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Примечание: Эта функция может быть недоступна в некоторых браузерах.
Где ещё могут они быть? В ядре например, не?Вопрос .
Добавил покетку системы способностей в классик 2.0 закен .
окно работает но оно пустое .
Добавил скилы с abilitySkillTree.xml в датник skillgbr_classic.dat и перенес с датника GameDataBase-RU.dat в GameDataBase_Classic.dat
такой вопрос где еще могут быть скилы с ability в каком датнике?
Посмотреть вложение 23829
он спрашивает про визуальную часть вроде какГде ещё могут они быть? В ядре например, не?
он спрашивает про визуальную часть вроде как
окно работает но оно пустое .
про нее самую)он спрашивает про визуальную часть вроде как
да в том и дело )) что по ядру вроде все сделано , грешу на датники )Я упорно вырезал лишние скилы, ты добавляешь. Копай в ядре, сравнивай с крусайдом, добавляй то чего не хватает для них.
Что по ядру сделано? В скил дату хоть занёс их?да в том и дело )) что по ядру вроде все сделано , грешу на датники )
возможно где то еще есть эти скилы ability ) но не могу найти ) знаю что в скилгбр и GameDataBase-RU.dat а видимо какой то упускаю) либо еще что то
/*
* Copyright (C) 2004-2015 L2J Unity
*
* This file is part of L2J Unity.
*
* L2J Unity 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 Unity 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 org.l2junity.gameserver.data.xml.impl;
import java.nio.file.Path;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collection;
import java.util.Collections;
import java.util.Comparator;
import java.util.HashMap;
import java.util.HashSet;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import java.util.Set;
import java.util.concurrent.atomic.AtomicBoolean;
import java.util.stream.Collectors;
import org.l2junity.commons.loader.annotations.Dependency;
import org.l2junity.commons.loader.annotations.InstanceGetter;
import org.l2junity.commons.loader.annotations.Load;
import org.l2junity.commons.loader.annotations.Reload;
import org.l2junity.gameserver.config.PlayerConfig;
import org.l2junity.gameserver.data.xml.IGameXmlReader;
import org.l2junity.gameserver.enums.CategoryType;
import org.l2junity.gameserver.enums.Race;
import org.l2junity.gameserver.enums.SubclassType;
import org.l2junity.gameserver.loader.LoadGroup;
import org.l2junity.gameserver.model.L2Clan;
import org.l2junity.gameserver.model.SkillLearn;
import org.l2junity.gameserver.model.StatsSet;
import org.l2junity.gameserver.model.actor.instance.PlayerInstance;
import org.l2junity.gameserver.model.base.AcquireSkillType;
import org.l2junity.gameserver.model.base.ClassId;
import org.l2junity.gameserver.model.base.SocialClass;
import org.l2junity.gameserver.model.holders.ItemHolder;
import org.l2junity.gameserver.model.holders.PlayerSkillHolder;
import org.l2junity.gameserver.model.holders.SkillHolder;
import org.l2junity.gameserver.model.interfaces.ISkillsHolder;
import org.l2junity.gameserver.model.skills.CommonSkill;
import org.l2junity.gameserver.model.skills.Skill;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import org.w3c.dom.Document;
import org.w3c.dom.NamedNodeMap;
import org.w3c.dom.Node;
/**
* This class loads and manage the characters and pledges skills trees.<br>
* Here can be found the following skill trees:<br>
* <ul>
* <li>Class skill trees: player skill trees for each class.</li>
* <li>Transfer skill trees: player skill trees for each healer class.</lI>
* <li>Collect skill tree: player skill tree for Gracia related skills.</li>
* <li>Fishing skill tree: player skill tree for fishing related skills.</li>
* <li>Transform skill tree: player skill tree for transformation related skills.</li>
* <li>Sub-Class skill tree: player skill tree for sub-class related skills.</li>
* <li>Noble skill tree: player skill tree for noblesse related skills.</li>
* <li>Hero skill tree: player skill tree for heroes related skills.</li>
* <li>GM skill tree: player skill tree for Game Master related skills.</li>
* <li>Common skill tree: custom skill tree for players, skills in this skill tree will be available for all players.</li>
* <li>Pledge skill tree: clan skill tree for main clan.</li>
* <li>Sub-Pledge skill tree: clan skill tree for sub-clans.</li>
* </ul>
* For easy customization of player class skill trees, the parent Id of each class is taken from the XML data, this means you can use a different class parent Id than in the normal game play, for example all 3rd class dagger users will have Treasure Hunter skills as 1st and 2nd class skills.<br>
* For XML schema please refer to skillTrees.xsd in datapack in xsd folder and for parameters documentation refer to documentation.txt in skillTrees folder.<br>
* @author Zoey76
*/
public final class SkillTreesData implements IGameXmlReader
{
private static final Logger LOGGER = LoggerFactory.getLogger(SkillTreesData.class);
// ClassId, Map of Skill Hash Code, L2SkillLearn
private static final Map<ClassId, Map<Long, SkillLearn>> _classSkillTrees = new HashMap<>();
private static final Map<ClassId, Map<Long, SkillLearn>> _transferSkillTrees = new HashMap<>();
private static final Map<SubclassType, Map<Long, SkillLearn>> _revelationSkillTree = new HashMap<>();
private static final Map<ClassId, Set<Integer>> _awakeningSaveSkillTree = new HashMap<>();
// Skill Hash Code, L2SkillLearn
private static final Map<Long, SkillLearn> _collectSkillTree = new HashMap<>();
private static final Map<Long, SkillLearn> _fishingSkillTree = new HashMap<>();
private static final Map<Long, SkillLearn> _pledgeSkillTree = new HashMap<>();
private static final Map<Long, SkillLearn> _subClassSkillTree = new HashMap<>();
private static final Map<Long, SkillLearn> _subPledgeSkillTree = new HashMap<>();
private static final Map<Long, SkillLearn> _transformSkillTree = new HashMap<>();
private static final Map<Long, SkillLearn> _commonSkillTree = new HashMap<>();
private static final Map<Long, SkillLearn> _abilitySkillTree = new HashMap<>();
private static final Map<Long, SkillLearn> _alchemySkillTree = new HashMap<>();
private static final Map<Long, SkillLearn> _dualClassSkillTree = new HashMap<>();
// Other skill trees
private static final Map<Long, SkillLearn> _nobleSkillTree = new HashMap<>();
private static final Map<Long, SkillLearn> _heroSkillTree = new HashMap<>();
private static final Map<Long, SkillLearn> _gameMasterSkillTree = new HashMap<>();
private static final Map<Long, SkillLearn> _gameMasterAuraSkillTree = new HashMap<>();
// Remove skill tree
private static final Map<ClassId, Set<Integer>> _removeSkillCache = new HashMap<>();
// Checker, sorted arrays of hash codes
private Map<Integer, long[]> _skillsByClassIdHashCodes; // Occupation skills
private Map<Integer, long[]> _skillsByRaceHashCodes; // Race-specific Transformations
private long[] _allSkillsHashCodes; // Fishing, Collection, Transformations, Common Skills.
/** Parent class Ids are read from XML and stored in this map, to allow easy customization. */
private static final Map<ClassId, ClassId> _parentClassMap = new HashMap<>();
private final AtomicBoolean _isLoading = new AtomicBoolean();
/**
* Instantiates a new skill trees data.
*/
protected SkillTreesData()
{
}
@Reload("skilltree")
@Load(group = LoadGroup.class, dependencies = @Dependency(clazz = SkillData.class))
private void load() throws Exception
{
_isLoading.set(true);
_classSkillTrees.clear();
_collectSkillTree.clear();
_fishingSkillTree.clear();
_pledgeSkillTree.clear();
_subClassSkillTree.clear();
_subPledgeSkillTree.clear();
_transferSkillTrees.clear();
_transformSkillTree.clear();
_nobleSkillTree.clear();
_abilitySkillTree.clear();
_alchemySkillTree.clear();
_heroSkillTree.clear();
_gameMasterSkillTree.clear();
_gameMasterAuraSkillTree.clear();
_revelationSkillTree.clear();
_dualClassSkillTree.clear();
_removeSkillCache.clear();
_awakeningSaveSkillTree.clear();
// Load files.
parseDatapackDirectory("data/skillTrees/", false);
// Generate check arrays.
generateCheckArrays();
// Logs a report with skill trees info.
report();
_isLoading.set(false);
}
/**
* Parse a skill tree file and store it into the correct skill tree.
*/
@Override
public void parseDocument(Document doc, Path path)
{
NamedNodeMap attrs;
Node attr;
String type = null;
Race race = null;
SubclassType subType = null;
int cId = -1;
int parentClassId = -1;
ClassId classId = null;
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 ("skillTree".equalsIgnoreCase(d.getNodeName()))
{
final Map<Long, SkillLearn> classSkillTree = new HashMap<>();
final Map<Long, SkillLearn> transferSkillTree = new HashMap<>();
final Map<Long, SkillLearn> revelationSkillTree = new HashMap<>();
type = d.getAttributes().getNamedItem("type").getNodeValue();
attr = d.getAttributes().getNamedItem("classId");
if (attr != null)
{
cId = Integer.parseInt(attr.getNodeValue());
classId = ClassId.values()[cId];
}
else
{
cId = -1;
}
attr = d.getAttributes().getNamedItem("race");
if (attr != null)
{
race = parseEnum(attr, Race.class);
}
attr = d.getAttributes().getNamedItem("subType");
if (attr != null)
{
subType = parseEnum(attr, SubclassType.class);
}
attr = d.getAttributes().getNamedItem("parentClassId");
if (attr != null)
{
parentClassId = Integer.parseInt(attr.getNodeValue());
if ((cId > -1) && (cId != parentClassId) && (parentClassId > -1) && !_parentClassMap.containsKey(classId))
{
_parentClassMap.put(classId, ClassId.values()[parentClassId]);
}
}
for (Node c = d.getFirstChild(); c != null; c = c.getNextSibling())
{
if ("skill".equalsIgnoreCase(c.getNodeName()))
{
final StatsSet learnSkillSet = new StatsSet();
attrs = c.getAttributes();
for (int i = 0; i < attrs.getLength(); i++)
{
attr = attrs.item(i);
learnSkillSet.set(attr.getNodeName(), attr.getNodeValue());
}
final SkillLearn skillLearn = new SkillLearn(learnSkillSet);
for (Node b = c.getFirstChild(); b != null; b = b.getNextSibling())
{
attrs = b.getAttributes();
switch (b.getNodeName())
{
case "item":
skillLearn.addRequiredItem(new ItemHolder(parseInteger(attrs, "id"), parseInteger(attrs, "count")));
break;
case "preRequisiteSkill":
skillLearn.addPreReqSkill(new SkillHolder(parseInteger(attrs, "id"), parseInteger(attrs, "lvl")));
break;
case "race":
skillLearn.addRace(Race.valueOf(b.getTextContent()));
break;
case "residenceId":
skillLearn.addResidenceId(Integer.valueOf(b.getTextContent()));
break;
case "socialClass":
skillLearn.setSocialClass(Enum.valueOf(SocialClass.class, b.getTextContent()));
break;
case "removeSkill":
final int removeSkillId = parseInteger(attrs, "id");
skillLearn.addRemoveSkills(removeSkillId);
_removeSkillCache.computeIfAbsent(classId, k -> new HashSet<>()).add(removeSkillId);
break;
}
}
final long skillHashCode = SkillData.getSkillHashCode(skillLearn.getSkillId(), skillLearn.getSkillLevel());
switch (type)
{
case "classSkillTree":
{
if (cId != -1)
{
classSkillTree.put(skillHashCode, skillLearn);
}
else
{
_commonSkillTree.put(skillHashCode, skillLearn);
}
break;
}
case "transferSkillTree":
{
transferSkillTree.put(skillHashCode, skillLearn);
break;
}
case "collectSkillTree":
{
_collectSkillTree.put(skillHashCode, skillLearn);
break;
}
case "revelationSkillTree":
{
revelationSkillTree.put(skillHashCode, skillLearn);
break;
}
case "fishingSkillTree":
{
_fishingSkillTree.put(skillHashCode, skillLearn);
break;
}
case "pledgeSkillTree":
{
_pledgeSkillTree.put(skillHashCode, skillLearn);
break;
}
case "subClassSkillTree":
{
_subClassSkillTree.put(skillHashCode, skillLearn);
break;
}
case "subPledgeSkillTree":
{
_subPledgeSkillTree.put(skillHashCode, skillLearn);
break;
}
case "transformSkillTree":
{
_transformSkillTree.put(skillHashCode, skillLearn);
break;
}
case "nobleSkillTree":
{
_nobleSkillTree.put(skillHashCode, skillLearn);
break;
}
case "abilitySkillTree":
{
_abilitySkillTree.put(skillHashCode, skillLearn);
break;
}
case "alchemySkillTree":
{
_alchemySkillTree.put(skillHashCode, skillLearn);
break;
}
case "heroSkillTree":
{
_heroSkillTree.put(skillHashCode, skillLearn);
break;
}
case "gameMasterSkillTree":
{
_gameMasterSkillTree.put(skillHashCode, skillLearn);
break;
}
case "gameMasterAuraSkillTree":
{
_gameMasterAuraSkillTree.put(skillHashCode, skillLearn);
break;
}
case "dualClassSkillTree":
{
_dualClassSkillTree.put(skillHashCode, skillLearn);
break;
}
case "awakeningSaveSkillTree":
{
_awakeningSaveSkillTree.computeIfAbsent(classId, k -> new HashSet<>()).add(skillLearn.getSkillId());
break;
}
default:
{
LOGGER.warn("Unknown Skill Tree type: " + type + "!");
}
}
}
}
if (type.equals("transferSkillTree"))
{
_transferSkillTrees.put(classId, transferSkillTree);
}
else if (type.equals("classSkillTree") && (cId > -1))
{
final Map<Long, SkillLearn> classSkillTrees = _classSkillTrees.get(classId);
if (classSkillTrees == null)
{
_classSkillTrees.put(classId, classSkillTree);
}
else
{
classSkillTrees.putAll(classSkillTree);
}
}
else if (type.equals("revelationSkillTree") && (subType != null))
{
final Map<Long, SkillLearn> revelationSkillTrees = _revelationSkillTree.get(race);
if (revelationSkillTrees == null)
{
_revelationSkillTree.put(subType, revelationSkillTree);
}
else
{
revelationSkillTrees.putAll(revelationSkillTree);
}
}
}
}
}
}
}
/**
* Method to get the complete skill tree for a given class id.<br>
* Include all skills common to all classes.<br>
* Includes all parent skill trees.
* @param classId the class skill tree Id
* @return the complete Class Skill Tree including skill trees from parent class for a given {@code classId}
*/
public Map<Long, SkillLearn> getCompleteClassSkillTree(ClassId classId)
{
final Map<Long, SkillLearn> skillTree = new HashMap<>();
// Add all skills that belong to all classes.
skillTree.putAll(_commonSkillTree);
while ((classId != null) && (_classSkillTrees.get(classId) != null))
{
skillTree.putAll(_classSkillTrees.get(classId));
classId = _parentClassMap.get(classId);
}
return skillTree;
}
/**
* Gets the transfer skill tree.<br>
* If new classes are implemented over 3rd class, we use a recursive call.
* @param classId the transfer skill tree Id
* @return the complete Transfer Skill Tree for a given {@code classId}
*/
public Map<Long, SkillLearn> getTransferSkillTree(ClassId classId)
{
return _transferSkillTrees.get(classId);
}
/**
* Gets the common skill tree.
* @return the complete Common Skill Tree
*/
public Map<Long, SkillLearn> getCommonSkillTree()
{
return _commonSkillTree;
}
/**
* Gets the collect skill tree.
* @return the complete Collect Skill Tree
*/
public Map<Long, SkillLearn> getCollectSkillTree()
{
return _collectSkillTree;
}
/**
* Gets the fishing skill tree.
* @return the complete Fishing Skill Tree
*/
public Map<Long, SkillLearn> getFishingSkillTree()
{
return _fishingSkillTree;
}
/**
* Gets the pledge skill tree.
* @return the complete Pledge Skill Tree
*/
public Map<Long, SkillLearn> getPledgeSkillTree()
{
return _pledgeSkillTree;
}
/**
* Gets the sub class skill tree.
* @return the complete Sub-Class Skill Tree
*/
public Map<Long, SkillLearn> getSubClassSkillTree()
{
return _subClassSkillTree;
}
/**
* Gets the sub pledge skill tree.
* @return the complete Sub-Pledge Skill Tree
*/
public Map<Long, SkillLearn> getSubPledgeSkillTree()
{
return _subPledgeSkillTree;
}
/**
* Gets the transform skill tree.
* @return the complete Transform Skill Tree
*/
public Map<Long, SkillLearn> getTransformSkillTree()
{
return _transformSkillTree;
}
/**
* Gets the ability skill tree.
* @return the complete Ability Skill Tree
*/
public Map<Long, SkillLearn> getAbilitySkillTree()
{
return _abilitySkillTree;
}
/**
* Gets the ability skill tree.
* @return the complete Ability Skill Tree
*/
public Map<Long, SkillLearn> getAlchemySkillTree()
{
return _alchemySkillTree;
}
/**
* Gets the noble skill tree.
* @return the complete Noble Skill Tree
*/
public List<Skill> getNobleSkillTree()
{
return _nobleSkillTree.values().stream().map(entry -> SkillData.getInstance().getSkill(entry.getSkillId(), entry.getSkillLevel())).collect(Collectors.toList());
}
/**
* Gets the noble skill tree.
* @return the complete Noble Skill Tree
*/
public List<Skill> getNobleSkillAutoGetTree()
{
return _nobleSkillTree.values().stream().filter(entry -> entry.isAutoGet()).map(entry -> SkillData.getInstance().getSkill(entry.getSkillId(), entry.getSkillLevel())).collect(Collectors.toList());
}
/**
* Gets the hero skill tree.
* @return the complete Hero Skill Tree
*/
public List<Skill> getHeroSkillTree()
{
return _heroSkillTree.values().stream().map(entry -> SkillData.getInstance().getSkill(entry.getSkillId(), entry.getSkillLevel())).collect(Collectors.toList());
}
/**
* Gets the Game Master skill tree.
* @return the complete Game Master Skill Tree
*/
public List<Skill> getGMSkillTree()
{
return _gameMasterSkillTree.values().stream().map(entry -> SkillData.getInstance().getSkill(entry.getSkillId(), entry.getSkillLevel())).collect(Collectors.toList());
}
/**
* Gets the Game Master Aura skill tree.
* @return the complete Game Master Aura Skill Tree
*/
public List<Skill> getGMAuraSkillTree()
{
return _gameMasterAuraSkillTree.values().stream().map(entry -> SkillData.getInstance().getSkill(entry.getSkillId(), entry.getSkillLevel())).collect(Collectors.toList());
}
/**
* @param player
* @param classId
* @return {@code true} if player is able to learn new skills on his current level, {@code false} otherwise.
*/
public boolean hasAvailableSkills(PlayerInstance player, ClassId classId)
{
final Map<Long, SkillLearn> skills = getCompleteClassSkillTree(classId);
for (SkillLearn skill : skills.values())
{
if ((skill.getSkillId() == CommonSkill.DIVINE_INSPIRATION.getId()) || skill.isAutoGet() || skill.isLearnedByFS() || (skill.getGetLevel() > player.getLevel()))
{
continue;
}
final Skill oldSkill = player.getKnownSkill(skill.getSkillId());
if ((oldSkill != null) && (oldSkill.getLevel() == (skill.getSkillLevel() - 1)))
{
return true;
}
else if ((oldSkill == null) && (skill.getSkillLevel() == 1))
{
return true;
}
}
return false;
}
/**
* Gets the available skills.
* @param player the learning skill player
* @param classId the learning skill class Id
* @param includeByFs if {@code true} skills from Forgotten Scroll will be included
* @param includeAutoGet if {@code true} Auto-Get skills will be included
* @return all available skills for a given {@code player}, {@code classId}, {@code includeByFs} and {@code includeAutoGet}
*/
public List<SkillLearn> getAvailableSkills(PlayerInstance player, ClassId classId, boolean includeByFs, boolean includeAutoGet)
{
return getAvailableSkills(player, classId, includeByFs, includeAutoGet, player);
}
/**
* Gets the available skills.
* @param player the learning skill player
* @param classId the learning skill class Id
* @param includeByFs if {@code true} skills from Forgotten Scroll will be included
* @param includeAutoGet if {@code true} Auto-Get skills will be included
* @param holder
* @return all available skills for a given {@code player}, {@code classId}, {@code includeByFs} and {@code includeAutoGet}
*/
private List<SkillLearn> getAvailableSkills(PlayerInstance player, ClassId classId, boolean includeByFs, boolean includeAutoGet, ISkillsHolder holder)
{
final List<SkillLearn> result = new LinkedList<>();
final Map<Long, SkillLearn> skills = getCompleteClassSkillTree(classId);
if (skills.isEmpty())
{
// The Skill Tree for this class is undefined.
LOGGER.warn("Skilltree for class " + classId + " is not defined!");
return result;
}
final boolean isAwaken = player.isAwakenedClass() && player.isInCategory(CategoryType.EXCEPT_ERTHEIA_CLASS);
for (Entry<Long, SkillLearn> entry : skills.entrySet())
{
final SkillLearn skill = entry.getValue();
if (((skill.getSkillId() == CommonSkill.DIVINE_INSPIRATION.getId()) && (!PlayerConfig.AUTO_LEARN_DIVINE_INSPIRATION && includeAutoGet) && !player.isGM()) || (!includeAutoGet && skill.isAutoGet()) || (!includeByFs && skill.isLearnedByFS()) || isRemoveSkill(classId, skill.getSkillId()))
{
continue;
}
if (isAwaken && !isCurrentClassSkillNoParent(classId, entry.getKey()) && !isAwakenSaveSkill(player.getClassId(), skill.getSkillId()))
{
continue;
}
if (player.getLevel() >= skill.getGetLevel())
{
if (skill.getSkillLevel() > SkillData.getInstance().getMaxLevel(skill.getSkillId()))
{
LOGGER.error("SkillTreesData found learnable skill {} with level higher than max skill level!", skill.getSkillId());
continue;
}
final Skill oldSkill = holder.getKnownSkill(skill.getSkillId());
if (oldSkill != null)
{
if (oldSkill.getLevel() == (skill.getSkillLevel() - 1))
{
result.add(skill);
}
}
else if (skill.getSkillLevel() == 1)
{
result.add(skill);
}
}
}
return result;
}
public Collection<Skill> getAllAvailableSkills(PlayerInstance player, ClassId classId, boolean includeByFs, boolean includeAutoGet)
{
// Get available skills
final Race race = player.getRace();
final PlayerSkillHolder holder = new PlayerSkillHolder(player);
final Set<Integer> removed = new HashSet<>();
for (int i = 0; i < 1000; i++) // Infinite loop warning
{
final List<SkillLearn> learnable = getAvailableSkills(player, classId, includeByFs, includeAutoGet, holder);
if (learnable.isEmpty())
{
// No more skills to learn
break;
}
if (learnable.stream().allMatch(skillLearn -> removed.contains(skillLearn.getSkillId())))
{
// All remaining skills has been removed
break;
}
for (SkillLearn skillLearn : learnable)
{
if (!skillLearn.getRaces().isEmpty() && !skillLearn.getRaces().contains(race))
{
continue;
}
final Skill skill = SkillData.getInstance().getSkill(skillLearn.getSkillId(), skillLearn.getSkillLevel());
// Cleanup skills that has to be removed
for (int skillId : skillLearn.getRemoveSkills())
{
// Mark skill as removed, so it doesn't gets added
removed.add(skillId);
// Remove skill from player's skill list or prepared holder's skill list
final Skill playerSkillToRemove = player.getKnownSkill(skillId);
final Skill holderSkillToRemove = holder.getKnownSkill(skillId);
// If player has the skill remove it
if (playerSkillToRemove != null)
{
player.removeSkill(playerSkillToRemove);
}
// If holder already contains the skill remove it
if (holderSkillToRemove != null)
{
holder.removeSkill(holderSkillToRemove);
}
}
if (!removed.contains(skill.getId()))
{
holder.addSkill(skill);
}
}
}
return holder.getSkills().values();
}
/**
* Gets the available auto get skills.
* @param player the player requesting the Auto-Get skills
* @return all the available Auto-Get skills for a given {@code player}
*/
public List<SkillLearn> getAvailableAutoGetSkills(PlayerInstance player)
{
final List<SkillLearn> result = new ArrayList<>();
final Map<Long, SkillLearn> skills = getCompleteClassSkillTree(player.getClassId());
if (skills.isEmpty())
{
// The Skill Tree for this class is undefined, so we return an empty list.
LOGGER.warn("Skill Tree for this class Id(" + player.getClassId() + ") is not defined!");
return result;
}
final Race race = player.getRace();
final boolean isAwaken = player.isAwakenedClass();
for (SkillLearn skill : skills.values())
{
if (!skill.getRaces().isEmpty() && !skill.getRaces().contains(race))
{
continue;
}
final int maxLvl = SkillData.getInstance().getMaxLevel(skill.getSkillId());
final long hashCode = SkillData.getSkillHashCode(skill.getSkillId(), maxLvl);
if (skill.isAutoGet() && (player.getLevel() >= skill.getGetLevel()))
{
final Skill oldSkill = player.getKnownSkill(skill.getSkillId());
if (oldSkill != null)
{
if (oldSkill.getLevel() < skill.getSkillLevel())
{
result.add(skill);
}
}
else if (!isAwaken || isCurrentClassSkillNoParent(player.getClassId(), hashCode) || isAwakenSaveSkill(player.getClassId(), skill.getSkillId()))
{
result.add(skill);
}
}
}
return result;
}
/**
* Dwarvens will get additional dwarven only fishing skills.
* @param player the player
* @return all the available Fishing skills for a given {@code player}
*/
public List<SkillLearn> getAvailableFishingSkills(PlayerInstance player)
{
final List<SkillLearn> result = new ArrayList<>();
final Race playerRace = player.getRace();
for (SkillLearn skill : _fishingSkillTree.values())
{
// If skill is Race specific and the player's race isn't allowed, skip it.
if (!skill.getRaces().isEmpty() && !skill.getRaces().contains(playerRace))
{
continue;
}
if (skill.isLearnedByNpc() && (player.getLevel() >= skill.getGetLevel()))
{
final Skill oldSkill = player.getSkills().get(skill.getSkillId());
if (oldSkill != null)
{
if (oldSkill.getLevel() == (skill.getSkillLevel() - 1))
{
result.add(skill);
}
}
else if (skill.getSkillLevel() == 1)
{
result.add(skill);
}
}
}
return result;
}
/**
* Gets the available revelation skills
* @param player the player requesting the revelation skills
* @param type the player current subclass type
* @return all the available revelation skills for a given {@code player}
*/
public List<SkillLearn> getAvailableRevelationSkills(PlayerInstance player, SubclassType type)
{
final List<SkillLearn> result = new ArrayList<>();
Map<Long, SkillLearn> revelationSkills = _revelationSkillTree.get(type);
for (SkillLearn skill : revelationSkills.values())
{
final Skill oldSkill = player.getSkills().get(skill.getSkillId());
if (oldSkill == null)
{
result.add(skill);
}
}
return result;
}
/**
* Gets the available alchemy skills, restricted to Ertheia
* @param player the player requesting the alchemy skills
* @return all the available alchemy skills for a given {@code player}
*/
public List<SkillLearn> getAvailableAlchemySkills(PlayerInstance player)
{
final List<SkillLearn> result = new ArrayList<>();
for (SkillLearn skill : _alchemySkillTree.values())
{
if (skill.isLearnedByNpc() && (player.getLevel() >= skill.getGetLevel()))
{
final Skill oldSkill = player.getSkills().get(skill.getSkillId());
if (oldSkill != null)
{
if (oldSkill.getLevel() == (skill.getSkillLevel() - 1))
{
result.add(skill);
}
}
else if (skill.getSkillLevel() == 1)
{
result.add(skill);
}
}
}
return result;
}
/**
* Used in Gracia continent.
* @param player the collecting skill learning player
* @return all the available Collecting skills for a given {@code player}
*/
public List<SkillLearn> getAvailableCollectSkills(PlayerInstance player)
{
final List<SkillLearn> result = new ArrayList<>();
for (SkillLearn skill : _collectSkillTree.values())
{
final Skill oldSkill = player.getSkills().get(skill.getSkillId());
if (oldSkill != null)
{
if (oldSkill.getLevel() == (skill.getSkillLevel() - 1))
{
result.add(skill);
}
}
else if (skill.getSkillLevel() == 1)
{
result.add(skill);
}
}
return result;
}
/**
* Gets the available transfer skills.
* @param player the transfer skill learning player
* @return all the available Transfer skills for a given {@code player}
*/
public List<SkillLearn> getAvailableTransferSkills(PlayerInstance player)
{
final List<SkillLearn> result = new ArrayList<>();
final ClassId classId = player.getClassId();
if (!_transferSkillTrees.containsKey(classId))
{
return result;
}
for (SkillLearn skill : _transferSkillTrees.get(classId).values())
{
// If player doesn't know this transfer skill:
if (player.getKnownSkill(skill.getSkillId()) == null)
{
result.add(skill);
}
}
return result;
}
/**
* Some transformations are not available for some races.
* @param player the transformation skill learning player
* @return all the available Transformation skills for a given {@code player}
*/
public List<SkillLearn> getAvailableTransformSkills(PlayerInstance player)
{
final List<SkillLearn> result = new ArrayList<>();
final Race race = player.getRace();
for (SkillLearn skill : _transformSkillTree.values())
{
if ((player.getLevel() >= skill.getGetLevel()) && (skill.getRaces().isEmpty() || skill.getRaces().contains(race)))
{
final Skill oldSkill = player.getSkills().get(skill.getSkillId());
if (oldSkill != null)
{
if (oldSkill.getLevel() == (skill.getSkillLevel() - 1))
{
result.add(skill);
}
}
else if (skill.getSkillLevel() == 1)
{
result.add(skill);
}
}
}
return result;
}
/**
* Gets the available pledge skills.
* @param clan the pledge skill learning clan
* @return all the available Pledge skills for a given {@code clan}
*/
public List<SkillLearn> getAvailablePledgeSkills(L2Clan clan)
{
final List<SkillLearn> result = new ArrayList<>();
for (SkillLearn skill : _pledgeSkillTree.values())
{
if (!skill.isResidencialSkill() && (clan.getLevel() >= skill.getGetLevel()))
{
final Skill oldSkill = clan.getSkills().get(skill.getSkillId());
if (oldSkill != null)
{
if ((oldSkill.getLevel() + 1) == skill.getSkillLevel())
{
result.add(skill);
}
}
else if (skill.getSkillLevel() == 1)
{
result.add(skill);
}
}
}
return result;
}
/**
* Gets the available pledge skills.
* @param clan the pledge skill learning clan
* @param includeSquad if squad skill will be added too
* @return all the available pledge skills for a given {@code clan}
*/
public Map<Integer, SkillLearn> getMaxPledgeSkills(L2Clan clan, boolean includeSquad)
{
final Map<Integer, SkillLearn> result = new HashMap<>();
for (SkillLearn skill : _pledgeSkillTree.values())
{
if (!skill.isResidencialSkill() && (clan.getLevel() >= skill.getGetLevel()))
{
final Skill oldSkill = clan.getSkills().get(skill.getSkillId());
if ((oldSkill == null) || (oldSkill.getLevel() < skill.getSkillLevel()))
{
result.put(skill.getSkillId(), skill);
}
}
}
if (includeSquad)
{
for (SkillLearn skill : _subPledgeSkillTree.values())
{
if ((clan.getLevel() >= skill.getGetLevel()))
{
final Skill oldSkill = clan.getSkills().get(skill.getSkillId());
if ((oldSkill == null) || (oldSkill.getLevel() < skill.getSkillLevel()))
{
result.put(skill.getSkillId(), skill);
}
}
}
}
return result;
}
/**
* Gets the available sub pledge skills.
* @param clan the sub-pledge skill learning clan
* @return all the available Sub-Pledge skills for a given {@code clan}
*/
public List<SkillLearn> getAvailableSubPledgeSkills(L2Clan clan)
{
final List<SkillLearn> result = new ArrayList<>();
for (SkillLearn skill : _subPledgeSkillTree.values())
{
if ((clan.getLevel() >= skill.getGetLevel()) && clan.isLearnableSubSkill(skill.getSkillId(), skill.getSkillLevel()))
{
result.add(skill);
}
}
return result;
}
/**
* Gets the available sub class skills.
* @param player the sub-class skill learning player
* @return all the available Sub-Class skills for a given {@code player}
*/
public List<SkillLearn> getAvailableSubClassSkills(PlayerInstance player)
{
final List<SkillLearn> result = new ArrayList<>();
for (SkillLearn skill : _subClassSkillTree.values())
{
final Skill oldSkill = player.getSkills().get(skill.getSkillId());
if (((oldSkill == null) && (skill.getSkillLevel() == 1)) || ((oldSkill != null) && (oldSkill.getLevel() == (skill.getSkillLevel() - 1))))
{
result.add(skill);
}
}
return result;
}
/**
* Gets the available dual class skills.
* @param player the dual-class skill learning player
* @return all the available Dual-Class skills for a given {@code player} sorted by skill ID
*/
public List<SkillLearn> getAvailableDualClassSkills(PlayerInstance player)
{
final List<SkillLearn> result = new ArrayList<>();
for (SkillLearn skill : _dualClassSkillTree.values())
{
final Skill oldSkill = player.getSkills().get(skill.getSkillId());
if (((oldSkill == null) && (skill.getSkillLevel() == 1)) || ((oldSkill != null) && (oldSkill.getLevel() == (skill.getSkillLevel() - 1))))
{
result.add(skill);
}
}
result.sort(Comparator.comparing(SkillLearn::getSkillId));
return result;
}
/**
* Gets the available residential skills.
* @param residenceId the id of the Castle, Fort, Territory
* @return all the available Residential skills for a given {@code residenceId}
*/
public List<SkillLearn> getAvailableResidentialSkills(int residenceId)
{
final List<SkillLearn> result = new ArrayList<>();
for (SkillLearn skill : _pledgeSkillTree.values())
{
if (skill.isResidencialSkill() && skill.getResidenceIds().contains(residenceId))
{
result.add(skill);
}
}
return result;
}
/**
* Just a wrapper for all skill trees.
* @param skillType the skill type
* @param id the skill Id
* @param lvl the skill level
* @param player the player learning the skill
* @return the skill learn for the specified parameters
*/
public SkillLearn getSkillLearn(AcquireSkillType skillType, int id, int lvl, PlayerInstance player)
{
SkillLearn sl = null;
switch (skillType)
{
case CLASS:
sl = getClassSkill(id, lvl, player.getClassId());
break;
case TRANSFORM:
sl = getTransformSkill(id, lvl);
break;
case FISHING:
sl = getFishingSkill(id, lvl);
break;
case PLEDGE:
sl = getPledgeSkill(id, lvl);
break;
case SUBPLEDGE:
sl = getSubPledgeSkill(id, lvl);
break;
case TRANSFER:
sl = getTransferSkill(id, lvl, player.getClassId());
break;
case SUBCLASS:
sl = getSubClassSkill(id, lvl);
break;
case COLLECT:
sl = getCollectSkill(id, lvl);
break;
case REVELATION:
sl = getRevelationSkill(SubclassType.BASECLASS, id, lvl);
break;
case REVELATION_DUALCLASS:
sl = getRevelationSkill(SubclassType.DUALCLASS, id, lvl);
break;
case ALCHEMY:
sl = getAlchemySkill(id, lvl);
break;
case DUALCLASS:
sl = getDualClassSkill(id, lvl);
break;
}
return sl;
}
/**
* Gets the transform skill.
* @param id the transformation skill Id
* @param lvl the transformation skill level
* @return the transform skill from the Transform Skill Tree for a given {@code id} and {@code lvl}
*/
public SkillLearn getTransformSkill(int id, int lvl)
{
return _transformSkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the ability skill.
* @param id the ability skill Id
* @param lvl the ability skill level
* @return the ability skill from the Ability Skill Tree for a given {@code id} and {@code lvl}
*/
public SkillLearn getAbilitySkill(int id, int lvl)
{
return _abilitySkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the alchemy skill.
* @param id the alchemy skill Id
* @param lvl the alchemy skill level
* @return the alchemy skill from the Alchemy Skill Tree for a given {@code id} and {@code lvl}
*/
public SkillLearn getAlchemySkill(int id, int lvl)
{
return _alchemySkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the class skill.
* @param id the class skill Id
* @param lvl the class skill level.
* @param classId the class skill tree Id
* @return the class skill from the Class Skill Trees for a given {@code classId}, {@code id} and {@code lvl}
*/
public SkillLearn getClassSkill(int id, int lvl, ClassId classId)
{
return getCompleteClassSkillTree(classId).get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the fishing skill.
* @param id the fishing skill Id
* @param lvl the fishing skill level
* @return Fishing skill from the Fishing Skill Tree for a given {@code id} and {@code lvl}
*/
public SkillLearn getFishingSkill(int id, int lvl)
{
return _fishingSkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the pledge skill.
* @param id the pledge skill Id
* @param lvl the pledge skill level
* @return the pledge skill from the Pledge Skill Tree for a given {@code id} and {@code lvl}
*/
public SkillLearn getPledgeSkill(int id, int lvl)
{
return _pledgeSkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the sub pledge skill.
* @param id the sub-pledge skill Id
* @param lvl the sub-pledge skill level
* @return the sub-pledge skill from the Sub-Pledge Skill Tree for a given {@code id} and {@code lvl}
*/
public SkillLearn getSubPledgeSkill(int id, int lvl)
{
return _subPledgeSkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the transfer skill.
* @param id the transfer skill Id
* @param lvl the transfer skill level.
* @param classId the transfer skill tree Id
* @return the transfer skill from the Transfer Skill Trees for a given {@code classId}, {@code id} and {@code lvl}
*/
public SkillLearn getTransferSkill(int id, int lvl, ClassId classId)
{
if (_transferSkillTrees.get(classId) != null)
{
return _transferSkillTrees.get(classId).get(SkillData.getSkillHashCode(id, lvl));
}
return null;
}
/**
* Gets the sub class skill.
* @param id the sub-class skill Id
* @param lvl the sub-class skill level
* @return the sub-class skill from the Sub-Class Skill Tree for a given {@code id} and {@code lvl}
*/
public SkillLearn getSubClassSkill(int id, int lvl)
{
return _subClassSkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the dual class skill.
* @param id the dual-class skill Id
* @param lvl the dual-class skill level
* @return the dual-class skill from the Dual-Class Skill Tree for a given {@code id} and {@code lvl}
*/
public SkillLearn getDualClassSkill(int id, int lvl)
{
return _dualClassSkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the common skill.
* @param id the common skill Id.
* @param lvl the common skill level
* @return the common skill from the Common Skill Tree for a given {@code id} and {@code lvl}
*/
public SkillLearn getCommonSkill(int id, int lvl)
{
return _commonSkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the collect skill.
* @param id the collect skill Id
* @param lvl the collect skill level
* @return the collect skill from the Collect Skill Tree for a given {@code id} and {@code lvl}
*/
public SkillLearn getCollectSkill(int id, int lvl)
{
return _collectSkillTree.get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the revelation skill.
* @param type the subclass type
* @param id the revelation skill Id
* @param lvl the revelation skill level
* @return the revelation skill from the Revelation Skill Tree for a given {@code id} and {@code lvl}
*/
public SkillLearn getRevelationSkill(SubclassType type, int id, int lvl)
{
return _revelationSkillTree.get(type).get(SkillData.getSkillHashCode(id, lvl));
}
/**
* Gets the minimum level for new skill.
* @param player the player that requires the minimum level
* @param skillTree the skill tree to search the minimum get level
* @return the minimum level for a new skill for a given {@code player} and {@code skillTree}
*/
public int getMinLevelForNewSkill(PlayerInstance player, Map<Long, SkillLearn> skillTree)
{
int minLevel = 0;
if (skillTree.isEmpty())
{
LOGGER.warn("SkillTree is not defined for getMinLevelForNewSkill!");
}
else
{
for (SkillLearn s : skillTree.values())
{
if (player.getLevel() < s.getGetLevel())
{
if ((minLevel == 0) || (minLevel > s.getGetLevel()))
{
minLevel = s.getGetLevel();
}
}
}
}
return minLevel;
}
public List<SkillLearn> getNextAvailableSkills(PlayerInstance player, ClassId classId, boolean includeByFs, boolean includeAutoGet)
{
final Map<Long, SkillLearn> completeClassSkillTree = getCompleteClassSkillTree(classId);
final List<SkillLearn> result = new LinkedList<>();
if (completeClassSkillTree.isEmpty())
{
return result;
}
final int minLevelForNewSkill = getMinLevelForNewSkill(player, completeClassSkillTree);
if (minLevelForNewSkill > 0)
{
for (SkillLearn skill : completeClassSkillTree.values())
{
if ((!includeAutoGet && skill.isAutoGet()) || (!includeByFs && skill.isLearnedByFS()))
{
continue;
}
if (minLevelForNewSkill <= skill.getGetLevel())
{
final Skill oldSkill = player.getKnownSkill(skill.getSkillId());
if (oldSkill != null)
{
if (oldSkill.getLevel() == (skill.getSkillLevel() - 1))
{
result.add(skill);
}
}
else if (skill.getSkillLevel() == 1)
{
result.add(skill);
}
}
}
}
return result;
}
public void cleanSkillUponAwakening(PlayerInstance player)
{
for (Skill skill : player.getAllSkills())
{
final int maxLvl = SkillData.getInstance().getMaxLevel(skill.getId());
final long hashCode = SkillData.getSkillHashCode(skill.getId(), maxLvl);
if (!isCurrentClassSkillNoParent(player.getClassId(), hashCode) && !isRemoveSkill(player.getClassId(), skill.getId()) && !isAwakenSaveSkill(player.getClassId(), skill.getId()))
{
player.removeSkill(skill, true, true);
}
}
}
public boolean isAlchemySkill(int skillId, int skillLevel)
{
return _alchemySkillTree.containsKey(SkillData.getSkillHashCode(skillId, skillLevel));
}
/**
* Checks if is hero skill.
* @param skillId the Id of the skill to check
* @param skillLevel the level of the skill to check, if it's -1 only Id will be checked
* @return {@code true} if the skill is present in the Hero Skill Tree, {@code false} otherwise
*/
public boolean isHeroSkill(int skillId, int skillLevel)
{
return _heroSkillTree.containsKey(SkillData.getSkillHashCode(skillId, skillLevel));
}
/**
* Checks if is GM skill.
* @param skillId the Id of the skill to check
* @param skillLevel the level of the skill to check, if it's -1 only Id will be checked
* @return {@code true} if the skill is present in the Game Master Skill Trees, {@code false} otherwise
*/
public boolean isGMSkill(int skillId, int skillLevel)
{
final long hashCode = SkillData.getSkillHashCode(skillId, skillLevel);
return _gameMasterSkillTree.containsKey(hashCode) || _gameMasterAuraSkillTree.containsKey(hashCode);
}
/**
* Checks if a skill is a Clan skill.
* @param skillId the Id of the skill to check
* @param skillLevel the level of the skill to check
* @return {@code true} if the skill is present in the Pledge or Subpledge Skill Trees, {@code false} otherwise
*/
public boolean isClanSkill(int skillId, int skillLevel)
{
final long hashCode = SkillData.getSkillHashCode(skillId, skillLevel);
return _pledgeSkillTree.containsKey(hashCode) || _subPledgeSkillTree.containsKey(hashCode);
}
public boolean isRemoveSkill(ClassId classId, int skillId)
{
return _removeSkillCache.getOrDefault(classId, Collections.emptySet()).contains(skillId);
}
public boolean isCurrentClassSkillNoParent(ClassId classId, Long hashCode)
{
return _classSkillTrees.getOrDefault(classId, Collections.emptyMap()).containsKey(hashCode);
}
public boolean isAwakenSaveSkill(ClassId classId, int skillId)
{
return _awakeningSaveSkillTree.getOrDefault(classId, Collections.emptySet()).contains(skillId);
}
/**
* Adds the skills.
* @param gmchar the player to add the Game Master skills
* @param auraSkills if {@code true} it will add "GM Aura" skills, else will add the "GM regular" skills
*/
public void addSkills(PlayerInstance gmchar, boolean auraSkills)
{
final Collection<SkillLearn> skills = auraSkills ? _gameMasterAuraSkillTree.values() : _gameMasterSkillTree.values();
final SkillData st = SkillData.getInstance();
for (SkillLearn sl : skills)
{
gmchar.addSkill(st.getSkill(sl.getSkillId(), sl.getSkillLevel()), false); // Don't Save GM skills to database
}
}
/**
* Create and store hash values for skills for easy and fast checks.
*/
private void generateCheckArrays()
{
int i;
long[] array;
// Class specific skills:
Map<Long, SkillLearn> tempMap;
final Set<ClassId> keySet = _classSkillTrees.keySet();
_skillsByClassIdHashCodes = new HashMap<>(keySet.size());
for (ClassId cls : keySet)
{
i = 0;
tempMap = getCompleteClassSkillTree(cls);
array = new long[tempMap.size()];
for (long h : tempMap.keySet())
{
array[i++] = h;
}
tempMap.clear();
Arrays.sort(array);
_skillsByClassIdHashCodes.put(cls.ordinal(), array);
}
// Race specific skills from Fishing and Transformation skill trees.
final List<Long> list = new ArrayList<>();
_skillsByRaceHashCodes = new HashMap<>(Race.values().length);
for (Race r : Race.values())
{
for (SkillLearn s : _fishingSkillTree.values())
{
if (s.getRaces().contains(r))
{
list.add(SkillData.getSkillHashCode(s.getSkillId(), s.getSkillLevel()));
}
}
for (SkillLearn s : _transformSkillTree.values())
{
if (s.getRaces().contains(r))
{
list.add(SkillData.getSkillHashCode(s.getSkillId(), s.getSkillLevel()));
}
}
i = 0;
array = new long[list.size()];
for (long s : list)
{
array[i++] = s;
}
Arrays.sort(array);
_skillsByRaceHashCodes.put(r.ordinal(), array);
list.clear();
}
// Skills available for all classes and races
for (SkillLearn s : _commonSkillTree.values())
{
if (s.getRaces().isEmpty())
{
list.add(SkillData.getSkillHashCode(s.getSkillId(), s.getSkillLevel()));
}
}
for (SkillLearn s : _fishingSkillTree.values())
{
if (s.getRaces().isEmpty())
{
list.add(SkillData.getSkillHashCode(s.getSkillId(), s.getSkillLevel()));
}
}
for (SkillLearn s : _transformSkillTree.values())
{
if (s.getRaces().isEmpty())
{
list.add(SkillData.getSkillHashCode(s.getSkillId(), s.getSkillLevel()));
}
}
for (SkillLearn s : _collectSkillTree.values())
{
list.add(SkillData.getSkillHashCode(s.getSkillId(), s.getSkillLevel()));
}
for (SkillLearn s : _abilitySkillTree.values())
{
list.add(SkillData.getSkillHashCode(s.getSkillId(), s.getSkillLevel()));
}
for (SkillLearn s : _alchemySkillTree.values())
{
list.add(SkillData.getSkillHashCode(s.getSkillId(), s.getSkillLevel()));
}
_allSkillsHashCodes = new long[list.size()];
int j = 0;
for (long hashcode : list)
{
_allSkillsHashCodes[j++] = hashcode;
}
Arrays.sort(_allSkillsHashCodes);
}
/**
* Verify if the give skill is valid for the given player.<br>
* GM's skills are excluded for GM players
* @param player the player to verify the skill
* @param skill the skill to be verified
* @return {@code true} if the skill is allowed to the given player
*/
public boolean isSkillAllowed(PlayerInstance player, Skill skill)
{
if (skill.isExcludedFromCheck())
{
return true;
}
if (player.isGM() && skill.isGMSkill())
{
return true;
}
// Prevent accidental skill remove during reload
if (_isLoading.get())
{
return true;
}
final int maxLvl = SkillData.getInstance().getMaxLevel(skill.getId());
final long hashCode = SkillData.getSkillHashCode(skill.getId(), Math.min(skill.getLevel(), maxLvl));
if (Arrays.binarySearch(_skillsByClassIdHashCodes.get(player.getClassId().ordinal()), hashCode) >= 0)
{
return true;
}
if (Arrays.binarySearch(_skillsByRaceHashCodes.get(player.getRace().ordinal()), hashCode) >= 0)
{
return true;
}
if (Arrays.binarySearch(_allSkillsHashCodes, hashCode) >= 0)
{
return true;
}
// Exclude Transfer Skills from this check.
if (getTransferSkill(skill.getId(), Math.min(skill.getLevel(), maxLvl), player.getClassId()) != null)
{
return true;
}
return false;
}
/**
* Logs current Skill Trees skills count.
*/
private void report()
{
int classSkillTreeCount = 0;
for (Map<Long, SkillLearn> classSkillTree : _classSkillTrees.values())
{
classSkillTreeCount += classSkillTree.size();
}
int transferSkillTreeCount = 0;
for (Map<Long, SkillLearn> trasferSkillTree : _transferSkillTrees.values())
{
transferSkillTreeCount += trasferSkillTree.size();
}
int revelationSkillTreeCount = 0;
for (Map<Long, SkillLearn> revelationSkillTree : _revelationSkillTree.values())
{
revelationSkillTreeCount += revelationSkillTree.size();
}
int dwarvenOnlyFishingSkillCount = 0;
for (SkillLearn fishSkill : _fishingSkillTree.values())
{
if (fishSkill.getRaces().contains(Race.DWARF))
{
dwarvenOnlyFishingSkillCount++;
}
}
int resSkillCount = 0;
for (SkillLearn pledgeSkill : _pledgeSkillTree.values())
{
if (pledgeSkill.isResidencialSkill())
{
resSkillCount++;
}
}
LOGGER.info("Loaded {} Class Skills for {} Class Skill Trees.", classSkillTreeCount, _classSkillTrees.size());
LOGGER.info("Loaded {} Sub-Class Skills.", _subClassSkillTree.size());
LOGGER.info("Loaded {} Dual-Class Skills.", _dualClassSkillTree.size());
LOGGER.info("Loaded {} Transfer Skills for {} Transfer Skill Trees.", transferSkillTreeCount, _transferSkillTrees.size());
LOGGER.info("Loaded {} Fishing Skills, {} Dwarven only Fishing Skills.", _fishingSkillTree.size(), dwarvenOnlyFishingSkillCount);
LOGGER.info("Loaded {} Collect Skills.", _collectSkillTree.size());
LOGGER.info("Loaded {} Pledge Skills, {} for Pledge and {} Residential.", _pledgeSkillTree.size(), (_pledgeSkillTree.size() - resSkillCount), resSkillCount);
LOGGER.info("Loaded {} Sub-Pledge Skills.", _subPledgeSkillTree.size());
LOGGER.info("Loaded {} Transform Skills.", _transformSkillTree.size());
LOGGER.info("Loaded {} Noble Skills.", _nobleSkillTree.size());
LOGGER.info("Loaded {} Hero Skills.", _heroSkillTree.size());
LOGGER.info("Loaded {} Game Master Skills.", _gameMasterSkillTree.size());
LOGGER.info("Loaded {} Game Master Aura Skills.", _gameMasterAuraSkillTree.size());
LOGGER.info("Loaded {} Ability Skills.", _abilitySkillTree.size());
LOGGER.info("Loaded {} Alchemy Skills.", _alchemySkillTree.size());
LOGGER.info("Loaded {} Class Awaken Save Skills.", _awakeningSaveSkillTree.size());
LOGGER.info("Loaded {} Revelation Skills.", revelationSkillTreeCount);
final int commonSkills = _commonSkillTree.size();
if (commonSkills > 0)
{
LOGGER.info("Loaded {} Common Skills to all classes.", commonSkills);
}
}
/**
* Gets the single instance of SkillTreesData.
* @return the only instance of this class
*/
@InstanceGetter
public static SkillTreesData getInstance()
{
return SingletonHolder._instance;
}
/**
* Singleton holder for the SkillTreesData class.
*/
private static class SingletonHolder
{
protected static final SkillTreesData _instance = new SkillTreesData();
}
}
а скилы этой системы записаны только в этих датниках?Если брать реализацию данной системы по Крусайду: то скиллов не будет видно в пасивках (потому что это по оффу так сделано).
П.с. Возможно пакетка, возможно какое условие *не отображать\записывать в таблицу *N-ую* и держать там**