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Blacksmith/src/main/java/net/knarcraft/blacksmith/util/SalvageHelper.java
EpicKnarvik97 0993fbe15f
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Improves console logging
2024-07-29 18:32:08 +02:00

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Java

package net.knarcraft.blacksmith.util;
import net.knarcraft.blacksmith.BlacksmithPlugin;
import net.knarcraft.blacksmith.container.RecipeResult;
import org.bukkit.Material;
import org.bukkit.Server;
import org.bukkit.enchantments.Enchantment;
import org.bukkit.inventory.ItemStack;
import org.bukkit.inventory.Recipe;
import org.bukkit.inventory.ShapedRecipe;
import org.bukkit.inventory.ShapelessRecipe;
import org.bukkit.inventory.meta.ArmorMeta;
import org.bukkit.inventory.meta.trim.ArmorTrim;
import org.bukkit.inventory.meta.trim.TrimMaterial;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
import java.util.ArrayList;
import java.util.Collection;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Random;
/**
* A helper class for deciding the salvage returned if salvaging an item
*/
public final class SalvageHelper {
private static final Random random = new Random();
private static final Map<TrimMaterial, Material> trimMaterialToMaterial;
static {
trimMaterialToMaterial = new HashMap<>();
trimMaterialToMaterial.put(TrimMaterial.AMETHYST, Material.AMETHYST_SHARD);
trimMaterialToMaterial.put(TrimMaterial.COPPER, Material.COPPER_INGOT);
trimMaterialToMaterial.put(TrimMaterial.DIAMOND, Material.DIAMOND);
trimMaterialToMaterial.put(TrimMaterial.EMERALD, Material.EMERALD);
trimMaterialToMaterial.put(TrimMaterial.GOLD, Material.GOLD_INGOT);
trimMaterialToMaterial.put(TrimMaterial.IRON, Material.IRON_INGOT);
trimMaterialToMaterial.put(TrimMaterial.LAPIS, Material.LAPIS_LAZULI);
trimMaterialToMaterial.put(TrimMaterial.NETHERITE, Material.NETHERITE_INGOT);
trimMaterialToMaterial.put(TrimMaterial.QUARTZ, Material.QUARTZ);
trimMaterialToMaterial.put(TrimMaterial.REDSTONE, Material.REDSTONE);
}
/**
* Gets salvage for a given netherite item
*
* @param item <p>The netherite armor/tool to salvage</p>
* @return <p></p>
*/
@Nullable
public static List<ItemStack> getNetheriteSalvage(@NotNull ItemStack item) {
Material newMaterial = Material.matchMaterial(item.getType().name().replace("NETHERITE", "DIAMOND"));
if (newMaterial == null) {
return null;
}
ItemStack clone = item.clone();
clone.setType(newMaterial);
List<ItemStack> salvage = new ArrayList<>();
salvage.add(clone);
salvage.add(new ItemStack(Material.NETHERITE_INGOT, 1));
salvage.add(new ItemStack(Material.NETHERITE_UPGRADE_SMITHING_TEMPLATE, 1));
return salvage;
}
/**
* Gets salvage for the given armor trim
*
* @param item <p>The item to have its armor trim salvaged</p>
* @param armorMeta <p>The armor meta of the item to salvage</p>
* @return <p>The salvage, or null if salvage could not be calculated</p>
*/
@Nullable
public static List<ItemStack> getArmorTrimSalvage(@NotNull ItemStack item, @NotNull ArmorMeta armorMeta) {
ArmorTrim armorTrim = armorMeta.getTrim();
if (armorTrim == null) {
return null;
}
List<ItemStack> result = new ArrayList<>();
Material trimMaterial = trimMaterialToMaterial.get(armorTrim.getMaterial());
if (trimMaterial != null) {
result.add(new ItemStack(trimMaterial, 1));
} else {
return null;
}
Material patternMaterial = Material.matchMaterial(armorTrim.getPattern().getKey().getKey() +
"_ARMOR_TRIM_SMITHING_TEMPLATE");
if (patternMaterial != null) {
result.add(new ItemStack(patternMaterial, 1));
} else {
return null;
}
// Return a clone of the input item, with the armor trim removed
ItemStack strippedItem = item.clone();
armorMeta.setTrim(null);
strippedItem.setItemMeta(armorMeta);
result.add(strippedItem);
return result;
}
/**
* Checks whether the given item can be salvaged, assuming no restrictions apply
*
* @param server <p>The server to get recipes from</p>
* @param item <p>The item to check</p>
* @return <p>True if the item can be salvaged</p>
*/
public static boolean isSalvageable(@NotNull Server server, @NotNull ItemStack item) {
List<Recipe> recipes = server.getRecipesFor(new ItemStack(item.getType(), item.getAmount()));
for (Recipe recipe : recipes) {
// Only crafting recipes are allowed.
if ((recipe instanceof ShapedRecipe || recipe instanceof ShapelessRecipe) &&
item.getAmount() >= recipe.getResult().getAmount()) {
return true;
}
}
return false;
}
/**
* Gets the sum of all enchantment levels for the given item
*
* @param item <p>The item to check</p>
* @return <p>The total amount of enchantment levels on the item</p>
*/
public static int getTotalEnchantmentLevels(@NotNull ItemStack item) {
int expLevels = 0;
for (Enchantment enchantment : item.getEnchantments().keySet()) {
expLevels += item.getEnchantmentLevel(enchantment);
}
return expLevels;
}
/**
* Gets the items to return if salvaging the given item stack
*
* <p>Note: Only items craft-able in a crafting table are salvageable. Netherite gear is therefore not salvageable.</p>
*
* @param server <p>The server to get recipes from</p>
* @param salvagedItem <p>The item stack to salvage</p>
* @param trashSalvage <p>Any material treated as trash salvage</p>
* @param extended <p>Whether to enable extended salvage, ignoring the repairable restriction</p>
* @return <p>The items to return to the user, or null if not salvageable</p>
*/
public static @Nullable RecipeResult getSalvage(@NotNull Server server, @Nullable ItemStack salvagedItem,
@NotNull Collection<Material> trashSalvage, boolean extended) {
if (salvagedItem == null || salvagedItem.getAmount() < 1 ||
(!extended && !ItemHelper.isRepairable(salvagedItem))) {
return null;
}
for (Recipe recipe : server.getRecipesFor(new ItemStack(salvagedItem.getType(), salvagedItem.getAmount()))) {
BlacksmithPlugin.debug("Considering recipe: " + recipe.getResult() + " -> " + getRawRecipeSalvage(recipe));
// Only consider crafting table recipes
if (!(recipe instanceof ShapedRecipe) && !(recipe instanceof ShapelessRecipe)) {
BlacksmithPlugin.debug("Recipe had invalid type");
continue;
}
// Make sure the player has enough items
if (salvagedItem.getAmount() < recipe.getResult().getAmount()) {
BlacksmithPlugin.debug("Too few items for recipe");
continue;
}
// Get actual salvage, as long as any can be produced
List<ItemStack> salvage = getRecipeSalvage(recipe, salvagedItem, trashSalvage);
if (salvage != null && !salvage.isEmpty()) {
BlacksmithPlugin.debug("Valid recipe: " + recipe.getResult() + " -> " + getRawRecipeSalvage(recipe));
BlacksmithPlugin.debug("Actual salvage: " + salvage);
return new RecipeResult(recipe, salvage);
}
}
return null;
}
/**
* Gets the salvage resulting from the given recipe and the given item
*
* @param recipe <p>The recipe to get salvage for</p>
* @param salvagedItem <p>The item to be salvaged</p>
* @param trashSalvage <p>Any material treated as trash salvage</p>
* @return <p>A list of items, or null if not a valid type of recipe</p>
*/
private static @Nullable List<ItemStack> getRecipeSalvage(@NotNull Recipe recipe, @NotNull ItemStack salvagedItem,
@NotNull Collection<Material> trashSalvage) {
List<ItemStack> ingredients = getRawRecipeSalvage(recipe);
if (ingredients == null) {
return null;
}
List<ItemStack> copy = copyItems(ingredients);
BlacksmithPlugin.debug("Copied salvage: " + copy);
List<ItemStack> salvage = getSalvage(copy, salvagedItem, trashSalvage);
BlacksmithPlugin.debug("Combining salvage: " + salvage);
List<ItemStack> combined = combineStacks(salvage);
BlacksmithPlugin.debug("Combined : " + combined);
return combined;
}
/**
* Copies a list of items
*
* <p>Note: This does not copy any metadata. It only copies the item type and the amount.</p>
*
* @param itemsToCopy <p>The items to make a copy of</p>
* @return <p>A copy of the given items</p>
*/
private static @NotNull List<ItemStack> copyItems(@NotNull List<ItemStack> itemsToCopy) {
List<ItemStack> copies = new ArrayList<>(itemsToCopy.size());
for (ItemStack itemStack : itemsToCopy) {
copies.add(new ItemStack(itemStack.getType(), itemStack.getAmount()));
}
return copies;
}
/**
* Gets the salvage resulting from the given item, and the given recipe items
*
* @param recipeItems <p>All items required for crafting the item to salvage</p>
* @param salvagedItem <p>The item to be salvaged</p>
* @param trashSalvage <p>The types of materials considered trash for this recipe</p>
* @return <p>The items to be returned to the user as salvage</p>
*/
@NotNull
private static List<ItemStack> getSalvage(@NotNull List<ItemStack> recipeItems,
@NotNull ItemStack salvagedItem,
@NotNull Collection<Material> trashSalvage) {
int durability = ItemHelper.getDurability(salvagedItem);
int maxDurability = ItemHelper.getMaxDurability(salvagedItem);
// Prevent divide by zero for items that don't have a set max durability
if (maxDurability <= 0) {
maxDurability = 1;
durability = 1;
}
BlacksmithPlugin.debug("Durability: " + durability + "/" + maxDurability);
double percentageRemaining = (double) durability / maxDurability;
BlacksmithPlugin.debug("Remaining: " + percentageRemaining);
return pickRandomSalvage(recipeItems, trashSalvage, percentageRemaining);
}
/**
* Picks random salvage from the given items
*
* @param itemsToChooseFrom <p>The salvage to choose from</p>
* @param trashSalvage <p>The salvage considered trash</p>
* @param percentageRemaining <p>The percentage remaining for the salvaged item (0-1)</p>
* @return <p>Random salvage</p>
*/
@NotNull
public static List<ItemStack> pickRandomSalvage(@NotNull List<ItemStack> itemsToChooseFrom,
@NotNull Collection<Material> trashSalvage,
double percentageRemaining) {
// Avoid an infinite loop
if (percentageRemaining > 1 || percentageRemaining < 0) {
percentageRemaining = 1;
}
// If not damaged, just give everything
if (percentageRemaining == 1) {
BlacksmithPlugin.debug("100% Remaining. Copying " + itemsToChooseFrom);
return copyItems(itemsToChooseFrom);
}
// Split into good items and trash items
List<ItemStack> goodItems = copyItems(itemsToChooseFrom);
goodItems.removeIf((item) -> trashSalvage.contains(item.getType()));
List<ItemStack> trashItems = copyItems(itemsToChooseFrom);
trashItems.removeIf((item) -> !trashSalvage.contains(item.getType()));
int itemsToReturn = (int) Math.floor(totalItemAmount(itemsToChooseFrom) * percentageRemaining);
int goodItemAmount = totalItemAmount(goodItems);
int pickedItems = 0;
List<ItemStack> salvage = new ArrayList<>(itemsToReturn);
while (pickedItems < itemsToReturn && pickedItems < goodItemAmount) {
int index = SalvageHelper.random.nextInt(goodItems.size());
ItemStack itemStack = goodItems.get(index);
if (itemStack.getType().isAir() || itemStack.getAmount() == 0) {
continue;
}
salvage.add(new ItemStack(itemStack.getType(), 1));
itemStack.setAmount(itemStack.getAmount() - 1);
pickedItems++;
}
while (pickedItems < itemsToReturn) {
int index = SalvageHelper.random.nextInt(trashItems.size());
ItemStack itemStack = trashItems.get(index);
if (itemStack.getType().isAir() || itemStack.getAmount() == 0) {
continue;
}
salvage.add(new ItemStack(itemStack.getType(), 1));
itemStack.setAmount(itemStack.getAmount() - 1);
pickedItems++;
}
return salvage;
}
/**
* Gets the total sum of items in the given list of items
*
* @param items <p>The items to get the sum of</p>
* @return <p>The total number of items</p>
*/
public static int totalItemAmount(@NotNull List<ItemStack> items) {
int sum = 0;
for (ItemStack itemStack : items) {
sum += itemStack.getAmount();
}
return sum;
}
/**
* Combines all items of the same type in the given list
*
* <p>Basically, if the input is two item stacks containing one diamond each, the output will be an item stack with
* two diamonds instead.</p>
*
* @param items <p>The items to combine</p>
* @return <p>The given items, but combined</p>
*/
private static @NotNull List<ItemStack> combineStacks(@NotNull List<ItemStack> items) {
Map<Material, Integer> itemAmounts = new HashMap<>();
for (ItemStack item : items) {
Material itemType = item.getType();
itemAmounts.put(itemType, itemAmounts.getOrDefault(itemType, 0) + item.getAmount());
}
List<ItemStack> combined = new ArrayList<>();
for (Material material : itemAmounts.keySet()) {
combined.add(new ItemStack(material, itemAmounts.get(material)));
}
return combined;
}
/**
* Gets the raw salvage of a recipe, assuming full salvage would be possible
*
* @param recipe <p>The recipe to get salvage for</p>
* @return <p>The salvage resulting from the recipe</p>
*/
private static List<ItemStack> getRawRecipeSalvage(@NotNull Recipe recipe) {
List<ItemStack> ingredients;
if (recipe instanceof ShapedRecipe shapedRecipe) {
ingredients = getIngredients(shapedRecipe);
} else if (recipe instanceof ShapelessRecipe shapelessRecipe) {
ingredients = shapelessRecipe.getIngredientList();
} else {
//Recipes other than crafting shouldn't be considered for salvaging
return null;
}
//Make things easier by eliminating identical stacks
return combineStacks(ingredients);
}
/**
* Gets all ingredients contained in the given shaped recipe
*
* @param shapedRecipe <p>The shaped recipe to get ingredients for</p>
* @return <p>The items contained in the recipe</p>
*/
@NotNull
private static List<ItemStack> getIngredients(@NotNull ShapedRecipe shapedRecipe) {
List<ItemStack> ingredients = new ArrayList<>();
Map<Character, ItemStack> ingredientMap = shapedRecipe.getIngredientMap();
//The shape is a list of the three rows' strings. Each string contains 3 characters.
String[] shape = shapedRecipe.getShape();
for (String row : shape) {
for (int column = 0; column < row.length(); column++) {
ItemStack item = ingredientMap.get(row.charAt(column));
if (item != null && item.getType() != Material.AIR && item.getAmount() > 0) {
ingredients.add(item);
}
}
}
return ingredients;
}
}