@Override public void runImpl() { final L2PcInstance player = getClient().getActiveChar(); if (player == null) { return; } if (!getClient().getFloodProtectors().getMultiSell().tryPerformAction("multisell choose")) { player.setMultiSell(null); return; } if ((_amount < 1) || (_amount > 5000)) { player.setMultiSell(null); return; } PreparedListContainer list = player.getMultiSell(); if ((list == null) || (list.getListId() != _listId)) { player.setMultiSell(null); return; } final L2Npc npc = player.getLastFolkNPC(); if (((npc != null) && !list.isNpcAllowed(npc.getId())) || ((npc == null) && list.isNpcOnly())) { player.setMultiSell(null); return; } if (!player.isGM() && (npc != null)) { if (!player.isInsideRadius(npc, INTERACTION_DISTANCE, true, false) || (player.getInstanceId() != npc.getInstanceId())) { player.setMultiSell(null); return; } } for (Entry entry : list.getEntries()) { if (entry.getEntryId() == _entryId) { if (!entry.isStackable() && (_amount > 1)) { _log.severe( "Character: " + player.getName() + " is trying to set amount > 1 on non-stackable multisell, id:" + _listId + ":" + _entryId); player.setMultiSell(null); return; } final PcInventory inv = player.getInventory(); int slots = 0; int weight = 0; for (Ingredient e : entry.getProducts()) { if (e.getItemId() < 0) { continue; } if (!e.isStackable()) { slots += e.getItemCount() * _amount; } else if (player.getInventory().getItemByItemId(e.getItemId()) == null) { slots++; } weight += e.getItemCount() * _amount * e.getWeight(); } if (!inv.validateWeight(weight)) { player.sendPacket(SystemMessageId.WEIGHT_LIMIT_EXCEEDED); return; } if (!inv.validateCapacity(slots)) { player.sendPacket(SystemMessageId.SLOTS_FULL); return; } ArrayList<Ingredient> ingredientsList = new ArrayList<>(entry.getIngredients().size()); // Generate a list of distinct ingredients and counts in order to check if the correct // item-counts // are possessed by the player boolean newIng; for (Ingredient e : entry.getIngredients()) { newIng = true; // at this point, the template has already been modified so that enchantments are properly // included // whenever they need to be applied. Uniqueness of items is thus judged by item id AND // enchantment level for (int i = ingredientsList.size(); --i >= 0; ) { Ingredient ex = ingredientsList.get(i); // if the item was already added in the list, merely increment the count // this happens if 1 list entry has the same ingredient twice (example 2 swords = 1 // dual) if ((ex.getItemId() == e.getItemId()) && (ex.getEnchantLevel() == e.getEnchantLevel())) { if ((ex.getItemCount() + e.getItemCount()) > Integer.MAX_VALUE) { player.sendPacket(SystemMessageId.YOU_HAVE_EXCEEDED_QUANTITY_THAT_CAN_BE_INPUTTED); return; } // two same ingredients, merge into one and replace old final Ingredient ing = ex.getCopy(); ing.setItemCount(ex.getItemCount() + e.getItemCount()); ingredientsList.set(i, ing); newIng = false; break; } } if (newIng) { // if it's a new ingredient, just store its info directly (item id, count, enchantment) ingredientsList.add(e); } } // now check if the player has sufficient items in the inventory to cover the ingredients' // expences for (Ingredient e : ingredientsList) { if ((e.getItemCount() * _amount) > Integer.MAX_VALUE) { player.sendPacket(SystemMessageId.YOU_HAVE_EXCEEDED_QUANTITY_THAT_CAN_BE_INPUTTED); return; } if (e.getItemId() < 0) { if (!MultisellData.hasSpecialIngredient( e.getItemId(), e.getItemCount() * _amount, player)) { return; } } else { // if this is not a list that maintains enchantment, check the count of all items that // have the given id. // otherwise, check only the count of items with exactly the needed enchantment level final long required = ((Config.ALT_BLACKSMITH_USE_RECIPES || !e.getMaintainIngredient()) ? (e.getItemCount() * _amount) : e.getItemCount()); if (inv.getInventoryItemCount( e.getItemId(), list.getMaintainEnchantment() ? e.getEnchantLevel() : -1, false) < required) { SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S2_UNIT_OF_THE_ITEM_S1_REQUIRED); sm.addItemName(e.getTemplate()); sm.addLong(required); player.sendPacket(sm); return; } } } List<L2Augmentation> augmentation = new ArrayList<>(); Elementals[] elemental = null; /** All ok, remove items and add final product */ for (Ingredient e : entry.getIngredients()) { if (e.getItemId() < 0) { if (!MultisellData.takeSpecialIngredient( e.getItemId(), e.getItemCount() * _amount, player)) { return; } } else { L2ItemInstance itemToTake = inv.getItemByItemId( e.getItemId()); // initialize and initial guess for the item to take. if (itemToTake == null) { // this is a cheat, transaction will be aborted and if any items already // taken will not be returned back to inventory! _log.severe( "Character: " + player.getName() + " is trying to cheat in multisell, id:" + _listId + ":" + _entryId); player.setMultiSell(null); return; } // if (itemToTake.isEquipped()) // { // this is a cheat, transaction will be aborted and if any items already taken will not // be returned back to inventory! // _log.severe("Character: " + player.getName() + " is trying to cheat in multisell, // exchanging equipped item, merchatnt id:" + merchant.getNpcId()); // player.setMultiSell(null); // return; // } if (Config.ALT_BLACKSMITH_USE_RECIPES || !e.getMaintainIngredient()) { // if it's a stackable item, just reduce the amount from the first (only) instance // that is found in the inventory if (itemToTake.isStackable()) { if (!player.destroyItem( "Multisell", itemToTake.getObjectId(), (e.getItemCount() * _amount), player.getTarget(), true)) { player.setMultiSell(null); return; } } else { // for non-stackable items, one of two scenaria are possible: // a) list maintains enchantment: get the instances that exactly match the requested // enchantment level // b) list does not maintain enchantment: get the instances with the LOWEST // enchantment level // a) if enchantment is maintained, then get a list of items that exactly match this // enchantment if (list.getMaintainEnchantment()) { // loop through this list and remove (one by one) each item until the required // amount is taken. L2ItemInstance[] inventoryContents = inv.getAllItemsByItemId(e.getItemId(), e.getEnchantLevel(), false); for (int i = 0; i < (e.getItemCount() * _amount); i++) { if (inventoryContents[i].isAugmented()) { augmentation.add(inventoryContents[i].getAugmentation()); } if (inventoryContents[i].getElementals() != null) { elemental = inventoryContents[i].getElementals(); } if (!player.destroyItem( "Multisell", inventoryContents[i].getObjectId(), 1, player.getTarget(), true)) { player.setMultiSell(null); return; } } } else // b) enchantment is not maintained. Get the instances with the LOWEST enchantment // level { // NOTE: There are 2 ways to achieve the above goal. // 1) Get all items that have the correct itemId, loop through them until the // lowest enchantment // level is found. Repeat all this for the next item until proper count of items // is reached. // 2) Get all items that have the correct itemId, sort them once based on // enchantment level, // and get the range of items that is necessary. // Method 1 is faster for a small number of items to be exchanged. // Method 2 is faster for large amounts. // // EXPLANATION: // Worst case scenario for algorithm 1 will make it run in a number of cycles // given by: // m*(2n-m+1)/2 where m is the number of items to be exchanged and n is the total // number of inventory items that have a matching id. // With algorithm 2 (sort), sorting takes n*log(n) time and the choice is done in // a single cycle // for case b (just grab the m first items) or in linear time for case a (find the // beginning of items // with correct enchantment, index x, and take all items from x to x+m). // Basically, whenever m > log(n) we have: m*(2n-m+1)/2 = (2nm-m*m+m)/2 > // (2nlogn-logn*logn+logn)/2 = nlog(n) - log(n*n) + log(n) = nlog(n) + log(n/n*n) // = // nlog(n) + log(1/n) = nlog(n) - log(n) = (n-1)log(n) // So for m < log(n) then m*(2n-m+1)/2 > (n-1)log(n) and m*(2n-m+1)/2 > nlog(n) // // IDEALLY: // In order to best optimize the performance, choose which algorithm to run, based // on whether 2^m > n // if ( (2<<(e.getItemCount()// _amount)) < inventoryContents.length ) // // do Algorithm 1, no sorting // else // // do Algorithm 2, sorting // // CURRENT IMPLEMENTATION: // In general, it is going to be very rare for a person to do a massive exchange // of non-stackable items // For this reason, we assume that algorithm 1 will always suffice and we keep // things simple. // If, in the future, it becomes necessary that we optimize, the above discussion // should make it clear // what optimization exactly is necessary (based on the comments under "IDEALLY"). // // choice 1. Small number of items exchanged. No sorting. for (int i = 1; i <= (e.getItemCount() * _amount); i++) { L2ItemInstance[] inventoryContents = inv.getAllItemsByItemId(e.getItemId(), false); itemToTake = inventoryContents[0]; // get item with the LOWEST enchantment level from the inventory... // +0 is lowest by default... if (itemToTake.getEnchantLevel() > 0) { for (L2ItemInstance item : inventoryContents) { if (item.getEnchantLevel() < itemToTake.getEnchantLevel()) { itemToTake = item; // nothing will have enchantment less than 0. If a zero-enchanted // item is found, just take it if (itemToTake.getEnchantLevel() == 0) { break; } } } } if (!player.destroyItem( "Multisell", itemToTake.getObjectId(), 1, player.getTarget(), true)) { player.setMultiSell(null); return; } } } } } } } // Generate the appropriate items for (Ingredient e : entry.getProducts()) { if (e.getItemId() < 0) { MultisellData.giveSpecialProduct(e.getItemId(), e.getItemCount() * _amount, player); } else { if (e.isStackable()) { inv.addItem( "Multisell", e.getItemId(), e.getItemCount() * _amount, player, player.getTarget()); } else { L2ItemInstance product = null; for (int i = 0; i < (e.getItemCount() * _amount); i++) { product = inv.addItem("Multisell", e.getItemId(), 1, player, player.getTarget()); if ((product != null) && list.getMaintainEnchantment()) { if (i < augmentation.size()) { product.setAugmentation( new L2Augmentation(augmentation.get(i).getAugmentationId())); } if (elemental != null) { for (Elementals elm : elemental) { product.setElementAttr(elm.getElement(), elm.getValue()); } } product.setEnchantLevel(e.getEnchantLevel()); product.updateDatabase(); } } } // msg part SystemMessage sm; if ((e.getItemCount() * _amount) > 1) { sm = SystemMessage.getSystemMessage(SystemMessageId.EARNED_S2_S1_S); sm.addItemName(e.getItemId()); sm.addLong(e.getItemCount() * _amount); player.sendPacket(sm); } else { if (list.getMaintainEnchantment() && (e.getEnchantLevel() > 0)) { sm = SystemMessage.getSystemMessage(SystemMessageId.ACQUIRED_S1_S2); sm.addLong(e.getEnchantLevel()); sm.addItemName(e.getItemId()); } else { sm = SystemMessage.getSystemMessage(SystemMessageId.EARNED_ITEM_S1); sm.addItemName(e.getItemId()); } player.sendPacket(sm); } } } player.sendPacket(new ItemList(player, false)); StatusUpdate su = new StatusUpdate(player); su.addAttribute(StatusUpdate.CUR_LOAD, player.getCurrentLoad()); player.sendPacket(su); // finally, give the tax to the castle... if ((npc != null) && (entry.getTaxAmount() > 0)) { npc.getCastle().addToTreasury(entry.getTaxAmount() * _amount); } break; } } }
@Override protected void runImpl() { L2PcInstance activeChar = getClient().getActiveChar(); if (activeChar == null) { _log.fine("RequestCrystalizeItem: activeChar was null"); return; } if (!getClient().getFloodProtectors().getTransaction().tryPerformAction("crystallize")) { activeChar.sendMessage("You are crystallizing too fast."); return; } if (_count <= 0) { Util.handleIllegalPlayerAction( activeChar, "[RequestCrystallizeItem] count <= 0! ban! oid: " + _objectId + " owner: " + activeChar.getName(), Config.DEFAULT_PUNISH); return; } if ((activeChar.getPrivateStoreType() != PrivateStoreType.NONE) || !activeChar.isInCrystallize()) { activeChar.sendPacket( SystemMessageId .WHILE_OPERATING_A_PRIVATE_STORE_OR_WORKSHOP_YOU_CANNOT_DISCARD_DESTROY_OR_TRADE_AN_ITEM); return; } int skillLevel = activeChar.getSkillLevel(CommonSkill.CRYSTALLIZE.getId()); if (skillLevel <= 0) { activeChar.sendPacket( SystemMessageId .YOU_MAY_NOT_CRYSTALLIZE_THIS_ITEM_YOUR_CRYSTALLIZATION_SKILL_LEVEL_IS_TOO_LOW); activeChar.sendPacket(ActionFailed.STATIC_PACKET); if ((activeChar.getRace() != Race.DWARF) && (activeChar.getClassId().ordinal() != 117) && (activeChar.getClassId().ordinal() != 55)) { _log.info( "Player " + activeChar.getClient() + " used crystalize with classid: " + activeChar.getClassId().ordinal()); } return; } PcInventory inventory = activeChar.getInventory(); if (inventory != null) { L2ItemInstance item = inventory.getItemByObjectId(_objectId); if (item == null) { activeChar.sendPacket(ActionFailed.STATIC_PACKET); return; } if (item.isHeroItem()) { return; } if (_count > item.getCount()) { _count = activeChar.getInventory().getItemByObjectId(_objectId).getCount(); } } final L2ItemInstance itemToRemove = activeChar.getInventory().getItemByObjectId(_objectId); if ((itemToRemove == null) || itemToRemove.isShadowItem() || itemToRemove.isTimeLimitedItem()) { return; } if (!itemToRemove.getItem().isCrystallizable() || (itemToRemove.getItem().getCrystalCount() <= 0) || (itemToRemove.getItem().getCrystalType() == CrystalType.NONE)) { _log.warning( activeChar.getName() + " (" + activeChar.getObjectId() + ") tried to crystallize " + itemToRemove.getItem().getId()); return; } if (!activeChar.getInventory().canManipulateWithItemId(itemToRemove.getId())) { activeChar.sendMessage("You cannot use this item."); return; } // Check if the char can crystallize items and return if false; boolean canCrystallize = true; switch (itemToRemove.getItem().getCrystalTypePlus()) { case D: { if (skillLevel < 1) { canCrystallize = false; } break; } case C: { if (skillLevel < 2) { canCrystallize = false; } break; } case B: { if (skillLevel < 3) { canCrystallize = false; } break; } case A: { if (skillLevel < 4) { canCrystallize = false; } break; } case S: { if (skillLevel < 5) { canCrystallize = false; } break; } case R: { if (skillLevel < 6) { canCrystallize = false; } break; } } if (!canCrystallize) { activeChar.sendPacket( SystemMessageId .YOU_MAY_NOT_CRYSTALLIZE_THIS_ITEM_YOUR_CRYSTALLIZATION_SKILL_LEVEL_IS_TOO_LOW); activeChar.sendPacket(ActionFailed.STATIC_PACKET); return; } // activeChar.setInCrystallize(true); // unequip if needed SystemMessage sm; if (itemToRemove.isEquipped()) { L2ItemInstance[] unequiped = activeChar.getInventory().unEquipItemInSlotAndRecord(itemToRemove.getLocationSlot()); InventoryUpdate iu = new InventoryUpdate(); for (L2ItemInstance item : unequiped) { iu.addModifiedItem(item); } activeChar.sendPacket(iu); if (itemToRemove.getEnchantLevel() > 0) { sm = SystemMessage.getSystemMessage(SystemMessageId.THE_EQUIPMENT_S1_S2_HAS_BEEN_REMOVED); sm.addInt(itemToRemove.getEnchantLevel()); sm.addItemName(itemToRemove); } else { sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HAS_BEEN_UNEQUIPPED); sm.addItemName(itemToRemove); } activeChar.sendPacket(sm); } // remove from inventory final L2ItemInstance removedItem = activeChar.getInventory().destroyItem("Crystalize", _objectId, _count, activeChar, null); final InventoryUpdate iu = new InventoryUpdate(); iu.addRemovedItem(removedItem); activeChar.sendPacket(iu); final int crystalId = itemToRemove.getItem().getCrystalItemId(); final int crystalAmount = itemToRemove.getCrystalCount(); final List<ItemChanceHolder> items = new ArrayList<>(); items.add(new ItemChanceHolder(crystalId, 100, crystalAmount)); final CrystalizationData data = ItemCrystalizationData.getInstance().getCrystalization(itemToRemove.getId()); if (data != null) { data.getItems().stream().filter(holder -> (holder.getId() != crystalId)).forEach(items::add); } for (ItemChanceHolder holder : items) { final double rand = Rnd.nextDouble() * 100; if (rand < holder.getChance()) { // add crystals final L2ItemInstance createdItem = activeChar .getInventory() .addItem("Crystalize", holder.getId(), holder.getCount(), activeChar, activeChar); sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_HAVE_EARNED_S2_S1_S); sm.addItemName(createdItem); sm.addLong(holder.getCount()); activeChar.sendPacket(sm); } } sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HAS_BEEN_CRYSTALLIZED); sm.addItemName(removedItem); activeChar.sendPacket(sm); activeChar.broadcastUserInfo(); L2World.getInstance().removeObject(removedItem); activeChar.setInCrystallize(false); }