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master89

Community Gmshop

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сборка l2jserver interlude

 

Реализую gmshop в community

 

Окно с продажей открывается, но когда хочешь что-то купить не продает.

 

Продает только в том случае, если выделить любого NPC

 

Где копать или подсказку дайте =)

 

 

StringTokenizer st = new StringTokenizer(command, ";");

st.nextToken();

TopBBSManager.getInstance().parsecmd("_bbstop;" + st.nextToken(), activeChar);

int multisell = Integer.parseInt(st.nextToken());

L2Multisell.getInstance().SeparateAndSend(multisell, activeChar, null, 0);

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Я так понял править надо это?

final L2NpcInstance merchant = (player.getTarget() instanceof L2NpcInstance) ? (L2NpcInstance) player.getTarget() : null;

 

Может кто поможет подправить его, без багов))

 

package net.sf.l2j.gameserver.clientpackets;
import java.util.logging.Logger;
import javolution.util.FastList;
import net.sf.l2j.Config;
import net.sf.l2j.gameserver.datatables.ItemTable;
import net.sf.l2j.gameserver.model.L2Augmentation;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Multisell;
import net.sf.l2j.gameserver.model.L2Multisell.MultiSellEntry;
import net.sf.l2j.gameserver.model.L2Multisell.MultiSellIngredient;
import net.sf.l2j.gameserver.model.L2Multisell.MultiSellListContainer;
import net.sf.l2j.gameserver.model.PcInventory;
import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.serverpackets.ItemList;
import net.sf.l2j.gameserver.serverpackets.PledgeShowInfoUpdate;
import net.sf.l2j.gameserver.serverpackets.StatusUpdate;
import net.sf.l2j.gameserver.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.templates.L2Armor;
import net.sf.l2j.gameserver.templates.L2Item;
import net.sf.l2j.gameserver.templates.L2Weapon;
public class MultiSellChoose extends L2GameClientPacket
{
   private static final String _C__A7_MULTISELLCHOOSE = "[C] A7 MultiSellChoose";
   private static Logger _log = Logger.getLogger(MultiSellChoose.class.getName());
   private int _listId;
   private int _entryId;
   private int _amount;
   private int _enchantment;
   private int _transactionTax; // local handling of taxation
   @Override
   protected void readImpl()
   {
    _listId = readD();
    _entryId = readD();
    _amount = readD();
    // _enchantment = readH(); // <---commented this line because it did NOT work!
    _enchantment = _entryId % 100000;
    _entryId = _entryId / 100000;
    _transactionTax = 0; // initialize tax amount to 0...
   }
   @Override
   public void runImpl()
   {
    if ((_amount < 1) || (_amount > 5000))
    {
	    return;
    }
    MultiSellListContainer list = L2Multisell.getInstance().getList(_listId);
    if (list == null)
    {
	    return;
    }
    L2PcInstance player = getClient().getActiveChar();
    if (player == null)
    {
	    return;
    }
    for (MultiSellEntry entry : list.getEntries())
    {
	    if (entry.getEntryId() == _entryId)
	    {
		    doExchange(player, entry, list.getApplyTaxes(), list.getMaintainEnchantment(), _enchantment);
		    return;
	    }
    }
   }
   private void doExchange(L2PcInstance player, MultiSellEntry templateEntry, boolean applyTaxes, boolean maintainEnchantment, int enchantment)
   {
    PcInventory inv = player.getInventory();
    // given the template entry and information about maintaining enchantment and applying taxes
    // re-create the instance of the entry that will be used for this exchange
    // i.e. change the enchantment level of select ingredient/products and adena amount appropriately.
    // (player.getTarget() instanceof L2NpcInstance) ? (L2NpcInstance) player.getTarget() :
    // final L2NpcInstance merchant = null;
    final L2NpcInstance merchant = (player.getTarget() instanceof L2NpcInstance) ? (L2NpcInstance) player.getTarget() : null;
    if (merchant == null)
    {
	    return;
    }
    MultiSellEntry entry = prepareEntry(merchant, templateEntry, applyTaxes, maintainEnchantment, enchantment);
    // Generate a list of distinct ingredients and counts in order to check if the correct item-counts
    // are possessed by the player
    FastList<MultiSellIngredient> _ingredientsList = new FastList<>();
    boolean newIng = true;
    for (MultiSellIngredient 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 (MultiSellIngredient ex : _ingredientsList)
	    {
		    // 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.getEnchantmentLevel() == e.getEnchantmentLevel()))
		    {
			    if (((double) ex.getItemCount() + e.getItemCount()) > Integer.MAX_VALUE)
			    {
				    player.sendPacket(new SystemMessage(SystemMessageId.YOU_HAVE_EXCEEDED_QUANTITY_THAT_CAN_BE_INPUTTED));
				    _ingredientsList.clear();
				    _ingredientsList = null;
				    return;
			    }
			    ex.setItemCount(ex.getItemCount() + e.getItemCount());
			    newIng = false;
		    }
	    }
	    if (newIng)
	    {
		    // if it's a new ingredient, just store its info directly (item id, count, enchantment)
		    _ingredientsList.add(L2Multisell.getInstance().new MultiSellIngredient(e));
	    }
    }
    // now check if the player has sufficient items in the inventory to cover the ingredients' expences
    for (MultiSellIngredient e : _ingredientsList)
    {
	    if (((double) e.getItemCount() * _amount) > Integer.MAX_VALUE)
	    {
		    player.sendPacket(new SystemMessage(SystemMessageId.YOU_HAVE_EXCEEDED_QUANTITY_THAT_CAN_BE_INPUTTED));
		    _ingredientsList.clear();
		    _ingredientsList = null;
		    return;
	    }
	    if (e.getItemId() != 65336)
	    {
		    // 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
		    if (inv.getInventoryItemCount(e.getItemId(), maintainEnchantment ? e.getEnchantmentLevel() : -1) < ((Config.ALT_BLACKSMITH_USE_RECIPES || !e.getMantainIngredient()) ? (e.getItemCount() * _amount) : e.getItemCount()))
		    {
			    player.sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_ITEMS));
			    _ingredientsList.clear();
			    _ingredientsList = null;
			    return;
		    }
	    }
	    else
	    {
		    if (player.getClan() == null)
		    {
			    player.sendPacket(new SystemMessage(SystemMessageId.YOU_ARE_NOT_A_CLAN_MEMBER));
			    return;
		    }
		    if (!player.isClanLeader())
		    {
			    player.sendPacket(new SystemMessage(SystemMessageId.ONLY_THE_CLAN_LEADER_IS_ENABLED));
			    return;
		    }
		    if (player.getClan().getReputationScore() < e.getItemCount())
		    {
			    player.sendPacket(new SystemMessage(SystemMessageId.THE_CLAN_REPUTATION_SCORE_IS_TOO_LOW));
			    return;
		    }
	    }
    }
    _ingredientsList.clear();
    _ingredientsList = null;
    FastList<L2Augmentation> augmentation = new FastList<>();
    /** All ok, remove items and add final product */
    for (MultiSellIngredient e : entry.getIngredients())
    {
	    if (e.getItemId() != 65336)
	    {
		    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 tanken will not be returned back to inventory!
			    _log.severe("Character: " + player.getName() + " is trying to cheat in multisell, merchatnt id:" + merchant.getNpcId());
			    return;
		    }
		    if (Config.ALT_BLACKSMITH_USE_RECIPES || !e.getMantainIngredient())
		    {
			    // 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))
				    {
					    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
				    //  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 (maintainEnchantment)
				    {
					    // loop through this list and remove (one by one) each item until the required amount is taken.
					    L2ItemInstance[] inventoryContents = inv.getAllItemsByItemId(e.getItemId(), e.getEnchantmentLevel());
					    for (int i = 0; i < (e.getItemCount() * _amount); i++)
					    {
						    if (inventoryContents[i].isAugmented())
						    {
							    augmentation.add(inventoryContents[i].getAugmentation());
						    }
						    if (!player.destroyItem("Multisell", inventoryContents[i].getObjectId(), 1, player.getTarget(), true))
						    {
							    return;
						    }
					    }
				    }
				    else
				    //  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());
						    itemToTake = inventoryContents[0];
						    // get item with the LOWEST enchantment level from the inventory...
						    // +0 is lowest by default...
						    if (itemToTake.getEnchantLevel() > 0)
						    {
							    for (L2ItemInstance inventoryContent : inventoryContents)
							    {
								    if (inventoryContent.getEnchantLevel() < itemToTake.getEnchantLevel())
								    {
									    itemToTake = inventoryContent;
									    // 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))
						    {
							    return;
						    }
					    }
				    }
			    }
		    }
	    }
	    else
	    {
		    int repCost = player.getClan().getReputationScore() - e.getItemCount();
		    player.getClan().setReputationScore(repCost, true);
		    SystemMessage smsg = new SystemMessage(SystemMessageId.S1_DEDUCTED_FROM_CLAN_REP);
		    smsg.addNumber(e.getItemCount());
		    player.sendPacket(smsg);
		    player.getClan().broadcastToOnlineMembers(new PledgeShowInfoUpdate(player.getClan()));
	    }
    }
    // Generate the appropriate items
    for (MultiSellIngredient e : entry.getProducts())
    {
	    if (ItemTable.getInstance().createDummyItem(e.getItemId()).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 (maintainEnchantment)
			    {
				    if (i < augmentation.size())
				    {
					    product.setAugmentation(new L2Augmentation(product, augmentation.get(i).getAugmentationId(), augmentation.get(i).getSkill(), true));
				    }
				    product.setEnchantLevel(e.getEnchantmentLevel());
			    }
		    }
	    }
	    // msg part
	    SystemMessage sm;
	    if ((e.getItemCount() * _amount) > 1)
	    {
		    sm = new SystemMessage(SystemMessageId.EARNED_S2_S1_S);
		    sm.addItemName(e.getItemId());
		    sm.addNumber(e.getItemCount() * _amount);
		    player.sendPacket(sm);
		    sm = null;
	    }
	    else
	    {
		    if (maintainEnchantment && (_enchantment > 0))
		    {
			    sm = new SystemMessage(SystemMessageId.ACQUIRED);
			    sm.addNumber(_enchantment);
			    sm.addItemName(e.getItemId());
		    }
		    else
		    {
			    sm = new SystemMessage(SystemMessageId.EARNED_ITEM);
			    sm.addItemName(e.getItemId());
		    }
		    player.sendPacket(sm);
		    sm = null;
	    }
    }
    player.sendPacket(new ItemList(player, false));
    StatusUpdate su = new StatusUpdate(player.getObjectId());
    su.addAttribute(StatusUpdate.CUR_LOAD, player.getCurrentLoad());
    player.sendPacket(su);
    su = null;
    // finally, give the tax to the castle...
    if (merchant.getIsInTown() && (merchant.getCastle().getOwnerId() > 0))
    {
	    merchant.getCastle().addToTreasury(_transactionTax * _amount);
    }
   }
   // Regarding taxation, the following appears to be the case:
   // a) The count of aa remains unchanged (taxes do not affect aa directly).
   //  5/6 of the amount of aa is taxed by the normal tax rate.
   // c) the resulting taxes are added as normal adena value.
   // d) normal adena are taxed fully.
   // e) Items other than adena and ancient adena are not taxed even when the list is taxable.
   // example: If the template has an item worth 120aa, and the tax is 10%,
   // then from 120aa, take 5/6 so that is 100aa, apply the 10% tax in adena (10a)
   // so the final price will be 120aa and 10a!
   private MultiSellEntry prepareEntry(L2NpcInstance merchant, MultiSellEntry templateEntry, boolean applyTaxes, boolean maintainEnchantment, int enchantLevel)
   {
    MultiSellEntry newEntry = L2Multisell.getInstance().new MultiSellEntry();
    newEntry.setEntryId(templateEntry.getEntryId());
    int totalAdenaCount = 0;
    for (MultiSellIngredient ing : templateEntry.getIngredients())
    {
	    // load the ingredient from the template
	    MultiSellIngredient newIngredient = L2Multisell.getInstance().new MultiSellIngredient(ing);
	    if ((newIngredient.getItemId() == 57) && newIngredient.isTaxIngredient())
	    {
		    double taxRate = 0.0;
		    if (applyTaxes)
		    {
			    if ((merchant != null) && merchant.getIsInTown())
			    {
				    taxRate = merchant.getCastle().getTaxRate();
			    }
		    }
		    _transactionTax = (int) Math.round(newIngredient.getItemCount() * taxRate);
		    totalAdenaCount += _transactionTax;
		    continue; // do not yet add this adena amount to the list as non-taxIngredient adena might be entered later (order not guaranteed)
	    }
	    else if (ing.getItemId() == 57) // && !ing.isTaxIngredient()
	    {
		    totalAdenaCount += newIngredient.getItemCount();
		    continue; // do not yet add this adena amount to the list as taxIngredient adena might be entered later (order not guaranteed)
	    }
	    // if it is an armor/weapon, modify the enchantment level appropriately, if necessary
	    else if (maintainEnchantment)
	    {
		    L2Item tempItem = ItemTable.getInstance().createDummyItem(newIngredient.getItemId()).getItem();
		    if ((tempItem instanceof L2Armor) || (tempItem instanceof L2Weapon))
		    {
			    newIngredient.setEnchantmentLevel(enchantLevel);
		    }
	    }
	    // finally, add this ingredient to the entry
	    newEntry.addIngredient(newIngredient);
    }
    // Next add the adena amount, if any
    if (totalAdenaCount > 0)
    {
	    newEntry.addIngredient(L2Multisell.getInstance().new MultiSellIngredient(57, totalAdenaCount, false, false));
    }
    // Now modify the enchantment level of products, if necessary
    for (MultiSellIngredient ing : templateEntry.getProducts())
    {
	    // load the ingredient from the template
	    MultiSellIngredient newIngredient = L2Multisell.getInstance().new MultiSellIngredient(ing);
	    if (maintainEnchantment)
	    {
		    // if it is an armor/weapon, modify the enchantment level appropriately
		    // (note, if maintain enchantment is "false" this modification will result to a +0)
		    L2Item tempItem = ItemTable.getInstance().createDummyItem(newIngredient.getItemId()).getItem();
		    if ((tempItem instanceof L2Armor) || (tempItem instanceof L2Weapon))
		    {
			    newIngredient.setEnchantmentLevel(enchantLevel);
		    }
	    }
	    newEntry.addProduct(newIngredient);
    }
    return newEntry;
   }
   @Override
   public String getType()
   {
    return _C__A7_MULTISELLCHOOSE;
   }
}

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В принципе в L2PcInstance можно добавить переменную, "_isInBbsMode", геттер сеттер. При RequestOpen КБ ставить activeChar.isInBbsMode(true), при RequestClose, activeChar.isInBbsMode(false);Тогда в проверку мерчанта добавить

if (merchant == null)
{
      if (!player.isInBbsMone())
             return
}

Изменено пользователем lvlkoo
  • Upvote 1

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