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/*
 * This program 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.
 * 
 * This program 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 net.sf.l2j.gameserver.model.item;

import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.item.instance.ItemInstance;
import net.sf.l2j.gameserver.model.itemcontainer.Inventory;

/**
 * @author Luno
 */
public final class ArmorSet
{
	private final int[] _set;
	private final int _skillId;
	
	private final int _shield;
	private final int _shieldSkillId;
	
	private final int _enchant6Skill;
	-> private final int _enchant16Skill;

	
	-> public ArmorSet(int[] set, int skillId, int shield, int shieldSkillId, int enchant6Skill, int enchant16Skill)
	{
		_set = set;
		_skillId = skillId;
		
		_shield = shield;
		_shieldSkillId = shieldSkillId;
		
		_enchant6Skill = enchant6Skill;
	->	_enchant16Skill = enchant16Skill;

	}
	
	/**
	 * Checks if player have equipped all items from set (not checking shield)
	 * @param player whose inventory is being checked
	 * @return True if player equips whole set
	 */
	public boolean containAll(L2PcInstance player)
	{
		final Inventory inv = player.getInventory();
		
		int legs = 0;
		int head = 0;
		int gloves = 0;
		int feet = 0;
		
		final ItemInstance legsItem = inv.getPaperdollItem(Inventory.PAPERDOLL_LEGS);
		if (legsItem != null)
			legs = legsItem.getItemId();
		
		if (_set[1] != 0 && _set[1] != legs)
			return false;
		
		final ItemInstance headItem = inv.getPaperdollItem(Inventory.PAPERDOLL_HEAD);
		if (headItem != null)
			head = headItem.getItemId();
		
		if (_set[2] != 0 && _set[2] != head)
			return false;
		
		final ItemInstance glovesItem = inv.getPaperdollItem(Inventory.PAPERDOLL_GLOVES);
		if (glovesItem != null)
			gloves = glovesItem.getItemId();
		
		if (_set[3] != 0 && _set[3] != gloves)
			return false;
		
		final ItemInstance feetItem = inv.getPaperdollItem(Inventory.PAPERDOLL_FEET);
		if (feetItem != null)
			feet = feetItem.getItemId();
		
		if (_set[4] != 0 && _set[4] != feet)
			return false;
		
		return true;
	}
	
	public boolean containItem(int slot, int itemId)
	{
		switch (slot)
		{
			case Inventory.PAPERDOLL_CHEST:
				return _set[0] == itemId;
				
			case Inventory.PAPERDOLL_LEGS:
				return _set[1] == itemId;
				
			case Inventory.PAPERDOLL_HEAD:
				return _set[2] == itemId;
				
			case Inventory.PAPERDOLL_GLOVES:
				return _set[3] == itemId;
				
			case Inventory.PAPERDOLL_FEET:
				return _set[4] == itemId;
				
			default:
				return false;
		}
	}
	
	public int getSkillId()
	{
		return _skillId;
	}
	
	public boolean containShield(L2PcInstance player)
	{
		final ItemInstance shieldItem = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);
		if (shieldItem != null && shieldItem.getItemId() == _shield)
			return true;
		
		return false;
	}
	
	public boolean containShield(int shieldId)
	{
		if (_shield == 0)
			return false;
		
		return _shield == shieldId;
	}
	
	public int getShieldSkillId()
	{
		return _shieldSkillId;
	}
	
	public int getEnchant6skillId()
	{
		return _enchant6Skill;
	}
	
->	public int getEnchant16skillId()
	{
		return _enchant16Skill;
	}
	
	/**
	 * Checks if all parts of set are enchanted to +6 or more
	 * @param player
	 * @return
	 */
	public boolean isEnchanted6(L2PcInstance player)
	{
		final Inventory inv = player.getInventory();
		
		final ItemInstance chestItem = inv.getPaperdollItem(Inventory.PAPERDOLL_CHEST);
		if (chestItem.getEnchantLevel() < 6)
			return false;
		
		int legs = 0;
		int head = 0;
		int gloves = 0;
		int feet = 0;
		
		final ItemInstance legsItem = inv.getPaperdollItem(Inventory.PAPERDOLL_LEGS);
		if (legsItem != null && legsItem.getEnchantLevel() > 5)
			legs = legsItem.getItemId();
		
		if (_set[1] != 0 && _set[1] != legs)
			return false;
		
		final ItemInstance headItem = inv.getPaperdollItem(Inventory.PAPERDOLL_HEAD);
		if (headItem != null && headItem.getEnchantLevel() > 5)
			head = headItem.getItemId();
		
		if (_set[2] != 0 && _set[2] != head)
			return false;
		
		final ItemInstance glovesItem = inv.getPaperdollItem(Inventory.PAPERDOLL_GLOVES);
		if (glovesItem != null && glovesItem.getEnchantLevel() > 5)
			gloves = glovesItem.getItemId();
		
		if (_set[3] != 0 && _set[3] != gloves)
			return false;
		
		final ItemInstance feetItem = inv.getPaperdollItem(Inventory.PAPERDOLL_FEET);
		if (feetItem != null && feetItem.getEnchantLevel() > 5)
			feet = feetItem.getItemId();
		
		if (_set[4] != 0 && _set[4] != feet)
			return false;
		
		return true;
	}
	
->	public boolean isEnchanted16(L2PcInstance player)
	{
		final Inventory inv = player.getInventory();
		
		final ItemInstance chestItem = inv.getPaperdollItem(Inventory.PAPERDOLL_CHEST);
		if (chestItem.getEnchantLevel() < 16)
			return false;
		
		int legs = 0;
		int head = 0;
		int gloves = 0;
		int feet = 0;
		
		final ItemInstance legsItem = inv.getPaperdollItem(Inventory.PAPERDOLL_LEGS);
		if (legsItem != null && legsItem.getEnchantLevel() > 15)
			legs = legsItem.getItemId();
		
		if (_set[1] != 0 && _set[1] != legs)
			return false;
		
		final ItemInstance headItem = inv.getPaperdollItem(Inventory.PAPERDOLL_HEAD);
		if (headItem != null && headItem.getEnchantLevel() > 15)
			head = headItem.getItemId();
		
		if (_set[2] != 0 && _set[2] != head)
			return false;
		
		final ItemInstance glovesItem = inv.getPaperdollItem(Inventory.PAPERDOLL_GLOVES);
		if (glovesItem != null && glovesItem.getEnchantLevel() > 15)
			gloves = glovesItem.getItemId();
		
		if (_set[3] != 0 && _set[3] != gloves)
			return false;
		
		final ItemInstance feetItem = inv.getPaperdollItem(Inventory.PAPERDOLL_FEET);
		if (feetItem != null && feetItem.getEnchantLevel() > 15)
			feet = feetItem.getItemId();
		
		if (_set[4] != 0 && _set[4] != feet)
			return false;
		
		return true;
	}
	
	
	/**
	 * @return chest, legs, gloves, feet, head
	 */
	public int[] getSetItemsId()
	{
		return _set;
	}
	
	/**
	 * @return shield id
	 */
	public int getShield()
	{
		return _shield;
	}
}

a quick answer i did copy paste the enchantset of 6 into +16 i wanna do the same for 20 and 25  , though i want an answer if its correct on eclipse i didnt had errors but still havent tested :)
the marks * -> * is what i inserted

8 answers to this question

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  • 0
Posted

Well, like @Solomun said you could test it wihtout write your finally code. 

 

onTopic:

It wont work because your checks about enchant value are wrong.

If you can see for method isEnchanted6() the checks are 

item.getEnchantLevel() > 5

by default, when you have a set 6,6,6,6 or 7,8,6,10 is the same and the method isEnchanted6() will return true.

 

Your check is > 15 (if you let this method as the last one is ok , but if you will add more like isEnchanted20() , isEnchanted25() you have to edit your checks ) for example if the method is isEnchanted15() and there is another method isEnchanted20() you could code it like:

if (legsItem != null && legsItem.getEnchantLevel() > 15 && legsItem.getEnchantLevel() < 20)

 

i believe you got my point

  • 0
Posted
50 minutes ago, Xenokage said:

a quick answer i did copy paste the enchantset of 6 into +16 i wanna do the same for 20 and 25  , though i want an answer if its correct on eclipse i didnt had errors but still havent tested :)
the marks * -> * is what i inserted

 

Why don't you simply test it and if you face a problem, then post...?

  • 0
Posted

because i want to continue  this one and run it once for all , so are you willing to give me an answer ?  you wont die if you just check it for less than a min lul

  • 0
Posted
10 minutes ago, Xenokage said:

because i want to continue  this one and run it once for all , so are you willing to give me an answer ?  you wont die if you just check it for less than a min lul

You are right, i won't die. But how do i know what you wanna do with it, and how you are going to use it. Also, i would test it before posting it, and finally, if i would want to add 150 more enchant values, i would add them dynamically instead of having a whole method to check every single enchant. Whatever...I hope you got the point. I did not spend a minute to check, since you did not spend a minute to test.

  • 0
Posted
10 minutes ago, Xenokage said:

prickhead

You better watch your mouth.

He is right, you should test your code instead of asking if it's right. Even if on first glance it looks OK, you can face issues. So yeah, you ALWAYS have to check your code ingame. And again he's right, if you are lazy to check it ingame, why should we check your code? Maybe you want us to test the code ingame for you and give you the answer.

 

Just, think. 

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