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synced 2025-07-13 19:14:42 +02:00
4 days of work and I'm still not done ;_;
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@ -4,9 +4,12 @@ import com.gmail.nossr50.config.AdvancedConfig;
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import com.gmail.nossr50.config.Config;
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import com.gmail.nossr50.config.HiddenConfig;
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import com.gmail.nossr50.datatypes.player.McMMOPlayer;
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import com.gmail.nossr50.datatypes.skills.SubSkillType;
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import com.gmail.nossr50.datatypes.skills.SuperAbility;
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import com.gmail.nossr50.datatypes.skills.PrimarySkill;
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import com.gmail.nossr50.datatypes.skills.SubSkill;
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import com.gmail.nossr50.datatypes.skills.XPGainReason;
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import com.gmail.nossr50.datatypes.skills.subskills.AbstractSubSkill;
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import com.gmail.nossr50.datatypes.skills.subskills.interfaces.RandomChance;
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import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillEvent;
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import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillWeightedActivationCheckEvent;
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import com.gmail.nossr50.locale.LocaleLoader;
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@ -28,10 +31,54 @@ import org.bukkit.inventory.meta.ItemMeta;
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import org.bukkit.potion.PotionEffect;
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import org.bukkit.potion.PotionEffectType;
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import java.text.DecimalFormat;
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import java.util.ArrayList;
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import java.util.List;
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public class SkillUtils {
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public static final 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 void applyXpGain(McMMOPlayer mcMMOPlayer, PrimarySkill skill, float xp, XPGainReason xpGainReason) {
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mcMMOPlayer.beginXpGain(skill, xp, xpGainReason);
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}
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/*
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* Skill Stat Calculations
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*/
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public static String[] calculateAbilityDisplayValues(double chance, boolean isLucky) {
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String[] displayValues = new String[2];
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displayValues[0] = percent.format(Math.min(chance, 100.0D) / 100.0D);
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displayValues[1] = isLucky ? percent.format(Math.min(chance * 1.3333D, 100.0D) / 100.0D) : null;
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return displayValues;
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}
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public static String[] calculateAbilityDisplayValues(float skillValue, SubSkillType subSkillType, boolean isLucky) {
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int maxBonusLevel = AdvancedConfig.getInstance().getMaxBonusLevel(subSkillType);
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return calculateAbilityDisplayValues((AdvancedConfig.getInstance().getMaxChance(subSkillType) / maxBonusLevel) * Math.min(skillValue, maxBonusLevel), isLucky);
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}
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public static String[] calculateLengthDisplayValues(Player player, float skillValue, PrimarySkill skill) {
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int maxLength = skill.getAbility().getMaxLength();
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int length = 2 + (int) (skillValue / AdvancedConfig.getInstance().getAbilityLength());
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int enduranceLength = PerksUtils.handleActivationPerks(player, length, maxLength);
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if (maxLength != 0) {
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length = Math.min(length, maxLength);
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}
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return new String[] { String.valueOf(length), String.valueOf(enduranceLength) };
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}
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/*
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* Others
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*/
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public static int handleFoodSkills(Player player, PrimarySkill skill, int eventFoodLevel, int baseLevel, int maxLevel, int rankChange) {
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int skillLevel = UserManager.getPlayer(player).getSkillLevel(skill);
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@ -199,7 +246,7 @@ public class SkillUtils {
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/**
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* Checks whether or not the given skill succeeds
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* @param subSkill The ability corresponding to this check
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* @param subSkillType The ability corresponding to this check
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* @param player The player whose skill levels we are checking against
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* @param skillLevel The skill level of the corresponding skill
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* @param activationChance used to determine activation chance
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@ -207,9 +254,15 @@ public class SkillUtils {
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* @param maxLevel maximum skill level bonus
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* @return true if random chance succeeds and the event isn't cancelled
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*/
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private static boolean performRandomSkillCheck(SubSkill subSkill, Player player, int skillLevel, int activationChance, double maxChance, int maxLevel) {
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private static boolean performRandomSkillCheck(SubSkillType subSkillType, Player player, int skillLevel, int activationChance, double maxChance, int maxLevel) {
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double chance = (maxChance / maxLevel) * Math.min(skillLevel, maxLevel) / activationChance;
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return performRandomSkillCheckStatic(subSkill, player, activationChance, chance);
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return performRandomSkillCheckStatic(subSkillType, player, activationChance, chance);
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}
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/* NEW VERSION */
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private static boolean performRandomSkillCheck(AbstractSubSkill abstractSubSkill, Player player, int skillLevel, int activationChance, double maxChance, int maxLevel) {
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double chance = (maxChance / maxLevel) * Math.min(skillLevel, maxLevel) / activationChance;
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return performRandomSkillCheckStatic(abstractSubSkill, player, activationChance, chance);
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}
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/**
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@ -224,48 +277,107 @@ public class SkillUtils {
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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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* All other skills just fire the cancellable event and succeed if it is not cancelled
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*
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* @param subSkill The identifier for this specific 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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* @param skill The identifier for the parent of our sub-skill
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* @param activationChance This is the value that we roll against, 100 is normal, and 75 is for lucky perk
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* @param subskillActivationType this value represents what kind of activation procedures this sub-skill uses
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* @return returns true if all conditions are met and they event is not cancelled
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*/
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public static boolean isActivationSuccessful(SubSkillActivationType subskillActivationType, SubSkill subSkill, Player player,
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public static boolean isActivationSuccessful(SkillActivationType subskillActivationType, SubSkillType subSkillType, Player player,
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PrimarySkill skill, int skillLevel, int activationChance)
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{
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//Maximum chance to succeed
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double maxChance = AdvancedConfig.getInstance().getMaxChance(subSkill);
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double maxChance = AdvancedConfig.getInstance().getMaxChance(subSkillType);
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//Maximum roll we can make
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int maxBonusLevel = AdvancedConfig.getInstance().getMaxBonusLevel(subSkill);
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int maxBonusLevel = AdvancedConfig.getInstance().getMaxBonusLevel(subSkillType);
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switch(subskillActivationType)
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{
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//100 Skill = Guaranteed
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case RANDOM_LINEAR_100_SCALE_NO_CAP:
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return performRandomSkillCheck(subSkill, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), 100.0D, 100);
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return performRandomSkillCheck(subSkillType, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), 100.0D, 100);
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case RANDOM_LINEAR_100_SCALE_WITH_CAP:
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return performRandomSkillCheck(subSkill, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), AdvancedConfig.getInstance().getMaxChance(subSkill), AdvancedConfig.getInstance().getMaxBonusLevel(subSkill));
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return performRandomSkillCheck(subSkillType, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), maxChance, maxBonusLevel);
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case RANDOM_STATIC_CHANCE:
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//Grab the static activation chance of this skill
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double staticRoll = getSecondaryAbilityStaticChance(subSkill) / activationChance;
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return performRandomSkillCheckStatic(subSkill, player, activationChance, staticRoll);
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double staticRoll = getSecondaryAbilityStaticChance(subSkillType) / activationChance;
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return performRandomSkillCheckStatic(subSkillType, player, activationChance, staticRoll);
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case ALWAYS_FIRES:
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SubSkillEvent event = EventUtils.callSubSkillEvent(player, subSkill);
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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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/* NEW VERSION */
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public static boolean isActivationSuccessful(SkillActivationType skillActivationType, AbstractSubSkill abstractSubSkill, Player player, double maxChance, int maxBonusLevel)
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{
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int skillLevel = UserManager.getPlayer(player).getSkillLevel(abstractSubSkill.getPrimarySkill());
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PrimarySkill skill = abstractSubSkill.getPrimarySkill();
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switch(skillActivationType)
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{
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//100 Skill = Guaranteed
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case RANDOM_LINEAR_100_SCALE_NO_CAP:
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return performRandomSkillCheck(abstractSubSkill, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), 100.0D, 100);
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case RANDOM_LINEAR_100_SCALE_WITH_CAP:
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return performRandomSkillCheck(abstractSubSkill, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), maxChance, maxBonusLevel);
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case RANDOM_STATIC_CHANCE:
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//TODO: Add this in for the new system
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//Grab the static activation chance of this skill
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//double staticRoll = getSecondaryAbilityStaticChance(subSkillType) / activationChance;
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//return performRandomSkillCheckStatic(subSkillType, player, activationChance, staticRoll);
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return false;
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case ALWAYS_FIRES:
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SubSkillEvent event = EventUtils.callSubSkillEvent(player, abstractSubSkill);
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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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public static boolean isActivationSuccessful(SkillActivationType skillActivationType, AbstractSubSkill abstractSubSkill, Player player)
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{
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//Maximum chance to succeed
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RandomChance randomChance = (RandomChance) abstractSubSkill;
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double maxChance = randomChance.getRandomChanceMaxChance();
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//Maximum roll we can make
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int maxBonusLevel = randomChance.getRandomChanceMaxBonus();
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int skillLevel = UserManager.getPlayer(player).getSkillLevel(abstractSubSkill.getPrimarySkill());
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PrimarySkill skill = abstractSubSkill.getPrimarySkill();
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switch(skillActivationType)
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{
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//100 Skill = Guaranteed
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case RANDOM_LINEAR_100_SCALE_NO_CAP:
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return performRandomSkillCheck(abstractSubSkill, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), 100.0D, 100);
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case RANDOM_LINEAR_100_SCALE_WITH_CAP:
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return performRandomSkillCheck(abstractSubSkill, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), maxChance, maxBonusLevel);
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case RANDOM_STATIC_CHANCE:
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//TODO: Add this in for the new system
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//Grab the static activation chance of this skill
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//double staticRoll = getSecondaryAbilityStaticChance(subSkillType) / activationChance;
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//return performRandomSkillCheckStatic(subSkillType, player, activationChance, staticRoll);
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return false;
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case ALWAYS_FIRES:
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SubSkillEvent event = EventUtils.callSubSkillEvent(player, abstractSubSkill);
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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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* Grabs static activation rolls for Secondary Abilities
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* @param subSkill The secondary ability to grab properties of
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* @param subSkillType The secondary ability to grab properties of
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* @return The static activation roll involved in the RNG calculation
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*/
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public static double getSecondaryAbilityStaticChance(SubSkill subSkill)
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public static double getSecondaryAbilityStaticChance(SubSkillType subSkillType)
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{
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switch(subSkill)
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switch(subSkillType)
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{
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case AXES_ARMOR_IMPACT:
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return AdvancedConfig.getInstance().getImpactChance();
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@ -280,20 +392,27 @@ public class SkillUtils {
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/**
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* Used to determine whether or not a sub-skill activates from random chance (using static values)
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* @param subSkill The identifier for this specific 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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* @param activationChance This is the value that we roll against, 100 is normal, and 75 is for lucky perk
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* @param chance This is the static modifier for our random calculations
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* @return true if random chance was successful and the event wasn't cancelled
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*/
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private static boolean performRandomSkillCheckStatic(SubSkill subSkill, Player player, int activationChance, double chance) {
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SubSkillWeightedActivationCheckEvent event = new SubSkillWeightedActivationCheckEvent(player, subSkill, chance);
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private static boolean performRandomSkillCheckStatic(SubSkillType subSkillType, Player player, int activationChance, double chance) {
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SubSkillWeightedActivationCheckEvent event = new SubSkillWeightedActivationCheckEvent(player, subSkillType, chance);
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mcMMO.p.getServer().getPluginManager().callEvent(event);
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return (event.getChance() * activationChance) > Misc.getRandom().nextInt(activationChance) && !event.isCancelled();
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}
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/* NEW VERSION */
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private static boolean performRandomSkillCheckStatic(AbstractSubSkill abstractSubSkill, Player player, int activationChance, double chance) {
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SubSkillWeightedActivationCheckEvent event = new SubSkillWeightedActivationCheckEvent(player, abstractSubSkill, chance);
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mcMMO.p.getServer().getPluginManager().callEvent(event);
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return (event.getChance() * activationChance) > Misc.getRandom().nextInt(activationChance) && !event.isCancelled();
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}
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public static boolean treasureDropSuccessful(Player player, double dropChance, int activationChance) {
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SubSkillWeightedActivationCheckEvent event = new SubSkillWeightedActivationCheckEvent(player, SubSkill.EXCAVATION_TREASURE_HUNTER, dropChance / activationChance);
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SubSkillWeightedActivationCheckEvent event = new SubSkillWeightedActivationCheckEvent(player, SubSkillType.EXCAVATION_TREASURE_HUNTER, 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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