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src/main/java/com/l2jserver/gameserver/instancemanager/CursedWeaponsManager.java
362 строки
13 KB
Zoey76
Copyright Update
01 янв 2025, 07:57
01 янв 2025, 07:57
16130a5
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/* * Copyright © 2004-2025 L2J Server * * This file is part of L2J Server. * * L2J Server is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * L2J Server is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ package com.l2jserver.gameserver.instancemanager; import static com.l2jserver.gameserver.config.Configuration.general; import static com.l2jserver.gameserver.config.Configuration.server; import java.io.File; import java.util.Collection; import java.util.HashMap; import java.util.Map; import java.util.Set; import javax.xml.parsers.DocumentBuilderFactory; import org.slf4j.Logger; import org.slf4j.LoggerFactory; import org.w3c.dom.Document; import org.w3c.dom.NamedNodeMap; import org.w3c.dom.Node; import com.l2jserver.commons.database.ConnectionFactory; import com.l2jserver.gameserver.model.CursedWeapon; import com.l2jserver.gameserver.model.actor.L2Attackable; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.instance.L2DefenderInstance; import com.l2jserver.gameserver.model.actor.instance.L2FeedableBeastInstance; import com.l2jserver.gameserver.model.actor.instance.L2FestivalMonsterInstance; import com.l2jserver.gameserver.model.actor.instance.L2FortCommanderInstance; import com.l2jserver.gameserver.model.actor.instance.L2GrandBossInstance; import com.l2jserver.gameserver.model.actor.instance.L2GuardInstance; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.actor.instance.L2RiftInvaderInstance; import com.l2jserver.gameserver.model.items.instance.L2ItemInstance; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; import com.l2jserver.gameserver.util.Broadcast; /** * UnAfraid: TODO: Rewrite with DocumentParser * @author Micht */ public final class CursedWeaponsManager { private static final Logger LOG = LoggerFactory.getLogger(CursedWeaponsManager.class); private Map<Integer, CursedWeapon> _cursedWeapons; protected CursedWeaponsManager() { init(); } private void init() { _cursedWeapons = new HashMap<>(); if (!general().allowCursedWeapons()) { return; } load(); restore(); controlPlayers(); LOG.info("Loaded {} cursed weapon(s).", _cursedWeapons.size()); } public void reload() { init(); } private void load() { try { DocumentBuilderFactory factory = DocumentBuilderFactory.newInstance(); factory.setValidating(false); factory.setIgnoringComments(true); File file = new File(server().getDatapackRoot(), "data/cursedWeapons.xml"); if (!file.exists()) { LOG.warn("Couldn't find {}!", file.getAbsoluteFile()); return; } Document doc = factory.newDocumentBuilder().parse(file); for (Node n = doc.getFirstChild(); n != null; n = n.getNextSibling()) { if ("list".equalsIgnoreCase(n.getNodeName())) { for (Node d = n.getFirstChild(); d != null; d = d.getNextSibling()) { if ("item".equalsIgnoreCase(d.getNodeName())) { NamedNodeMap attrs = d.getAttributes(); int id = Integer.parseInt(attrs.getNamedItem("id").getNodeValue()); int skillId = Integer.parseInt(attrs.getNamedItem("skillId").getNodeValue()); String name = attrs.getNamedItem("name").getNodeValue(); CursedWeapon cw = new CursedWeapon(id, skillId, name); int val; for (Node cd = d.getFirstChild(); cd != null; cd = cd.getNextSibling()) { if ("dropRate".equalsIgnoreCase(cd.getNodeName())) { attrs = cd.getAttributes(); val = Integer.parseInt(attrs.getNamedItem("val").getNodeValue()); cw.setDropRate(val); } else if ("duration".equalsIgnoreCase(cd.getNodeName())) { attrs = cd.getAttributes(); val = Integer.parseInt(attrs.getNamedItem("val").getNodeValue()); cw.setDuration(val); } else if ("durationLost".equalsIgnoreCase(cd.getNodeName())) { attrs = cd.getAttributes(); val = Integer.parseInt(attrs.getNamedItem("val").getNodeValue()); cw.setDurationLost(val); } else if ("disappearChance".equalsIgnoreCase(cd.getNodeName())) { attrs = cd.getAttributes(); val = Integer.parseInt(attrs.getNamedItem("val").getNodeValue()); cw.setDisappearChance(val); } else if ("stageKills".equalsIgnoreCase(cd.getNodeName())) { attrs = cd.getAttributes(); val = Integer.parseInt(attrs.getNamedItem("val").getNodeValue()); cw.setStageKills(val); } } // Store cursed weapon _cursedWeapons.put(id, cw); } } } } } catch (Exception ex) { LOG.warn("There has been an error parsing cursed weapons file!", ex); } } private void restore() { try (var con = ConnectionFactory.getInstance().getConnection(); var s = con.createStatement(); var rs = s.executeQuery("SELECT itemId, charId, playerKarma, playerPkKills, nbKills, endTime FROM cursed_weapons")) { // Retrieve the L2PcInstance from the characters table of the database CursedWeapon cw; while (rs.next()) { cw = _cursedWeapons.get(rs.getInt("itemId")); cw.setPlayerId(rs.getInt("charId")); cw.setPlayerKarma(rs.getInt("playerKarma")); cw.setPlayerPkKills(rs.getInt("playerPkKills")); cw.setNbKills(rs.getInt("nbKills")); cw.setEndTime(rs.getLong("endTime")); cw.reActivate(); } } catch (Exception ex) { LOG.warn("Could not restore cursed weapons data!", ex); } } private void controlPlayers() { // TODO: See comments below... // This entire for loop should NOT be necessary, since it is already handled by // CursedWeapon.endOfLife(). However, if we indeed *need* to duplicate it for safety, // then we'd better make sure that it FULLY cleans up inactive cursed weapons! // Undesired effects result otherwise, such as player with no zariche but with karma // or a lost-child entry in the cursed weapons table, without a corresponding one in items... // Retrieve the L2PcInstance from the characters table of the database try (var con = ConnectionFactory.getInstance().getConnection(); var ps = con.prepareStatement("SELECT owner_id FROM items WHERE item_id=?")) { for (CursedWeapon cw : _cursedWeapons.values()) { if (cw.isActivated()) { continue; } // Do an item check to be sure that the cursed weapon isn't hold by someone int itemId = cw.getItemId(); ps.setInt(1, itemId); try (var rset = ps.executeQuery()) { if (rset.next()) { // A player has the cursed weapon in his inventory ... int playerId = rset.getInt("owner_id"); LOG.warn("Player {} owns the cursed weapon {} but he shouldn't!", playerId, itemId); // Delete the item try (var delete = con.prepareStatement("DELETE FROM items WHERE owner_id=? AND item_id=?")) { delete.setInt(1, playerId); delete.setInt(2, itemId); if (delete.executeUpdate() != 1) { LOG.warn("There has been an error while deleting cursed weapon {} from player Id {}!", itemId, playerId); } } // Restore the player's old karma and pk count try (var update = con.prepareStatement("UPDATE characters SET karma=?, pkkills=? WHERE charId=?")) { update.setInt(1, cw.getPlayerKarma()); update.setInt(2, cw.getPlayerPkKills()); update.setInt(3, playerId); if (update.executeUpdate() != 1) { LOG.warn("There has been an error while updating karma & pkkills for player Id {}!", cw.getPlayerId()); } } // clean up the cursed weapons table. removeFromDb(itemId); } } ps.clearParameters(); } } catch (Exception ex) { LOG.warn("Could not check cursed weapons data!", ex); } } public synchronized void checkDrop(L2Attackable attackable, L2PcInstance player) { // Cursed weapons cannot drop in instance if (attackable.getInstanceId() != 0) { return; } if ((attackable instanceof L2DefenderInstance) || (attackable instanceof L2RiftInvaderInstance) || (attackable instanceof L2FestivalMonsterInstance) || (attackable instanceof L2GuardInstance) || (attackable instanceof L2GrandBossInstance) || (attackable instanceof L2FeedableBeastInstance) || (attackable instanceof L2FortCommanderInstance)) { return; } for (CursedWeapon cw : _cursedWeapons.values()) { if (cw.isActive()) { continue; } if (cw.checkDrop(attackable, player)) { break; } } } public void activate(L2PcInstance player, L2ItemInstance item) { CursedWeapon cw = _cursedWeapons.get(item.getId()); if (player.isCursedWeaponEquipped()) // cannot own 2 cursed swords { CursedWeapon cw2 = _cursedWeapons.get(player.getCursedWeaponEquippedId()); // TODO: give the bonus level in a more appropriate manner. // The following code adds "_stageKills" levels. This will also show in the char status. // I do not have enough info to know if the bonus should be shown in the pk count, or if it // should be a full "_stageKills" bonus or just the remaining from the current count till the of the current stage... // This code is a TEMP fix, so that the cursed weapon's bonus level can be observed with as little change in the code as possible, until proper info arises. cw2.setNbKills(cw2.getStageKills() - 1); cw2.increaseKills(); // erase the newly obtained cursed weapon cw.setPlayer(player); // NECESSARY in order to find which inventory the weapon is in! cw.endOfLife(); // expire the weapon and clean up. } else { cw.activate(player, item); } } public void drop(int itemId, L2Character killer) { CursedWeapon cw = _cursedWeapons.get(itemId); cw.dropIt(killer); } public void increaseKills(int itemId) { CursedWeapon cw = _cursedWeapons.get(itemId); cw.increaseKills(); } public int getLevel(int itemId) { CursedWeapon cw = _cursedWeapons.get(itemId); return cw.getLevel(); } public static void announce(SystemMessage sm) { Broadcast.toAllOnlinePlayers(sm); } public void checkPlayer(L2PcInstance player) { if (player == null) { return; } for (CursedWeapon cw : _cursedWeapons.values()) { if (cw.isActivated() && (player.getObjectId() == cw.getPlayerId())) { cw.setPlayer(player); cw.setItem(player.getInventory().getItemByItemId(cw.getItemId())); cw.giveSkill(); player.setCursedWeaponEquippedId(cw.getItemId()); SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MINUTE_OF_USAGE_TIME_ARE_LEFT_FOR_S1); sm.addString(cw.getName()); // sm.addItemName(cw.getItemId()); sm.addInt((int) ((cw.getEndTime() - System.currentTimeMillis()) / 60000)); player.sendPacket(sm); } } } public int checkOwnsWeaponId(int ownerId) { for (CursedWeapon cw : _cursedWeapons.values()) { if (cw.isActivated() && (ownerId == cw.getPlayerId())) { return cw.getItemId(); } } return -1; } public static void removeFromDb(int itemId) { try (var con = ConnectionFactory.getInstance().getConnection(); var ps = con.prepareStatement("DELETE FROM cursed_weapons WHERE itemId = ?")) { ps.setInt(1, itemId); ps.executeUpdate(); } catch (Exception ex) { LOG.warn("Failed to remove cursed weapon Id {}!", itemId, ex); } } public void saveData() { for (CursedWeapon cw : _cursedWeapons.values()) { cw.saveData(); } } public boolean isCursed(int itemId) { return _cursedWeapons.containsKey(itemId); } public Collection<CursedWeapon> getCursedWeapons() { return _cursedWeapons.values(); } public Set<Integer> getCursedWeaponsIds() { return _cursedWeapons.keySet(); } public CursedWeapon getCursedWeapon(int itemId) { return _cursedWeapons.get(itemId); } public void givePassive(int itemId) { try { _cursedWeapons.get(itemId).giveSkill(); } catch (Exception e) { /***/ } } public static CursedWeaponsManager getInstance() { return SingletonHolder._instance; } private static class SingletonHolder { protected static final CursedWeaponsManager _instance = new CursedWeaponsManager(); } }