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@@ -1,10 +1,8 @@
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package com.gmail.nossr50.util.random;
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import com.gmail.nossr50.config.AdvancedConfig;
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-import com.neetgames.mcmmo.player.OnlineMMOPlayer;
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import com.gmail.nossr50.datatypes.skills.PrimarySkillType;
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import com.gmail.nossr50.datatypes.skills.SubSkillType;
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-import com.gmail.nossr50.datatypes.skills.subskills.AbstractSubSkill;
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import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillEvent;
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import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillRandomCheckEvent;
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import com.gmail.nossr50.util.EventUtils;
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@@ -12,15 +10,16 @@ import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.skills.SkillActivationType;
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import org.bukkit.entity.Player;
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import org.jetbrains.annotations.NotNull;
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+import org.jetbrains.annotations.Nullable;
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import java.text.DecimalFormat;
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import java.util.concurrent.ThreadLocalRandom;
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-public class RandomChanceUtil
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-{
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- public static final DecimalFormat percent = new DecimalFormat("##0.00%");
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+public class RandomChanceUtil {
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+ public static final @NotNull DecimalFormat percent = new DecimalFormat("##0.00%");
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//public static final DecimalFormat decimal = new DecimalFormat("##0.00");
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public static final double LINEAR_CURVE_VAR = 100.0D;
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+ public static final double LUCKY_MODIFIER = 1.333D;
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/**
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* This method is the final step in determining if a Sub-Skill / Secondary Skill in mcMMO successfully activates either from chance or otherwise
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@@ -28,14 +27,12 @@ public class RandomChanceUtil
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* non-RNG skills just fire the cancellable event and succeed if they go uncancelled
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*
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* @param skillActivationType this value represents what kind of activation procedures this sub-skill uses
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- * @param subSkillType The identifier for this specific sub-skill
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- * @param player The owner of this sub-skill
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+ * @param subSkillType The identifier for this specific sub-skill
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+ * @param player The owner of this sub-skill
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* @return returns true if all conditions are met and the event is not cancelled
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*/
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- public static boolean isActivationSuccessful(SkillActivationType skillActivationType, SubSkillType subSkillType, Player player)
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- {
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- switch(skillActivationType)
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- {
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+ public static boolean isActivationSuccessful(@NotNull SkillActivationType skillActivationType, @NotNull SubSkillType subSkillType, @Nullable Player player) {
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+ switch (skillActivationType) {
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case RANDOM_LINEAR_100_SCALE_WITH_CAP:
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return checkRandomChanceExecutionSuccess(player, subSkillType, true);
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case RANDOM_STATIC_CHANCE:
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@@ -48,36 +45,8 @@ public class RandomChanceUtil
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}
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}
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- /**
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- * This method is the final step in determining if a Sub-Skill / Secondary Skill in mcMMO successfully activates either from chance or otherwise
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- * Random skills check for success based on numbers and then fire a cancellable event, if that event is not cancelled they succeed
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- * non-RNG skills just fire the cancellable event and succeed if they go uncancelled
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- *
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- * @param skillActivationType this value represents what kind of activation procedures this sub-skill uses
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- * @param subSkillType The identifier for this specific sub-skill
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- * @param player The owner of this sub-skill
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- * @return returns true if all conditions are met and the event is not cancelled
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- */
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- public static boolean isActivationSuccessful(SkillActivationType skillActivationType, SubSkillType subSkillType, Player player, double resultModifier)
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- {
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- switch(skillActivationType)
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- {
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- case RANDOM_LINEAR_100_SCALE_WITH_CAP:
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- return checkRandomChanceExecutionSuccess(player, subSkillType, true);
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- case RANDOM_STATIC_CHANCE:
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- return checkRandomStaticChanceExecutionSuccess(player, subSkillType, resultModifier);
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- case ALWAYS_FIRES:
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- SubSkillEvent event = EventUtils.callSubSkillEvent(player, subSkillType);
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- return !event.isCancelled();
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- default:
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- return false;
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- }
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- }
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-
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- public static double getActivationChance(SkillActivationType skillActivationType, SubSkillType subSkillType, Player player)
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- {
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- switch(skillActivationType)
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- {
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+ public static double getActivationChance(@NotNull SkillActivationType skillActivationType, @NotNull SubSkillType subSkillType, @Nullable Player player) {
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+ switch (skillActivationType) {
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case RANDOM_LINEAR_100_SCALE_WITH_CAP:
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return getRandomChanceExecutionSuccess(player, subSkillType, true);
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case RANDOM_STATIC_CHANCE:
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@@ -89,10 +58,10 @@ public class RandomChanceUtil
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/**
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* Checks whether or not the random chance succeeds
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+ *
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* @return true if the random chance succeeds
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*/
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- public static boolean checkRandomChanceExecutionSuccess(Player player, PrimarySkillType primarySkillType, double chance)
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- {
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+ public static boolean checkRandomChanceExecutionSuccess(@NotNull Player player, @NotNull PrimarySkillType primarySkillType, double chance) {
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//Check the odds
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chance *= 100;
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@@ -115,11 +84,11 @@ public class RandomChanceUtil
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/**
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* Used for stuff like Excavation, Fishing, etc...
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+ *
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* @param randomChance
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* @return
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*/
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- public static boolean checkRandomChanceExecutionSuccess(RandomChanceSkillStatic randomChance, double resultModifier)
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- {
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+ public static boolean checkRandomChanceExecutionSuccess(@NotNull RandomChanceSkillStatic randomChance, double resultModifier) {
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double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
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//Check the odds
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@@ -128,16 +97,15 @@ public class RandomChanceUtil
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/**
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* Used for stuff like Excavation, Fishing, etc...
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+ *
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* @param randomChance
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* @return
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*/
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- public static boolean checkRandomChanceExecutionSuccess(RandomChanceSkillStatic randomChance)
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- {
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+ public static boolean checkRandomChanceExecutionSuccess(@NotNull RandomChanceSkillStatic randomChance) {
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return checkRandomChanceExecutionSuccess(randomChance, 1.0F);
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}
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- public static boolean checkRandomChanceExecutionSuccess(RandomChanceSkill randomChance)
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- {
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+ public static boolean checkRandomChanceExecutionSuccess(@NotNull RandomChanceSkill randomChance) {
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double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
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//Check the odds
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@@ -153,14 +121,15 @@ public class RandomChanceUtil
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/**
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* Gets the Static Chance for something to activate
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+ *
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* @param randomChance
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* @return
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*/
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- public static double getRandomChanceExecutionChance(RandomChanceExecution randomChance) {
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+ public static double getRandomChanceExecutionChance(@NotNull RandomChanceExecution randomChance) {
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return getChanceOfSuccess(randomChance.getXPos(), randomChance.getProbabilityCap(), LINEAR_CURVE_VAR);
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}
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- public static double getRandomChanceExecutionChance(RandomChanceStatic randomChance) {
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+ public static double getRandomChanceExecutionChance(@NotNull RandomChanceStatic randomChance) {
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double chanceOfSuccess = getChanceOfSuccess(randomChance.getXPos(), randomChance.getProbabilityCap(), LINEAR_CURVE_VAR);
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chanceOfSuccess = addLuck(randomChance.isLucky(), chanceOfSuccess);
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@@ -173,7 +142,7 @@ public class RandomChanceUtil
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return chanceOfSuccess;
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}*/
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- private static double calculateChanceOfSuccess(RandomChanceSkill randomChance) {
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+ public static double calculateChanceOfSuccess(@NotNull RandomChanceSkill randomChance) {
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double skillLevel = randomChance.getSkillLevel();
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double maximumProbability = randomChance.getProbabilityCap();
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double maximumBonusLevel = randomChance.getMaximumBonusLevelCap();
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@@ -194,7 +163,7 @@ public class RandomChanceUtil
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return chanceOfSuccess;
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}
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- private static double calculateChanceOfSuccess(RandomChanceSkillStatic randomChance) {
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+ public static double calculateChanceOfSuccess(@NotNull RandomChanceSkillStatic randomChance) {
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double chanceOfSuccess = getChanceOfSuccess(randomChance.getXPos(), 100, 100);
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//Add Luck
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@@ -209,27 +178,23 @@ public class RandomChanceUtil
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*
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* @return the chance of success from 0-100 (100 = guaranteed)
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*/
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- private static int getChanceOfSuccess(double skillLevel, double maxProbability, double maxLevel)
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- {
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+ private static int getChanceOfSuccess(double skillLevel, double maxProbability, double maxLevel) {
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//return (int) (x / (y / LINEAR_CURVE_VAR));
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- return (int) (maxProbability * (skillLevel/maxLevel));
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+ return (int) (maxProbability * (skillLevel / maxLevel));
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// max probability * (weight/maxlevel) = chance of success
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}
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- private static int getChanceOfSuccess(double x, double y)
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- {
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+ private static int getChanceOfSuccess(double x, double y) {
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return (int) (x / (y / LINEAR_CURVE_VAR));
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// max probability * (weight/maxlevel) = chance of success
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}
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- public static double getRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType, boolean hasCap)
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- {
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+ public static double getRandomChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean hasCap) {
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RandomChanceSkill rcs = new RandomChanceSkill(player, subSkillType, hasCap);
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return calculateChanceOfSuccess(rcs);
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}
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- public static double getRandomStaticChanceExecutionSuccess(Player player, SubSkillType subSkillType)
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- {
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+ public static double getRandomStaticChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType) {
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try {
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return getRandomChanceExecutionChance(new RandomChanceSkillStatic(getStaticRandomChance(subSkillType), player, subSkillType));
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} catch (InvalidStaticChance invalidStaticChance) {
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@@ -240,29 +205,24 @@ public class RandomChanceUtil
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return 0.1337; //Puts on shades
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}
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- public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType, boolean hasCap)
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- {
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+ public static boolean checkRandomChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean hasCap) {
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return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType, hasCap));
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}
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- public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType)
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- {
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+ public static boolean checkRandomChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType) {
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return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType));
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}
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- public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType, boolean hasCap, double resultModifier)
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- {
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+ public static boolean checkRandomChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean hasCap, double resultModifier) {
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return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType, hasCap, resultModifier));
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}
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- public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType, double resultModifier)
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- {
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+ public static boolean checkRandomChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType, double resultModifier) {
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return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType, resultModifier));
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}
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- public static boolean checkRandomStaticChanceExecutionSuccess(Player player, SubSkillType subSkillType, double resultModifier)
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- {
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+ public static boolean checkRandomStaticChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType) {
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try {
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return checkRandomChanceExecutionSuccess(new RandomChanceSkillStatic(getStaticRandomChance(subSkillType), player, subSkillType));
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} catch (InvalidStaticChance invalidStaticChance) {
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@@ -273,21 +233,15 @@ public class RandomChanceUtil
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return false;
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}
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- public static boolean checkRandomStaticChanceExecutionSuccess(Player player, SubSkillType subSkillType)
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- {
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- return checkRandomStaticChanceExecutionSuccess(player, subSkillType, 1.0F);
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- }
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-
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/**
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* Grabs static activation rolls for Secondary Abilities
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+ *
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* @param subSkillType The secondary ability to grab properties of
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- * @throws InvalidStaticChance if the skill has no defined static chance this exception will be thrown and you should know you're a naughty boy
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* @return The static activation roll involved in the RNG calculation
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+ * @throws InvalidStaticChance if the skill has no defined static chance this exception will be thrown and you should know you're a naughty boy
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*/
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- public static double getStaticRandomChance(SubSkillType subSkillType) throws InvalidStaticChance
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- {
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- switch(subSkillType)
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- {
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+ public static double getStaticRandomChance(@NotNull SubSkillType subSkillType) throws InvalidStaticChance {
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+ switch (subSkillType) {
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case AXES_ARMOR_IMPACT:
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return AdvancedConfig.getInstance().getImpactChance();
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case AXES_GREATER_IMPACT:
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@@ -299,24 +253,12 @@ public class RandomChanceUtil
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}
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}
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- public static boolean sendSkillEvent(Player player, SubSkillType subSkillType, double activationChance)
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- {
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+ public static boolean sendSkillEvent(Player player, SubSkillType subSkillType, double activationChance) {
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SubSkillRandomCheckEvent event = new SubSkillRandomCheckEvent(player, subSkillType, activationChance);
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return !event.isCancelled();
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}
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- /*public static boolean treasureDropSuccessful(Player player, double dropChance, int activationChance) {
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- SubSkillRandomCheckEvent event = new SubSkillRandomCheckEvent(player, SubSkillType.EXCAVATION_ARCHAEOLOGY, dropChance / activationChance);
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- mcMMO.p.getServer().getPluginManager().callEvent(event);
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- return (event.getChance() * activationChance) > (Misc.getRandom().nextDouble() * activationChance) && !event.isCancelled();
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- }*/
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-
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- public static boolean isActivationSuccessful(SkillActivationType skillActivationType, AbstractSubSkill abstractSubSkill, Player player)
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- {
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- return isActivationSuccessful(skillActivationType, abstractSubSkill.getSubSkillType(), player);
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- }
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-
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- public static String[] calculateAbilityDisplayValues(@NotNull SkillActivationType skillActivationType, @NotNull Player player, @NotNull SubSkillType subSkillType) {
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+ public static String @NotNull [] calculateAbilityDisplayValues(@NotNull SkillActivationType skillActivationType, @NotNull Player player, @NotNull SubSkillType subSkillType) {
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double successChance = getActivationChance(skillActivationType, subSkillType, player);
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String[] displayValues = new String[2];
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@@ -328,7 +270,7 @@ public class RandomChanceUtil
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return displayValues;
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}
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- public static String[] calculateAbilityDisplayValuesStatic(@NotNull OnlineMMOPlayer mmoPlayer, PrimarySkillType primarySkillType, double chance) {
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+ public static String @NotNull [] calculateAbilityDisplayValuesStatic(@NotNull Player player, @NotNull PrimarySkillType primarySkillType, double chance) {
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RandomChanceStatic rcs = new RandomChanceStatic(chance, false);
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double successChance = getRandomChanceExecutionChance(rcs);
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@@ -337,7 +279,7 @@ public class RandomChanceUtil
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String[] displayValues = new String[2];
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- boolean isLucky = Permissions.lucky(Misc.adaptPlayer(mmoPlayer), primarySkillType);
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+ boolean isLucky = Permissions.lucky(player, primarySkillType);
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displayValues[0] = percent.format(Math.min(successChance, 100.0D) / 100.0D);
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displayValues[1] = isLucky ? percent.format(Math.min(successChance_lucky, 100.0D) / 100.0D) : null;
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@@ -345,7 +287,7 @@ public class RandomChanceUtil
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return displayValues;
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}
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- public static String[] calculateAbilityDisplayValuesCustom(SkillActivationType skillActivationType, Player player, SubSkillType subSkillType, double multiplier) {
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+ public static String @NotNull [] calculateAbilityDisplayValuesCustom(@NotNull SkillActivationType skillActivationType, @NotNull Player player, @NotNull SubSkillType subSkillType, double multiplier) {
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double successChance = getActivationChance(skillActivationType, subSkillType, player);
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successChance *= multiplier; //Currently only used for graceful roll
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String[] displayValues = new String[2];
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@@ -360,19 +302,25 @@ public class RandomChanceUtil
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return displayValues;
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}
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- public static double addLuck(Player player, PrimarySkillType primarySkillType, double chance)
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- {
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- if(Permissions.lucky(player, primarySkillType))
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- return chance * 1.333D;
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+ public static double addLuck(@NotNull Player player, @NotNull PrimarySkillType primarySkillType, double chance) {
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+ if (Permissions.lucky(player, primarySkillType))
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+ return chance * LUCKY_MODIFIER;
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else
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return chance;
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}
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- public static double addLuck(boolean isLucky, double chance)
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- {
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- if(isLucky)
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- return chance * 1.333D;
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+ public static double addLuck(boolean isLucky, double chance) {
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+ if (isLucky)
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+ return chance * LUCKY_MODIFIER;
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else
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return chance;
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}
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+
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+ public static double getMaximumProbability(@NotNull SubSkillType subSkillType) {
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+ return AdvancedConfig.getInstance().getMaximumProbability(subSkillType);
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+ }
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+
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+ public static double getMaxBonusLevelCap(@NotNull SubSkillType subSkillType) {
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+ return AdvancedConfig.getInstance().getMaxBonusLevel(subSkillType);
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+ }
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}
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