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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
// Magicbane Emulator Project © 2013 - 2022
// www.magicbane.com
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package engine.gameManager ;
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import engine.loot.* ;
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import engine.mbEnums ;
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import engine.net.DispatchMessage ;
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import engine.net.client.msg.ErrorPopupMsg ;
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import engine.net.client.msg.chat.ChatSystemMsg ;
import engine.objects.* ;
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import org.pmw.tinylog.Logger ;
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import java.util.ArrayList ;
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import java.util.HashMap ;
import java.util.concurrent.ThreadLocalRandom ;
/**
* Class contains static methods for data from Magicbane's loot tables
*/
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public enum LootManager {
LOOTMANAGER ;
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// Newer tables
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public static HashMap < Integer , ArrayList < GenTableEntry > > _genTables = new HashMap < > ( ) ;
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public static HashMap < Integer , ArrayList < ItemTableEntry > > _itemTables = new HashMap < > ( ) ;
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public static HashMap < Integer , ArrayList < ModTableEntry > > _modTables = new HashMap < > ( ) ;
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public static HashMap < Integer , ArrayList < ModTypeTableEntry > > _modTypeTables = new HashMap < > ( ) ;
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// Drop Rates
public static float NORMAL_DROP_RATE ;
public static float NORMAL_EXP_RATE ;
public static float NORMAL_GOLD_RATE ;
public static float HOTZONE_DROP_RATE ;
public static float HOTZONE_EXP_RATE ;
public static float HOTZONE_GOLD_RATE ;
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public static HashMap < Integer , ArrayList < BootySetEntry > > _bootySetMap = new HashMap < > ( ) ;
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// Bootstrap routine to initialize the Loot Manager
public static void init ( ) {
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// Load loot tables from database.
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_genTables = DbManager . LootQueries . LOAD_GEN_ITEM_TABLES ( ) ;
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_itemTables = DbManager . LootQueries . LOAD_ITEM_TABLES ( ) ;
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_modTables = DbManager . LootQueries . LOAD_MOD_TABLES ( ) ;
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_modTypeTables = DbManager . LootQueries . LOAD_MOD_TYPE_TABLES ( ) ;
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// Cache drop rate values from Config manager.
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NORMAL_DROP_RATE = Float . parseFloat ( ConfigManager . MB_NORMAL_DROP_RATE . getValue ( ) ) ;
NORMAL_EXP_RATE = Float . parseFloat ( ConfigManager . MB_NORMAL_EXP_RATE . getValue ( ) ) ;
NORMAL_GOLD_RATE = Float . parseFloat ( ConfigManager . MB_NORMAL_GOLD_RATE . getValue ( ) ) ;
HOTZONE_DROP_RATE = Float . parseFloat ( ConfigManager . MB_HOTZONE_DROP_RATE . getValue ( ) ) ;
HOTZONE_EXP_RATE = Float . parseFloat ( ConfigManager . MB_HOTZONE_EXP_RATE . getValue ( ) ) ;
HOTZONE_GOLD_RATE = Float . parseFloat ( ConfigManager . MB_HOTZONE_GOLD_RATE . getValue ( ) ) ;
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}
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public static void GenerateMobLoot ( Mob mob ) {
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//determine if mob is in hotzone
boolean inHotzone = ZoneManager . inHotZone ( mob . getLoc ( ) ) ;
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//iterate the booty sets
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if ( mob . getMobBase ( ) . bootySet ! = 0 & & _bootySetMap . containsKey ( mob . getMobBase ( ) . bootySet ) = = true )
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RunBootySet ( _bootySetMap . get ( mob . getMobBase ( ) . bootySet ) , mob , inHotzone ) ;
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if ( mob . bootySet ! = 0 & & _bootySetMap . containsKey ( mob . bootySet ) = = true )
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RunBootySet ( _bootySetMap . get ( mob . bootySet ) , mob , inHotzone ) ;
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//lastly, check mobs inventory for godly or disc runes to send a server announcement
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for ( Item item : mob . getInventory ( ) ) {
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if ( ( item . templateID > 2499 & & item . templateID < = 3050 ) | | item . template . item_base_name . toLowerCase ( ) . contains ( " of the gods " ) ) {
ChatSystemMsg chatMsg = new ChatSystemMsg ( null , mob . getName ( ) + " in " + mob . getParentZone ( ) . zoneName + " has found the " + item . template . item_base_name + " . Are you tough enough to take it? " ) ;
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chatMsg . setMessageType ( 10 ) ;
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chatMsg . setChannel ( mbEnums . ChatChannelType . SYSTEM . getChannelID ( ) ) ;
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DispatchMessage . dispatchMsgToAll ( chatMsg ) ;
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}
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}
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}
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private static void RunBootySet ( ArrayList < BootySetEntry > entries , Mob mob , boolean inHotzone ) {
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boolean hotzoneWasRan = false ;
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float dropRate = 1 . 0f ;
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// Iterate all entries in this bootySet and process accordingly
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for ( BootySetEntry bse : entries ) {
switch ( bse . bootyType ) {
case " GOLD " :
GenerateGoldDrop ( mob , bse , inHotzone ) ;
break ;
case " LOOT " :
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if ( mob . getSafeZone ( ) = = false )
dropRate = LootManager . NORMAL_DROP_RATE ;
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if ( inHotzone = = true )
dropRate = LootManager . HOTZONE_DROP_RATE ;
if ( ThreadLocalRandom . current ( ) . nextInt ( 1 , 100 + 1 ) < ( bse . dropChance * dropRate ) )
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GenerateLootDrop ( mob , bse . genTable , false ) ; //generate normal loot drop
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// Generate hotzone loot if in hotzone
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// Only one bite at the hotzone apple per bootyset.
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if ( inHotzone = = true & & hotzoneWasRan = = false )
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if ( _genTables . containsKey ( bse . genTable + 1 ) & & ThreadLocalRandom . current ( ) . nextInt ( 1 , 100 + 1 ) < ( bse . dropChance * dropRate ) ) {
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GenerateLootDrop ( mob , bse . genTable + 1 , true ) ; //generate loot drop from hotzone table
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hotzoneWasRan = true ;
}
break ;
case " ITEM " :
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GenerateInventoryDrop ( mob , bse ) ;
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break ;
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}
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}
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}
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public static MobLoot getGenTableItem ( int genTableID , AbstractCharacter mob , Boolean inHotzone ) {
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if ( mob = = null | | _genTables . containsKey ( genTableID ) = = false )
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return null ;
MobLoot outItem ;
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int genRoll = ThreadLocalRandom . current ( ) . nextInt ( 1 , 100 + 1 ) ;
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GenTableEntry selectedRow = GenTableEntry . rollTable ( genTableID , genRoll , 1 . 0f ) ;
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if ( selectedRow = = null )
return null ;
int itemTableId = selectedRow . itemTableID ;
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if ( _itemTables . containsKey ( itemTableId ) = = false )
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return null ;
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//gets the 1-320 roll for this mob
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int itemTableRoll = 0 ;
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if ( mob . getObjectType ( ) . ordinal ( ) = = 52 ) //52 = player character
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itemTableRoll = ThreadLocalRandom . current ( ) . nextInt ( 1 , 320 + 1 ) ;
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else
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itemTableRoll = TableRoll ( mob . level , inHotzone ) ;
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ItemTableEntry tableRow = ItemTableEntry . rollTable ( itemTableId , itemTableRoll ) ;
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if ( tableRow = = null )
return null ;
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int itemUUID = tableRow . templateID ;
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if ( itemUUID = = 0 )
return null ;
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if ( ItemTemplate . templates . get ( itemUUID ) . item_type . equals ( mbEnums . ItemType . RESOURCE ) ) {
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int amount = ThreadLocalRandom . current ( ) . nextInt ( tableRow . minSpawn , tableRow . maxSpawn + 1 ) ;
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return new MobLoot ( mob , ItemTemplate . templates . get ( itemUUID ) , amount , false ) ;
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}
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outItem = new MobLoot ( mob , ItemTemplate . templates . get ( itemUUID ) , false ) ;
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if ( selectedRow . pModTable ! = 0 )
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try {
outItem = GeneratePrefix ( mob , outItem , genTableID , genRoll , inHotzone ) ;
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outItem . flags . remove ( mbEnums . ItemFlags . Identified ) ;
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} catch ( Exception e ) {
Logger . error ( " Failed to GeneratePrefix for item: " + outItem . getName ( ) ) ;
}
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if ( selectedRow . sModTable ! = 0 )
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try {
outItem = GenerateSuffix ( mob , outItem , genTableID , genRoll , inHotzone ) ;
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outItem . flags . remove ( mbEnums . ItemFlags . Identified ) ;
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} catch ( Exception e ) {
Logger . error ( " Failed to GenerateSuffix for item: " + outItem . getName ( ) ) ;
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}
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return outItem ;
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}
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private static MobLoot GeneratePrefix ( AbstractCharacter mob , MobLoot inItem , int genTableID , int genRoll , Boolean inHotzone ) {
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GenTableEntry selectedRow = GenTableEntry . rollTable ( genTableID , genRoll , 1 . 0f ) ;
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if ( selectedRow = = null )
return inItem ;
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int prefixroll = ThreadLocalRandom . current ( ) . nextInt ( 1 , 100 + 1 ) ;
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ModTypeTableEntry prefixTable = ModTypeTableEntry . rollTable ( selectedRow . pModTable , prefixroll ) ;
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if ( prefixTable = = null )
return inItem ;
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int prefixTableRoll = 0 ;
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if ( mob . getObjectType ( ) . equals ( mbEnums . GameObjectType . PlayerCharacter ) )
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prefixTableRoll = ThreadLocalRandom . current ( ) . nextInt ( 1 , 320 + 1 ) ;
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else
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prefixTableRoll = TableRoll ( mob . level , inHotzone ) ;
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ModTableEntry prefixMod = ModTableEntry . rollTable ( prefixTable . modTableID , prefixTableRoll ) ;
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if ( prefixMod = = null )
return inItem ;
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if ( prefixMod . action . isEmpty ( ) = = false ) {
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inItem . setPrefix ( prefixMod . action ) ;
inItem . addPermanentEnchantment ( prefixMod . action , 0 , prefixMod . level , true ) ;
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}
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return inItem ;
}
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private static MobLoot GenerateSuffix ( AbstractCharacter mob , MobLoot inItem , int genTableID , int genRoll , Boolean inHotzone ) {
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GenTableEntry selectedRow = GenTableEntry . rollTable ( genTableID , genRoll , 1 . 0f ) ;
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if ( selectedRow = = null )
return inItem ;
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int suffixRoll = ThreadLocalRandom . current ( ) . nextInt ( 1 , 100 + 1 ) ;
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ModTypeTableEntry suffixTable = ModTypeTableEntry . rollTable ( selectedRow . sModTable , suffixRoll ) ;
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if ( suffixTable = = null )
return inItem ;
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int suffixTableRoll ;
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if ( mob . getObjectType ( ) . equals ( mbEnums . GameObjectType . PlayerCharacter ) )
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suffixTableRoll = ThreadLocalRandom . current ( ) . nextInt ( 1 , 320 + 1 ) ;
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else
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suffixTableRoll = TableRoll ( mob . level , inHotzone ) ;
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ModTableEntry suffixMod = ModTableEntry . rollTable ( suffixTable . modTableID , suffixTableRoll ) ;
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if ( suffixMod = = null )
return inItem ;
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if ( suffixMod . action . isEmpty ( ) = = false ) {
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inItem . setSuffix ( suffixMod . action ) ;
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inItem . addPermanentEnchantment ( suffixMod . action , 0 , suffixMod . level , false ) ;
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}
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return inItem ;
}
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public static int TableRoll ( int mobLevel , Boolean inHotzone ) {
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if ( mobLevel > 65 )
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mobLevel = 65 ;
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int max = ( int ) ( 4 . 882 * mobLevel + 127 . 0 ) ;
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int min = ( int ) ( 4 . 469 * mobLevel - 3 . 469 ) ;
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min = Math . max ( min , 70 ) ;
max = Math . min ( max , 319 ) ;
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if ( inHotzone )
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min + = mobLevel ;
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int roll = ThreadLocalRandom . current ( ) . nextInt ( min , max + 1 ) ;
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return roll ;
}
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public static void GenerateGoldDrop ( Mob mob , BootySetEntry bse , Boolean inHotzone ) {
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int chanceRoll = ThreadLocalRandom . current ( ) . nextInt ( 1 , 100 + 1 ) ;
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//early exit, failed to hit minimum chance roll
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if ( chanceRoll > bse . dropChance )
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return ;
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//determine and add gold to mob inventory
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int high = bse . highGold ;
int low = bse . lowGold ;
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int gold = ThreadLocalRandom . current ( ) . nextInt ( low , high + 1 ) ;
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if ( inHotzone = = true )
gold = ( int ) ( gold * HOTZONE_GOLD_RATE ) ;
else
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gold = ( int ) ( gold * NORMAL_GOLD_RATE ) ;
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if ( gold > 0 ) {
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MobLoot goldAmount = new MobLoot ( mob , gold ) ;
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mob . charItemManager . addItemToInventory ( goldAmount ) ;
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}
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}
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public static void GenerateLootDrop ( Mob mob , int tableID , Boolean inHotzone ) {
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try {
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MobLoot toAdd = getGenTableItem ( tableID , mob , inHotzone ) ;
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if ( toAdd ! = null )
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mob . charItemManager . addItemToInventory ( toAdd ) ;
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} catch ( Exception e ) {
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//TODO chase down loot generation error, affects roughly 2% of drops
int i = 0 ;
}
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}
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public static void GenerateEquipmentDrop ( Mob mob ) {
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if ( mob . behaviourType . equals ( mbEnums . MobBehaviourType . HamletGuard ) )
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return ; // safehold guards don't drop their equipment
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//do equipment here
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int dropCount = 0 ;
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if ( mob . charItemManager . equipped . isEmpty ( ) = = false )
for ( Item item : mob . charItemManager . equipped . values ( ) ) {
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if ( item . drop_chance = = 0 )
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continue ;
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float equipmentRoll = ThreadLocalRandom . current ( ) . nextInt ( 1 , 100 + 1 ) ;
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float dropChance = item . drop_chance * 100 ;
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if ( equipmentRoll > dropChance )
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continue ;
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MobLoot ml = new MobLoot ( mob , item . template , false ) ;
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if ( ml ! = null & & dropCount < 1 ) {
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ml . flags . add ( mbEnums . ItemFlags . Identified ) ;
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ml . setCombat_health_current ( ( short ) ( ( short ) ml . combat_health_current - ThreadLocalRandom . current ( ) . nextInt ( 5 ) + 1 ) ) ;
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mob . charItemManager . addItemToInventory ( ml ) ;
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dropCount = 1 ;
//break; // Exit on first successful roll.
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}
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}
}
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public static void GenerateInventoryDrop ( Mob mob , BootySetEntry bse ) {
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int chanceRoll = ThreadLocalRandom . current ( ) . nextInt ( 1 , 100 + 1 ) ;
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//early exit, failed to hit minimum chance roll
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if ( chanceRoll > bse . dropChance )
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return ;
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MobLoot lootItem = new MobLoot ( mob , ItemTemplate . templates . get ( bse . templateID ) , true ) ;
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if ( lootItem ! = null )
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mob . charItemManager . addItemToInventory ( lootItem ) ;
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}
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public static void peddleFate ( PlayerCharacter playerCharacter , Item gift ) {
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//get table ID for the itemtemplate
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int tableID = 0 ;
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if ( _bootySetMap . get ( gift . templateID ) ! = null )
tableID = _bootySetMap . get ( gift . templateID ) . get ( ThreadLocalRandom . current ( ) . nextInt ( _bootySetMap . get ( gift . templateID ) . size ( ) ) ) . genTable ;
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if ( tableID = = 0 )
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return ;
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//get the character item manager
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CharacterItemManager itemMan = playerCharacter . charItemManager ;
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if ( itemMan = = null )
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return ;
//check if player owns the gift he is trying to open
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if ( itemMan . doesCharOwnThisItem ( gift . getObjectUUID ( ) ) = = false )
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return ;
//roll 1-100 for the gen table selection
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int genRoll = ThreadLocalRandom . current ( ) . nextInt ( 1 , 100 + 1 ) ;
GenTableEntry selectedRow = GenTableEntry . rollTable ( tableID , genRoll , LootManager . NORMAL_DROP_RATE ) ;
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if ( selectedRow = = null )
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return ;
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//roll 220-320 for the item table selection
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int itemRoll = ThreadLocalRandom . current ( ) . nextInt ( 220 , 320 + 1 ) ;
ItemTableEntry selectedItem = ItemTableEntry . rollTable ( selectedRow . itemTableID , itemRoll ) ;
if ( selectedItem = = null )
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return ;
//create the item from the table, quantity is always 1
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MobLoot winnings = new MobLoot ( playerCharacter , ItemTemplate . templates . get ( selectedItem . templateID ) , 1 , false ) ;
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if ( winnings = = null )
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return ;
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//early exit if the inventory of the player will not old the item
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if ( itemMan . hasRoomInventory ( winnings . template . item_wt ) = = false ) {
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ErrorPopupMsg . sendErrorPopup ( playerCharacter , 21 ) ;
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return ;
}
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//determine if the winning item needs a prefix
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if ( selectedRow . pModTable ! = 0 ) {
int prefixRoll = ThreadLocalRandom . current ( ) . nextInt ( 220 , 320 + 1 ) ;
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ModTableEntry prefix = ModTableEntry . rollTable ( selectedRow . pModTable , prefixRoll ) ;
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if ( prefix ! = null )
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winnings . addPermanentEnchantment ( prefix . action , 0 , prefix . level , true ) ;
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}
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//determine if the winning item needs a suffix
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if ( selectedRow . sModTable ! = 0 ) {
int suffixRoll = ThreadLocalRandom . current ( ) . nextInt ( 220 , 320 + 1 ) ;
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ModTableEntry suffix = ModTableEntry . rollTable ( selectedRow . sModTable , suffixRoll ) ;
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if ( suffix ! = null )
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winnings . addPermanentEnchantment ( suffix . action , 0 , suffix . level , true ) ;
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}
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winnings . flags . add ( mbEnums . ItemFlags . Identified ) ;
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//remove gift from inventory
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itemMan . consume ( gift ) ;
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//add winnings to player inventory
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Item playerWinnings = winnings . promoteToItem ( playerCharacter ) ;
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itemMan . addItemToInventory ( playerWinnings ) ;
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itemMan . updateInventory ( ) ;
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}
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}