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@ -0,0 +1,11 @@
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package com.gmail.nossr50.util.skills;
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/**
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* Defines the type of random calculations to use with a given skill
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*/
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public enum SecondarySkillActivationType {
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RANDOM_LINEAR_100_SCALE_NO_CAP, //A skill level of 100 would guarantee the proc with this
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RANDOM_LINEAR_100_SCALE_WITH_CAP, //This one is based on a scale of 1-100 but with a specified cap for max bonus
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RANDOM_STATIC_CHANCE, //The skill always has a SPECIFIC chance to succeed
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ALWAYS_FIRES //This skill isn't chance based and always fires
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}
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@ -25,7 +25,6 @@ import org.bukkit.inventory.Recipe;
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import org.bukkit.inventory.ShapedRecipe;
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import org.bukkit.inventory.ShapelessRecipe;
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import org.bukkit.inventory.meta.ItemMeta;
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import org.bukkit.block.data.BlockData;
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import org.bukkit.potion.PotionEffect;
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import org.bukkit.potion.PotionEffectType;
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@ -198,43 +197,101 @@ public class SkillUtils {
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itemStack.setDurability((short) Math.min(itemStack.getDurability() + durabilityModifier, maxDurability));
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}
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public static boolean activationSuccessful(SecondaryAbility skillAbility, Player player, SkillType skill) {
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return activationSuccessful(skillAbility, player, UserManager.getPlayer(player).getSkillLevel(skill), PerksUtils.handleLuckyPerks(player, skill));
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}
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public static boolean activationSuccessful(SecondaryAbility skillAbility, Player player, int skillLevel, int activationChance) {
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return activationSuccessful(skillAbility, player, skillLevel, activationChance, AdvancedConfig.getInstance().getMaxChance(skillAbility), AdvancedConfig.getInstance().getMaxBonusLevel(skillAbility));
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}
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public static boolean activationSuccessful(SecondaryAbility skillAbility, Player player, int skillLevel, int activationChance, double maxChance, int maxLevel) {
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/**
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* Checks whether or not the given skill succeeds
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* @param skillAbility 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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* @param maxChance maximum chance
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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(SecondaryAbility skillAbility, 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 propagateSecondaryAbilityEvent(skillAbility, player, activationChance, chance);
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return performRandomSkillCheckStatic(skillAbility, player, activationChance, chance);
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}
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/**
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* Sends an event out regarding activation of RNG based sub-skills
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* @param skillAbility The random-chance ability
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* @param player The player that the skill belong to
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* @param activationChance parameter used in activation calculations
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* @param chance parameter used in activation calculations
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* @return returns true if successful
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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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*
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* There are 4 types of Sub-Skill / Secondary Skill activations in mcMMO
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* 1) Random Chance with a linear increase to 100% (At 100 Skill Level)
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* 2) Random Chance with a linear increase to 100% at 100 Skill Level but caps out earlier in the curve (At x/100 Skill Level)
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* 3) Random Chance with a pre-determined activation roll and threshold roll
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* 4) Skills that are not chance based
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*
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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 skillAbility 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 secondarySkillActivationType 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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private static boolean propagateSecondaryAbilityEvent(SecondaryAbility skillAbility, Player player, int activationChance, double chance) {
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public static boolean isActivationSuccessful(SecondarySkillActivationType secondarySkillActivationType, SecondaryAbility skillAbility, Player player,
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SkillType 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(skillAbility);
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//Maximum roll we can make
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int maxBonusLevel = AdvancedConfig.getInstance().getMaxBonusLevel(skillAbility);
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switch(secondarySkillActivationType)
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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(skillAbility, 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(skillAbility, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), AdvancedConfig.getInstance().getMaxChance(skillAbility), AdvancedConfig.getInstance().getMaxBonusLevel(skillAbility));
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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(skillAbility) / activationChance;
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return performRandomSkillCheckStatic(skillAbility, player, activationChance, staticRoll);
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case ALWAYS_FIRES:
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SecondaryAbilityEvent event = EventUtils.callSecondaryAbilityEvent(player, skillAbility);
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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 secondaryAbility 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(SecondaryAbility secondaryAbility)
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{
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switch(secondaryAbility)
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{
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case ARMOR_IMPACT:
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return AdvancedConfig.getInstance().getImpactChance();
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case GREATER_IMPACT:
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return AdvancedConfig.getInstance().getGreaterImpactChance();
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case FAST_FOOD:
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return AdvancedConfig.getInstance().getFastFoodChance();
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default:
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return 100.0D;
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}
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}
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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 skillAbility 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(SecondaryAbility skillAbility, Player player, int activationChance, double chance) {
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SecondaryAbilityWeightedActivationCheckEvent event = new SecondaryAbilityWeightedActivationCheckEvent(player, skillAbility, 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 activationSuccessful(SecondaryAbility skillAbility, Player player, double staticChance, int activationChance) {
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double chance = staticChance / activationChance;
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return propagateSecondaryAbilityEvent(skillAbility, player, activationChance, chance);
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}
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public static boolean activationSuccessful(SecondaryAbility skillAbility, Player player) {
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SecondaryAbilityEvent event = EventUtils.callSecondaryAbilityEvent(player, skillAbility);
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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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SecondaryAbilityWeightedActivationCheckEvent event = new SecondaryAbilityWeightedActivationCheckEvent(player, SecondaryAbility.EXCAVATION_TREASURE_HUNTER, dropChance / activationChance);
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mcMMO.p.getServer().getPluginManager().callEvent(event);
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