Update code style

This commit is contained in:
nossr50
2019-04-24 22:52:53 -07:00
parent dc758a6dfc
commit 02a69cbb05
334 changed files with 4660 additions and 5158 deletions

View File

@@ -3,6 +3,7 @@ package com.gmail.nossr50.util.random;
public interface RandomChanceExecution {
/**
* Gets the XPos used in the formula for success
*
* @return value of x for our success probability graph
*/
double getXPos();
@@ -10,6 +11,7 @@ public interface RandomChanceExecution {
/**
* The maximum odds for this RandomChanceExecution
* For example, if this value is 10, then 10% odds would be the maximum and would be achieved only when xPos equaled the LinearCurvePeak
*
* @return maximum probability odds from 0.00 (no chance of ever happened) to 100.0 (probability can be guaranteed)
*/
double getProbabilityCap();

View File

@@ -15,26 +15,24 @@ public class RandomChanceSkill implements RandomChanceExecution {
protected final boolean isLucky;
private int skillLevel;
public RandomChanceSkill(Player player, SubSkillType subSkillType)
{
public RandomChanceSkill(Player player, SubSkillType subSkillType) {
this.primarySkillType = subSkillType.getParentSkill();
this.subSkillType = subSkillType;
this.probabilityCap = RandomChanceUtil.LINEAR_CURVE_VAR;
if(player != null)
if (player != null)
this.skillLevel = UserManager.getPlayer(player).getSkillLevel(primarySkillType);
else
this.skillLevel = 0;
if(player != null)
if (player != null)
isLucky = Permissions.lucky(player, primarySkillType);
else
isLucky = false;
}
public RandomChanceSkill(Player player, SubSkillType subSkillType, boolean hasCap)
{
if(hasCap)
public RandomChanceSkill(Player player, SubSkillType subSkillType, boolean hasCap) {
if (hasCap)
this.probabilityCap = mcMMO.getConfigManager().getSkillMaxChance(subSkillType);
else
this.probabilityCap = RandomChanceUtil.LINEAR_CURVE_VAR;
@@ -42,12 +40,12 @@ public class RandomChanceSkill implements RandomChanceExecution {
this.primarySkillType = subSkillType.getParentSkill();
this.subSkillType = subSkillType;
if(player != null)
if (player != null)
this.skillLevel = UserManager.getPlayer(player).getSkillLevel(primarySkillType);
else
this.skillLevel = 0;
if(player != null)
if (player != null)
isLucky = Permissions.lucky(player, primarySkillType);
else
isLucky = false;
@@ -55,6 +53,7 @@ public class RandomChanceSkill implements RandomChanceExecution {
/**
* The subskill corresponding to this RandomChanceSkill
*
* @return this subskill
*/
public SubSkillType getSubSkill() {
@@ -63,15 +62,16 @@ public class RandomChanceSkill implements RandomChanceExecution {
/**
* Gets the skill level of the player who owns this RandomChanceSkill
*
* @return the current skill level relating to this RandomChanceSkill
*/
public int getSkillLevel()
{
public int getSkillLevel() {
return skillLevel;
}
/**
* Modify the skill level used for this skill's RNG calculations
*
* @param newSkillLevel new skill level
*/
public void setSkillLevel(int newSkillLevel) {

View File

@@ -6,8 +6,7 @@ import org.bukkit.entity.Player;
public class RandomChanceSkillStatic extends RandomChanceSkill {
private final double xPos;
public RandomChanceSkillStatic(double xPos, Player player, SubSkillType subSkillType)
{
public RandomChanceSkillStatic(double xPos, Player player, SubSkillType subSkillType) {
super(player, subSkillType);
this.xPos = xPos;

View File

@@ -5,8 +5,7 @@ public class RandomChanceStatic implements RandomChanceExecution {
private final double probabilityCap;
private final boolean isLucky;
public RandomChanceStatic(double xPos, boolean isLucky)
{
public RandomChanceStatic(double xPos, boolean isLucky) {
this.xPos = xPos;
this.probabilityCap = xPos;
this.isLucky = isLucky;

View File

@@ -14,8 +14,7 @@ import org.bukkit.entity.Player;
import java.text.DecimalFormat;
import java.util.Random;
public class RandomChanceUtil
{
public class RandomChanceUtil {
public static final DecimalFormat percent = new DecimalFormat("##0.00%");
//public static final DecimalFormat decimal = new DecimalFormat("##0.00");
public static final double LINEAR_CURVE_VAR = 100.0D;
@@ -26,14 +25,12 @@ public class RandomChanceUtil
* non-RNG skills just fire the cancellable event and succeed if they go uncancelled
*
* @param skillActivationType this value represents what kind of activation procedures this sub-skill uses
* @param subSkillType The identifier for this specific sub-skill
* @param player The owner of this sub-skill
* @param subSkillType The identifier for this specific sub-skill
* @param player The owner of this sub-skill
* @return returns true if all conditions are met and they event is not cancelled
*/
public static boolean isActivationSuccessful(SkillActivationType skillActivationType, SubSkillType subSkillType, Player player)
{
switch(skillActivationType)
{
public static boolean isActivationSuccessful(SkillActivationType skillActivationType, SubSkillType subSkillType, Player player) {
switch (skillActivationType) {
case RANDOM_LINEAR_100_SCALE_WITH_CAP:
return checkRandomChanceExecutionSuccess(player, subSkillType, true);
case RANDOM_STATIC_CHANCE:
@@ -46,10 +43,8 @@ public class RandomChanceUtil
}
}
public static double getActivationChance(SkillActivationType skillActivationType, SubSkillType subSkillType, Player player)
{
switch(skillActivationType)
{
public static double getActivationChance(SkillActivationType skillActivationType, SubSkillType subSkillType, Player player) {
switch (skillActivationType) {
case RANDOM_LINEAR_100_SCALE_WITH_CAP:
return getRandomChanceExecutionSuccess(player, subSkillType, true);
case RANDOM_STATIC_CHANCE:
@@ -61,10 +56,10 @@ public class RandomChanceUtil
/**
* Checks whether or not the random chance succeeds
*
* @return true if the random chance succeeds
*/
public static boolean checkRandomChanceExecutionSuccess(Player player, PrimarySkillType primarySkillType, double chance)
{
public static boolean checkRandomChanceExecutionSuccess(Player player, PrimarySkillType primarySkillType, double chance) {
//Check the odds
chance *= 100;
@@ -88,19 +83,18 @@ public class RandomChanceUtil
/**
* Used for stuff like Excavation, Fishing, etc...
*
* @param randomChance
* @return
*/
public static boolean checkRandomChanceExecutionSuccess(RandomChanceSkillStatic randomChance)
{
public static boolean checkRandomChanceExecutionSuccess(RandomChanceSkillStatic randomChance) {
double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
//Check the odds
return rollDice(chanceOfSuccess, 100);
}
public static boolean checkRandomChanceExecutionSuccess(RandomChanceSkill randomChance)
{
public static boolean checkRandomChanceExecutionSuccess(RandomChanceSkill randomChance) {
double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
Random random = new Random();
@@ -118,6 +112,7 @@ public class RandomChanceUtil
/**
* Gets the Static Chance for something to activate
*
* @param randomChance
* @return
*/
@@ -176,27 +171,23 @@ public class RandomChanceUtil
*
* @return the chance of success from 0-100 (100 = guaranteed)
*/
private static int getChanceOfSuccess(double skillLevel, double maxProbability, double maxLevel)
{
private static int getChanceOfSuccess(double skillLevel, double maxProbability, double maxLevel) {
//return (int) (x / (y / LINEAR_CURVE_VAR));
return (int) (maxProbability * (skillLevel/maxLevel));
return (int) (maxProbability * (skillLevel / maxLevel));
// max probability * (weight/maxlevel) = chance of success
}
private static int getChanceOfSuccess(double x, double y)
{
private static int getChanceOfSuccess(double x, double y) {
return (int) (x / (y / LINEAR_CURVE_VAR));
// max probability * (weight/maxlevel) = chance of success
}
public static double getRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType, boolean hasCap)
{
public static double getRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType, boolean hasCap) {
RandomChanceSkill rcs = new RandomChanceSkill(player, subSkillType, hasCap);
return calculateChanceOfSuccess(rcs);
}
public static double getRandomStaticChanceExecutionSuccess(Player player, SubSkillType subSkillType)
{
public static double getRandomStaticChanceExecutionSuccess(Player player, SubSkillType subSkillType) {
try {
return getRandomChanceExecutionChance(new RandomChanceSkillStatic(getStaticRandomChance(subSkillType), player, subSkillType));
} catch (InvalidStaticChance invalidStaticChance) {
@@ -207,18 +198,15 @@ public class RandomChanceUtil
return 0.1337; //Puts on shades
}
public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType, boolean hasCap)
{
public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType, boolean hasCap) {
return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType, hasCap));
}
public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType)
{
public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType) {
return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType));
}
public static boolean checkRandomStaticChanceExecutionSuccess(Player player, SubSkillType subSkillType)
{
public static boolean checkRandomStaticChanceExecutionSuccess(Player player, SubSkillType subSkillType) {
try {
return checkRandomChanceExecutionSuccess(new RandomChanceSkillStatic(getStaticRandomChance(subSkillType), player, subSkillType));
} catch (InvalidStaticChance invalidStaticChance) {
@@ -231,14 +219,13 @@ public class RandomChanceUtil
/**
* Grabs static activation rolls for Secondary Abilities
*
* @param subSkillType The secondary ability to grab properties of
* @throws InvalidStaticChance if the skill has no defined static chance this exception will be thrown and you should know you're a naughty boy
* @return The static activation roll involved in the RNG calculation
* @throws InvalidStaticChance if the skill has no defined static chance this exception will be thrown and you should know you're a naughty boy
*/
public static double getStaticRandomChance(SubSkillType subSkillType) throws InvalidStaticChance
{
switch(subSkillType)
{
public static double getStaticRandomChance(SubSkillType subSkillType) throws InvalidStaticChance {
switch (subSkillType) {
case AXES_ARMOR_IMPACT:
return AdvancedConfig.getInstance().getImpactChance();
case AXES_GREATER_IMPACT:
@@ -250,8 +237,7 @@ public class RandomChanceUtil
}
}
public static boolean sendSkillEvent(Player player, SubSkillType subSkillType, double activationChance)
{
public static boolean sendSkillEvent(Player player, SubSkillType subSkillType, double activationChance) {
SubSkillRandomCheckEvent event = new SubSkillRandomCheckEvent(player, subSkillType, activationChance);
return !event.isCancelled();
}
@@ -262,8 +248,7 @@ public class RandomChanceUtil
return (event.getChance() * activationChance) > (Misc.getRandom().nextDouble() * activationChance) && !event.isCancelled();
}*/
public static boolean isActivationSuccessful(SkillActivationType skillActivationType, AbstractSubSkill abstractSubSkill, Player player)
{
public static boolean isActivationSuccessful(SkillActivationType skillActivationType, AbstractSubSkill abstractSubSkill, Player player) {
return isActivationSuccessful(skillActivationType, abstractSubSkill.getSubSkillType(), player);
}
@@ -311,17 +296,15 @@ public class RandomChanceUtil
return displayValues;
}
public static double addLuck(Player player, PrimarySkillType primarySkillType, double chance)
{
if(Permissions.lucky(player, primarySkillType))
public static double addLuck(Player player, PrimarySkillType primarySkillType, double chance) {
if (Permissions.lucky(player, primarySkillType))
return chance * 1.333D;
else
return chance;
}
public static double addLuck(boolean isLucky, double chance)
{
if(isLucky)
public static double addLuck(boolean isLucky, double chance) {
if (isLucky)
return chance * 1.333D;
else
return chance;