/*
* 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 <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.gameserver.model;
import javolution.util.FastList;
import com.l2jserver.Config;
import com.l2jserver.util.Rnd;
/**
*
* @author Fulminus
*/
public class L2DropCategory
{
private FastList<L2DropData> _drops;
private int _categoryChance; // a sum of chances for calculating if an item will be dropped from this category
private int _categoryBalancedChance; // sum for balancing drop selection inside categories in high rate servers
private int _categoryType;
public L2DropCategory(int categoryType)
{
_categoryType = categoryType;
_drops = new FastList<L2DropData>(0);
_categoryChance = 0;
_categoryBalancedChance = 0;
}
public void addDropData(L2DropData drop, boolean raid)
{
boolean found = false;
if (drop.isQuestDrop()) {
//if (_questDrops == null)
// _questDrops = new FastList<L2DropData>(0);
//_questDrops.add(drop);
}
else
{
if (Config.CUSTOM_DROPLIST_TABLE)
{
// If the drop exists is replaced
for (L2DropData d : _drops)
{
if (d.getItemId() == drop.getItemId())
{
d.setMinDrop(drop.getMinDrop());
d.setMaxDrop(drop.getMaxDrop());
if (d.getChance() != drop.getChance())
{
// Re-calculate Chance
_categoryChance -= d.getChance();
_categoryBalancedChance -= Math.min((d.getChance() * Config.RATE_DROP_ITEMS), L2DropData.MAX_CHANCE);
d.setChance(drop.getChance());
_categoryChance += d.getChance();
_categoryBalancedChance += Math.min((d.getChance() * Config.RATE_DROP_ITEMS), L2DropData.MAX_CHANCE);
}
found = true;
break;
}
}
}
if (!found)
{
_drops.add(drop);
_categoryChance += drop.getChance();
// for drop selection inside a category: max 100 % chance for getting an item, scaling all values to that.
_categoryBalancedChance += Math.min((drop.getChance()*(raid?Config.RATE_DROP_ITEMS_BY_RAID : Config.RATE_DROP_ITEMS)),L2DropData.MAX_CHANCE);
}
}
}
public FastList<L2DropData> getAllDrops()
{
return _drops;
}
public void clearAllDrops()
{
_drops.clear();
}
public boolean isSweep()
{
return (getCategoryType()==-1);
}
// this returns the chance for the category to be visited in order to check if
// drops might come from it. Category -1 (spoil) must always be visited
// (but may return 0 or many drops)
public int getCategoryChance()
{
if (getCategoryType() >= 0)
return _categoryChance;
else
return L2DropData.MAX_CHANCE;
}
public int getCategoryBalancedChance()
{
if (getCategoryType() >= 0)
return _categoryBalancedChance;
else
return L2DropData.MAX_CHANCE;
}
public int getCategoryType()
{
return _categoryType;
}
/**
* useful for seeded conditions...the category will attempt to drop only among
* items that are allowed to be dropped when a mob is seeded.
* Previously, this only included adena. According to sh1ny, sealstones are also
* acceptable drops.
* if no acceptable drops are in the category, nothing will be dropped.
* otherwise, it will check for the item's chance to drop and either drop
* it or drop nothing.
*
* @return acceptable drop when mob is seeded, if it exists. Null otherwise.
*/
public synchronized L2DropData dropSeedAllowedDropsOnly()
{
FastList<L2DropData> drops = new FastList<L2DropData>();
int subCatChance = 0;
for (L2DropData drop : getAllDrops())
{
if ((drop.getItemId() == 57) || (drop.getItemId() == 6360)|| (drop.getItemId() == 6361)|| (drop.getItemId() == 6362))
{
drops.add(drop);
subCatChance += drop.getChance();
}
}
// among the results choose one.
int randomIndex = Rnd.get(subCatChance);
int sum = 0;
for (L2DropData drop : drops)
{
sum += drop.getChance();
if (sum > randomIndex) // drop this item and exit the function
{
drops.clear();
drops=null;
return drop;
}
}
// since it is still within category, only drop one of the acceptable drops from the results.
return null;
}
/**
* ONE of the drops in this category is to be dropped now.
* to see which one will be dropped, weight all items' chances such that
* their sum of chances equals MAX_CHANCE.
* since the individual drops have their base chance, we also ought to use the
* base category chance for the weight. So weight = MAX_CHANCE/basecategoryDropChance.
* Then get a single random number within this range. The first item
* (in order of the list) whose contribution to the sum makes the
* sum greater than the random number, will be dropped.
*
* Edited: How _categoryBalancedChance works in high rate servers:
* Let's say item1 has a drop chance (when considered alone, without category) of
* 1 % * RATE_DROP_ITEMS and item2 has 20 % * RATE_DROP_ITEMS, and the server's
* RATE_DROP_ITEMS is for example 50x. Without this balancer, the relative chance inside
* the category to select item1 to be dropped would be 1/26 and item2 25/26, no matter
* what rates are used. In high rate servers people usually consider the 1 % individual
* drop chance should become higher than this relative chance (1/26) inside the category,
* since having the both items for example in their own categories would result in having
* a drop chance for item1 50 % and item2 1000 %. _categoryBalancedChance limits the
* individual chances to 100 % max, making the chance for item1 to be selected from this
* category 50/(50+100) = 1/3 and item2 100/150 = 2/3.
* This change doesn't affect calculation when drop_chance * RATE_DROP_ITEMS < 100 %,
* meaning there are no big changes for low rate servers and no changes at all for 1x
* servers.
*
* @return selected drop from category, or null if nothing is dropped.
*/
public synchronized L2DropData dropOne(boolean raid)
{
int randomIndex = Rnd.get(getCategoryBalancedChance());
int sum = 0;
for (L2DropData drop : getAllDrops())
{
sum += Math.min((drop.getChance()*(raid?Config.RATE_DROP_ITEMS_BY_RAID : Config.RATE_DROP_ITEMS)),L2DropData.MAX_CHANCE);
if (sum >= randomIndex) // drop this item and exit the function
return drop;
}
return null;
}
}