|
@@ -0,0 +1,226 @@
|
|
|
|
+package com.gmail.nossr50.util.random;
|
|
|
|
+
|
|
|
|
+import com.gmail.nossr50.datatypes.player.McMMOPlayer;
|
|
|
|
+import com.gmail.nossr50.datatypes.skills.PrimarySkillType;
|
|
|
|
+import com.gmail.nossr50.datatypes.skills.SubSkillType;
|
|
|
|
+import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillEvent;
|
|
|
|
+import com.gmail.nossr50.mcMMO;
|
|
|
|
+import com.gmail.nossr50.util.EventUtils;
|
|
|
|
+import com.gmail.nossr50.util.Permissions;
|
|
|
|
+import com.gmail.nossr50.util.player.UserManager;
|
|
|
|
+import org.bukkit.entity.Player;
|
|
|
|
+import org.jetbrains.annotations.NotNull;
|
|
|
|
+import org.jetbrains.annotations.Nullable;
|
|
|
|
+
|
|
|
|
+import java.text.DecimalFormat;
|
|
|
|
+
|
|
|
|
+public class ProbabilityUtil {
|
|
|
|
+ public static final @NotNull DecimalFormat percent = new DecimalFormat("##0.00%");
|
|
|
|
+ public static final double LUCKY_MODIFIER = 1.333D;
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Return a chance of success in "percentage" format, show to the player in UI elements
|
|
|
|
+ *
|
|
|
|
+ * @param player target player
|
|
|
|
+ * @param subSkillType target subskill
|
|
|
|
+ * @param isLucky whether to apply luck modifiers
|
|
|
|
+ *
|
|
|
|
+ * @return "percentage" representation of success
|
|
|
|
+ */
|
|
|
|
+ public static double chanceOfSuccessPercentage(@NotNull Player player,
|
|
|
|
+ @NotNull SubSkillType subSkillType,
|
|
|
|
+ boolean isLucky) {
|
|
|
|
+ Probability probability = getSubSkillProbability(subSkillType, player);
|
|
|
|
+ //Probability values are on a 0-1 scale and need to be "transformed" into a 1-100 scale
|
|
|
|
+ double percentageValue = probability.getValue(); //Doesn't need to be scaled
|
|
|
|
+
|
|
|
|
+ //Apply lucky modifier
|
|
|
|
+ if(isLucky) {
|
|
|
|
+ percentageValue *= LUCKY_MODIFIER;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return percentageValue;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public static double chanceOfSuccessPercentage(@NotNull Probability probability, boolean isLucky) {
|
|
|
|
+ //Probability values are on a 0-1 scale and need to be "transformed" into a 1-100 scale
|
|
|
|
+ double percentageValue = probability.getValue();
|
|
|
|
+
|
|
|
|
+ //Apply lucky modifier
|
|
|
|
+ if(isLucky) {
|
|
|
|
+ percentageValue *= LUCKY_MODIFIER;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return percentageValue;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ static double getStaticRandomChance(@NotNull SubSkillType subSkillType) throws InvalidStaticChance {
|
|
|
|
+ return switch (subSkillType) {
|
|
|
|
+ case AXES_ARMOR_IMPACT -> mcMMO.p.getAdvancedConfig().getImpactChance();
|
|
|
|
+ case AXES_GREATER_IMPACT -> mcMMO.p.getAdvancedConfig().getGreaterImpactChance();
|
|
|
|
+ case TAMING_FAST_FOOD_SERVICE -> mcMMO.p.getAdvancedConfig().getFastFoodChance();
|
|
|
|
+ default -> throw new InvalidStaticChance();
|
|
|
|
+ };
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ static SkillProbabilityType getProbabilityType(@NotNull SubSkillType subSkillType) {
|
|
|
|
+ SkillProbabilityType skillProbabilityType = SkillProbabilityType.DYNAMIC_CONFIGURABLE;
|
|
|
|
+
|
|
|
|
+ if(subSkillType == SubSkillType.TAMING_FAST_FOOD_SERVICE
|
|
|
|
+ || subSkillType == SubSkillType.AXES_ARMOR_IMPACT
|
|
|
|
+ || subSkillType == SubSkillType.AXES_GREATER_IMPACT)
|
|
|
|
+ skillProbabilityType = SkillProbabilityType.STATIC_CONFIGURABLE;
|
|
|
|
+
|
|
|
|
+ return skillProbabilityType;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ static @NotNull Probability ofSubSkill(@Nullable Player player,
|
|
|
|
+ @NotNull SubSkillType subSkillType) {
|
|
|
|
+ switch (getProbabilityType(subSkillType)) {
|
|
|
|
+ case DYNAMIC_CONFIGURABLE:
|
|
|
|
+ double probabilityCeiling;
|
|
|
|
+ double xCeiling;
|
|
|
|
+ double xPos;
|
|
|
|
+
|
|
|
|
+ if (player != null) {
|
|
|
|
+ McMMOPlayer mmoPlayer = UserManager.getPlayer(player);
|
|
|
|
+ if(mmoPlayer != null)
|
|
|
|
+ xPos = mmoPlayer.getSkillLevel(subSkillType.getParentSkill());
|
|
|
|
+ else
|
|
|
|
+ xPos = 0;
|
|
|
|
+ } else {
|
|
|
|
+ xPos = 0;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //Probability ceiling is configurable in this type
|
|
|
|
+ probabilityCeiling = mcMMO.p.getAdvancedConfig().getMaximumProbability(subSkillType);
|
|
|
|
+ //The xCeiling is configurable in this type
|
|
|
|
+ xCeiling = mcMMO.p.getAdvancedConfig().getMaxBonusLevel(subSkillType);
|
|
|
|
+ return new ProbabilityImpl(xPos, xCeiling, probabilityCeiling);
|
|
|
|
+ case STATIC_CONFIGURABLE:
|
|
|
|
+ try {
|
|
|
|
+ return Probability.ofPercent(getStaticRandomChance(subSkillType));
|
|
|
|
+ } catch (InvalidStaticChance invalidStaticChance) {
|
|
|
|
+ invalidStaticChance.printStackTrace();
|
|
|
|
+ }
|
|
|
|
+ default:
|
|
|
|
+ throw new RuntimeException("No case in switch statement for Skill Probability Type!");
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * This is one of several Skill RNG check methods
|
|
|
|
+ * This helper method is for specific {@link SubSkillType}, which help mcMMO understand where the RNG values used in our calculations come from this {@link SubSkillType}
|
|
|
|
+ * <p>
|
|
|
|
+ * 1) Determine where the RNG values come from for the passed {@link SubSkillType}
|
|
|
|
+ * NOTE: In the config file, there are values which are static and which are more dynamic, this is currently a bit hardcoded and will need to be updated manually
|
|
|
|
+ * <p>
|
|
|
|
+ * 2) Determine whether to use Lucky multiplier and influence the outcome
|
|
|
|
+ * <p>
|
|
|
|
+ * 3) Creates a {@link Probability} and pipes it to {@link ProbabilityUtil} which processes the result and returns it
|
|
|
|
+ * <p>
|
|
|
|
+ * This also calls a {@link SubSkillEvent} which can be cancelled, if it is cancelled this will return false
|
|
|
|
+ * The outcome of the probability can also be modified by this event that is called
|
|
|
|
+ *
|
|
|
|
+ * @param subSkillType target subskill
|
|
|
|
+ * @param player target player, can be null (null players are given odds equivalent to a player with no levels or luck)
|
|
|
|
+ * @return true if the Skill RNG succeeds, false if it fails
|
|
|
|
+ */
|
|
|
|
+ public static boolean isSkillRNGSuccessful(@NotNull SubSkillType subSkillType, @NotNull Player player) {
|
|
|
|
+ //Process probability
|
|
|
|
+ Probability probability = getSubSkillProbability(subSkillType, player);
|
|
|
|
+
|
|
|
|
+ //Send out event
|
|
|
|
+ SubSkillEvent subSkillEvent = EventUtils.callSubSkillEvent(player, subSkillType);
|
|
|
|
+
|
|
|
|
+ if(subSkillEvent.isCancelled()) {
|
|
|
|
+ return false; //Event got cancelled so this doesn't succeed
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ //Result modifier
|
|
|
|
+ double resultModifier = subSkillEvent.getResultModifier();
|
|
|
|
+
|
|
|
|
+ //Mutate probability
|
|
|
|
+ if(resultModifier != 1.0D)
|
|
|
|
+ probability = Probability.ofPercent(probability.getValue() * resultModifier);
|
|
|
|
+
|
|
|
|
+ //Luck
|
|
|
|
+ boolean isLucky = Permissions.lucky(player, subSkillType.getParentSkill());
|
|
|
|
+
|
|
|
|
+ if(isLucky) {
|
|
|
|
+ return probability.evaluate(LUCKY_MODIFIER);
|
|
|
|
+ } else {
|
|
|
|
+ return probability.evaluate();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * This is one of several Skill RNG check methods
|
|
|
|
+ * This helper method is specific to static value RNG, which can be influenced by a player's Luck
|
|
|
|
+ *
|
|
|
|
+ * @param primarySkillType the related primary skill
|
|
|
|
+ * @param player the target player, can be null (null players have the worst odds)
|
|
|
|
+ * @param probabilityPercentage the probability of this player succeeding in "percentage" format (0-100 inclusive)
|
|
|
|
+ * @return true if the RNG succeeds, false if it fails
|
|
|
|
+ */
|
|
|
|
+ public static boolean isStaticSkillRNGSuccessful(@NotNull PrimarySkillType primarySkillType, @Nullable Player player, double probabilityPercentage) {
|
|
|
|
+ //Grab a probability converted from a "percentage" value
|
|
|
|
+ Probability probability = Probability.ofPercent(probabilityPercentage);
|
|
|
|
+
|
|
|
|
+ return isStaticSkillRNGSuccessful(primarySkillType, player, probability);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * This is one of several Skill RNG check methods
|
|
|
|
+ * This helper method is specific to static value RNG, which can be influenced by a player's Luck
|
|
|
|
+ *
|
|
|
|
+ * @param primarySkillType the related primary skill
|
|
|
|
+ * @param player the target player, can be null (null players have the worst odds)
|
|
|
|
+ * @param probability the probability of this player succeeding
|
|
|
|
+ * @return true if the RNG succeeds, false if it fails
|
|
|
|
+ */
|
|
|
|
+ public static boolean isStaticSkillRNGSuccessful(@NotNull PrimarySkillType primarySkillType, @Nullable Player player, @NotNull Probability probability) {
|
|
|
|
+ boolean isLucky = player != null && Permissions.lucky(player, primarySkillType);
|
|
|
|
+
|
|
|
|
+ if(isLucky) {
|
|
|
|
+ return probability.evaluate(LUCKY_MODIFIER);
|
|
|
|
+ } else {
|
|
|
|
+ return probability.evaluate();
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Skills activate without RNG, this allows other plugins to prevent that activation
|
|
|
|
+ * @param subSkillType target subskill
|
|
|
|
+ * @param player target player
|
|
|
|
+ * @return true if the skill succeeds (wasn't cancelled by any other plugin)
|
|
|
|
+ */
|
|
|
|
+ public static boolean isNonRNGSkillActivationSuccessful(@NotNull SubSkillType subSkillType, @NotNull Player player) {
|
|
|
|
+ return !EventUtils.callSubSkillEvent(player, subSkillType).isCancelled();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ /**
|
|
|
|
+ * Grab the {@link Probability} for a specific {@link SubSkillType} for a specific {@link Player}
|
|
|
|
+ *
|
|
|
|
+ * @param subSkillType target subskill
|
|
|
|
+ * @param player target player
|
|
|
|
+ * @return the Probability of this skill succeeding
|
|
|
|
+ */
|
|
|
|
+ public static @NotNull Probability getSubSkillProbability(@NotNull SubSkillType subSkillType, @Nullable Player player) {
|
|
|
|
+ return ProbabilityUtil.ofSubSkill(player, subSkillType);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public static @NotNull String[] getRNGDisplayValues(@NotNull Player player, @NotNull SubSkillType subSkill) {
|
|
|
|
+ double firstValue = chanceOfSuccessPercentage(player, subSkill, false);
|
|
|
|
+ double secondValue = chanceOfSuccessPercentage(player, subSkill, true);
|
|
|
|
+
|
|
|
|
+ return new String[]{percent.format(firstValue), percent.format(secondValue)};
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ public static @NotNull String[] getRNGDisplayValues(@NotNull Probability probability) {
|
|
|
|
+ double firstValue = chanceOfSuccessPercentage(probability, false);
|
|
|
|
+ double secondValue = chanceOfSuccessPercentage(probability, true);
|
|
|
|
+
|
|
|
|
+ return new String[]{percent.format(firstValue), percent.format(secondValue)};
|
|
|
|
+ }
|
|
|
|
+}
|