = 3 - "the crystal cannot absorb the soul because the mob level is too low"; * = 4 - "the crystal successfuly absorbed the soul"; */ public void addAbsorber(L2PcInstance attacker, int crystalId) { // This just works for targets like L2MonsterInstance if (!(this instanceof L2MonsterInstance)) return; // The attacker must not be null if (attacker == null) return; // This L2Attackable must be of one type in the _absorbingMOBS_levelXX tables. // OBS: This is done so to avoid triggering the absorbed conditions for mobs that can't be absorbed. if (getAbsorbLevel() == 0) return; // If we have no _absorbersList initiated, do it AbsorberInfo ai = _absorbersList.get(attacker); // If the L2Character attacker isn't already in the _absorbersList of this L2Attackable, add it if (ai == null) { ai = new AbsorberInfo(attacker, crystalId, getCurrentHp()); _absorbersList.put(attacker, ai); } else { ai._absorber = attacker; ai._crystalId = crystalId; ai._absorbedHP = getCurrentHp(); } // Set this L2Attackable as absorbed absorbSoul(); } /** * Calculate the leveling chance of Soul Crystals based on the attacker that killed this L2Attackable * * @param attacker The player that last killed this L2Attackable * $ Rewrite 06.12.06 - Yesod */ private void levelSoulCrystals(L2Character attacker) { // Only L2PcInstance can absorb a soul if (!(attacker instanceof L2Playable)) { resetAbsorbList(); return; } int maxAbsorbLevel = getAbsorbLevel(); int minAbsorbLevel = 0; // If this is not a valid L2Attackable, clears the _absorbersList and just return if (maxAbsorbLevel == 0) { resetAbsorbList(); return; } // All boss mobs with maxAbsorbLevel 13 have minAbsorbLevel of 12 else 10 if (maxAbsorbLevel > 10) minAbsorbLevel = maxAbsorbLevel > 12 ? 12 : 10; //Init some useful vars boolean isSuccess = true; boolean doLevelup = true; boolean isBossMob = maxAbsorbLevel > 10 ? true : false; L2NpcTemplate.AbsorbCrystalType absorbType = getTemplate().absorbType; L2PcInstance killer = (attacker instanceof L2Summon)? ((L2Summon)attacker).getOwner() : (L2PcInstance)attacker; // If this mob is a boss, then skip some checkings if (!isBossMob) { // Fail if this L2Attackable isn't absorbed or there's no one in its _absorbersList if (!isAbsorbed() /*|| _absorbersList == null*/) { resetAbsorbList(); return; } // Fail if the killer isn't in the _absorbersList of this L2Attackable and mob is not boss AbsorberInfo ai = _absorbersList.get(killer); if (ai == null || ai._absorber.getObjectId() != killer.getObjectId()) isSuccess = false; // Check if the soul crystal was used when HP of this L2Attackable wasn't higher than half of it if (ai != null && ai._absorbedHP > (getMaxHp()/2.0)) isSuccess = false; if (!isSuccess) { resetAbsorbList(); return; } } String[] crystalNFO = null; int dice = Rnd.get(100); int crystalQTY = 0; int crystalLVL = 0; int crystalOLD = 0; int crystalNEW = 0; // Now we have four choices: // 1- The Monster level is too low for the crystal. Nothing happens. // 2- Everything is correct, but it failed. Nothing happens. (57.5%) // 3- Everything is correct, the crystal level up. A sound event is played. (32.5%) List players = new FastList(); if (absorbType == L2NpcTemplate.AbsorbCrystalType.FULL_PARTY && killer.isInParty()) players = killer.getParty().getPartyMembers(); else if (absorbType == L2NpcTemplate.AbsorbCrystalType.PARTY_ONE_RANDOM && killer.isInParty()) { // This is a naive method for selecting a random member. It gets any random party member and // then checks if the member has a valid crystal. It does not select the random party member // among those who have crystals, only. However, this might actually be correct (same as retail). players.add(killer.getParty().getPartyMembers().get(Rnd.get(killer.getParty().getMemberCount()))); } else players.add(killer); for (L2PcInstance player : players) { if (player == null) continue; QuestState st = player.getQuestState("350_EnhanceYourWeapon"); if (st == null) continue; if (st.getState() != State.STARTED) continue; crystalQTY = 0; L2ItemInstance[] inv = player.getInventory().getItems(); for (L2ItemInstance item : inv) { int itemId = item.getItemId(); for (int id : SoulCrystal.SoulCrystalTable) { if (id == itemId) { // Keep count but make sure the player has no more than 1 crystal if (++crystalQTY > 1) { isSuccess = false;break; } // Validate if the crystal has already leveled if (id != SoulCrystal.RED_NEW_CRYSTAL && id != SoulCrystal.GRN_NEW_CYRSTAL && id != SoulCrystal.BLU_NEW_CRYSTAL) { try { if (item.getItem().getName().contains("Grade")) { // Split the name of the crystal into 'name' & 'level' crystalNFO = item.getItem().getName().trim().replace(" Grade ", "-").split("-"); // Set Level to 13 crystalLVL = 13; } else { // Split the name of the crystal into 'name' & 'level' crystalNFO = item.getItem().getName().trim().replace(" Stage ", "").split("-"); if (crystalNFO.length != 2) crystalNFO = item.getItem().getName().trim().replace(" Stage ", "").split(":"); // Get Level crystalLVL = Integer.parseInt(crystalNFO[1].trim()); } // Allocate current and levelup ids' for higher level crystals if (crystalLVL > 9) { for(int i = 0; i < SoulCrystal.HighSoulConvert.length; i++) // Get the next stage above 10 using array. if (id == SoulCrystal.HighSoulConvert[i][0]) { crystalNEW = SoulCrystal.HighSoulConvert[i][1]; break; } } else crystalNEW = id+1; } catch (NumberFormatException nfe) { _log.log(Level.WARNING, "An attempt to identify a soul crystal failed, verify the names have not changed in etcitem table.", nfe); player.sendMessage("There has been an error handling your soul crystal. Please notify your server admin."); isSuccess = false; break; } catch (Exception e) { e.printStackTrace(); isSuccess = false; break; } } else crystalNEW = id+1; // Done crystalOLD = id; break; } } if (!isSuccess) break; } // If the crystal level is way too high for this mob, say that we can't increase it if ((crystalLVL < minAbsorbLevel) || (crystalLVL >= maxAbsorbLevel)) doLevelup = false; // The player doesn't have any crystals with him get to the next player. if (crystalQTY < 1 || crystalQTY > 1 || !isSuccess || !doLevelup) { // Too many crystals in inventory. if (crystalQTY > 1) player.sendPacket(new SystemMessage(SystemMessageId.SOUL_CRYSTAL_ABSORBING_FAILED_RESONATION)); // The soul crystal stage of the player is way too high else if (!doLevelup && crystalQTY > 0) player.sendPacket(new SystemMessage(SystemMessageId.SOUL_CRYSTAL_ABSORBING_REFUSED)); crystalQTY = 0; continue; } /* TODO: Confirm boss chance for crystal level up and for crystal breaking. * It is known that bosses with FULL_PARTY crystal level ups have 100% success rate, but this is not * the case for the other bosses (one-random or last-hit). * While not confirmed, it is most reasonable that crystals leveled up at bosses will never break. * Also, the chance to level up is guessed as around 70% if not higher. */ int chanceLevelUp = isBossMob? 70:SoulCrystal.LEVEL_CHANCE; // If succeeds or it is a full party absorb, level up the crystal. if (((absorbType == L2NpcTemplate.AbsorbCrystalType.FULL_PARTY) && doLevelup) || (dice <= chanceLevelUp)) exchangeCrystal(player, crystalOLD, crystalNEW, false); else player.sendPacket(new SystemMessage(SystemMessageId.SOUL_CRYSTAL_ABSORBING_FAILED)); } } private void exchangeCrystal(L2PcInstance player, int takeid, int giveid, boolean broke) { L2ItemInstance Item = player.getInventory().destroyItemByItemId("SoulCrystal", takeid, 1, player, this); if (Item != null) { // Prepare inventory update packet InventoryUpdate playerIU = new InventoryUpdate(); playerIU.addRemovedItem(Item); // Add new crystal to the killer's inventory Item = player.getInventory().addItem("SoulCrystal", giveid, 1, player, this); playerIU.addItem(Item); // Send a sound event and text message to the player if (broke) player.sendPacket(new SystemMessage(SystemMessageId.SOUL_CRYSTAL_BROKE)); else player.sendPacket(new SystemMessage(SystemMessageId.SOUL_CRYSTAL_ABSORBING_SUCCEEDED)); // Send system message SystemMessage sms = new SystemMessage(SystemMessageId.EARNED_ITEM); sms.addItemName(giveid); player.sendPacket(sms); // Send inventory update packet player.sendPacket(playerIU); } } private void resetAbsorbList() { _absorbed = false; _absorbersList.clear(); } /** * Calculate the Experience and SP to distribute to attacker (L2PcInstance, L2SummonInstance or L2Party) of the L2Attackable. * * @param diff The difference of level between attacker (L2PcInstance, L2SummonInstance or L2Party) and the L2Attackable * @param damage The damages given by the attacker (L2PcInstance, L2SummonInstance or L2Party) * */ private int[] calculateExpAndSp(int diff, int damage) { double xp; double sp; if (diff < -5) diff = -5; // makes possible to use ALT_GAME_EXPONENT configuration xp = (double)getExpReward() * damage / getMaxHp(); if (Config.ALT_GAME_EXPONENT_XP != 0) xp *= Math.pow(2., -diff / Config.ALT_GAME_EXPONENT_XP); sp = (double)getSpReward() * damage / getMaxHp(); if (Config.ALT_GAME_EXPONENT_SP != 0) sp *= Math.pow(2., -diff / Config.ALT_GAME_EXPONENT_SP); if (Config.ALT_GAME_EXPONENT_XP == 0 && Config.ALT_GAME_EXPONENT_SP == 0) { if (diff > 5) // formula revised May 07 { double pow = Math.pow((double)5/6, diff-5); xp = xp*pow; sp = sp*pow; } if (xp <= 0) { xp = 0; sp = 0; } else if (sp <= 0) sp = 0; } int[] tmp = { (int)xp, (int)sp }; return tmp; } public long calculateOverhitExp(long normalExp) { // Get the percentage based on the total of extra (over-hit) damage done relative to the total (maximum) ammount of HP on the L2Attackable double overhitPercentage = ((getOverhitDamage() * 100) / getMaxHp()); // Over-hit damage percentages are limited to 25% max if (overhitPercentage > 25) overhitPercentage = 25; // Get the overhit exp bonus according to the above over-hit damage percentage // (1/1 basis - 13% of over-hit damage, 13% of extra exp is given, and so on...) double overhitExp = ((overhitPercentage / 100) * normalExp); // Return the rounded ammount of exp points to be added to the player's normal exp reward long bonusOverhit = Math.round(overhitExp); return bonusOverhit; } /** * Return True. */ @Override public boolean isAttackable() { return true; } @Override public void onSpawn() { super.onSpawn(); // Clear mob spoil, seed setSpoil(false); // Clear all aggro char from list clearAggroList(); // Clear Harvester Rewrard List _harvestItems = null; // Clear mod Seeded stat setSeeded(false); // Clear overhit value overhitEnabled(false); _sweepItems = null; resetAbsorbList(); setWalking(); // check the region where this mob is, do not activate the AI if region is inactive. if (!isInActiveRegion()) { if (this instanceof L2DefenderInstance) { if (getCastle() != null) ((L2SiegeGuardAI) getAI()).stopAITask(); else if (getFort() != null) ((L2FortSiegeGuardAI) getAI()).stopAITask(); } else ((L2AttackableAI) getAI()).stopAITask(); } } /** * Return True if this L2NpcInstance has drops that can be sweeped.

*/ public boolean isSpoil() { return _isSpoil; } /** * Set the spoil state of this L2NpcInstance.

*/ public void setSpoil(boolean isSpoil) { _isSpoil = isSpoil; } public final int getIsSpoiledBy() { return _isSpoiledBy; } public final void setIsSpoiledBy(int value) { _isSpoiledBy = value; } /** * Sets state of the mob to seeded. Paramets needed to be set before. */ public void setSeeded() { if (_seedType != 0 && _seeder != null) setSeeded(_seedType, _seeder.getLevel()); } /** * Sets the seed parametrs, but not the seed state * @param id - id of the seed * @param seeder - player who is sowind the seed */ public void setSeeded(int id, L2PcInstance seeder) { if (!_seeded) { _seedType = id; _seeder = seeder; } } public void setSeeded(int id, int seederLvl) { _seeded = true; _seedType = id; int count = 1; Map skills = getTemplate().getSkills(); if (skills != null) { for (int skillId : skills.keySet()) { switch (skillId) { case 4303: //Strong type x2 count *= 2; break; case 4304: //Strong type x3 count *= 3; break; case 4305: //Strong type x4 count *= 4; break; case 4306: //Strong type x5 count *= 5; break; case 4307: //Strong type x6 count *= 6; break; case 4308: //Strong type x7 count *= 7; break; case 4309: //Strong type x8 count *= 8; break; case 4310: //Strong type x9 count *= 9; break; } } } int diff = (getLevel() - (L2Manor.getInstance().getSeedLevel(_seedType) - 5)); // hi-lvl mobs bonus if (diff > 0) count += diff; FastList harvested = new FastList(); harvested.add(new RewardItem(L2Manor.getInstance().getCropType(_seedType), count* Config.RATE_DROP_MANOR)); _harvestItems = harvested.toArray(new RewardItem[harvested.size()]); } public void setSeeded(boolean seeded) { _seeded = seeded; } public L2PcInstance getSeeder() { return _seeder; } public int getSeedType() { return _seedType; } public boolean isSeeded() { return _seeded; } /** * Set delay for onKill() call, in ms * Default: 5000 ms * @param delay */ public final void setOnKillDelay(int delay) { _onKillDelay = delay; } private int getAbsorbLevel() { return getTemplate().absorbLevel; } /** * Check if the server allows Random Animation. */ // This is located here because L2Monster and L2FriendlyMob both extend this class. The other non-pc instances extend either L2NpcInstance or L2MonsterInstance. @Override public boolean hasRandomAnimation() { return ((Config.MAX_MONSTER_ANIMATION > 0) && !(this instanceof L2GrandBossInstance)); } @Override public boolean isMob() { return true; // This means we use MAX_MONSTER_ANIMATION instead of MAX_NPC_ANIMATION } protected void setCommandChannelTimer(CommandChannelTimer commandChannelTimer) { _commandChannelTimer = commandChannelTimer; } public CommandChannelTimer getCommandChannelTimer() { return _commandChannelTimer; } public L2CommandChannel getFirstCommandChannelAttacked() { return _firstCommandChannelAttacked; } public void setFirstCommandChannelAttacked(L2CommandChannel firstCommandChannelAttacked) { _firstCommandChannelAttacked = firstCommandChannelAttacked; } /** * @return the _commandChannelLastAttack */ public long getCommandChannelLastAttack() { return _commandChannelLastAttack; } /** * @param channelLastAttack the _commandChannelLastAttack to set */ public void setCommandChannelLastAttack(long channelLastAttack) { _commandChannelLastAttack = channelLastAttack; } private class CommandChannelTimer implements Runnable { private L2Attackable _monster; public CommandChannelTimer(L2Attackable monster) { _monster = monster; } /** * @see java.lang.Runnable#run() */ public void run() { if ((System.currentTimeMillis() - _monster.getCommandChannelLastAttack()) > Config.LOOT_RAIDS_PRIVILEGE_INTERVAL) { _monster.setCommandChannelTimer(null); _monster.setFirstCommandChannelAttacked(null); _monster.setCommandChannelLastAttack(0); } else ThreadPoolManager.getInstance().scheduleGeneral(this, 10000); // 10sec } } public void returnHome() { clearAggroList(); if (hasAI() && getSpawn() != null) getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new L2CharPosition(getSpawn().getLocx(), getSpawn().getLocy(), getSpawn().getLocz(), 0)); } /* * Return vitality points decrease (if positive) * or increase (if negative) based on damage. * Maximum for damage = maxHp. */ public float getVitalityPoints(int damage) { // sanity check if (damage <= 0) return 0; final float divider = getTemplate().baseVitalityDivider; if (divider == 0) return 0; // negative value - vitality will be consumed return - Math.min(damage, getMaxHp()) / divider; } /* * True if vitality rate for exp and sp should be applied */ public boolean useVitalityRate() { if (isChampion() && !Config.L2JMOD_CHAMPION_ENABLE_VITALITY) return false; return true; } }