mirror of
https://github.com/mcMMO-Dev/mcMMO.git
synced 2025-08-02 12:35:27 +02:00
Fixed possible NPE in our events, and BrewingStands now remember who last interacted with them, this allows for hoppers to be used with Alchemy Fixes #5004 Fixes #4958 Fixes #4641
This commit is contained in:
@@ -11,26 +11,37 @@ import com.gmail.nossr50.util.player.UserManager;
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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 org.jetbrains.annotations.VisibleForTesting;
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import java.text.DecimalFormat;
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import static java.util.Objects.requireNonNull;
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public class ProbabilityUtil {
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public static final @NotNull DecimalFormat percent = new DecimalFormat("##0.00%");
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public static final double LUCKY_MODIFIER = 1.333D;
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/**
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* Return a chance of success in "percentage" format, show to the player in UI elements
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* Return a chance of success in "percentage" format, shown to the player in UI elements
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*
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* @param player target player
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* @param subSkillType target subskill
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* @param isLucky whether to apply luck modifiers
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*
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* @return "percentage" representation of success
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* @deprecated use {@link #chanceOfSuccessPercentage(McMMOPlayer, SubSkillType, boolean)} instead
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*/
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public static double chanceOfSuccessPercentage(@NotNull Player player,
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@Deprecated(forRemoval = true, since = "2.2.010")
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public static double chanceOfSuccessPercentage(@Nullable Player player,
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@NotNull SubSkillType subSkillType,
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boolean isLucky) {
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Probability probability = getSubSkillProbability(subSkillType, player);
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return chanceOfSuccessPercentage(requireNonNull(UserManager.getPlayer(player)), subSkillType, isLucky);
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}
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public static double chanceOfSuccessPercentage(@Nullable McMMOPlayer mmoPlayer,
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@NotNull SubSkillType subSkillType,
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boolean isLucky) {
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Probability probability = getSubSkillProbability(subSkillType, mmoPlayer);
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//Probability values are on a 0-1 scale and need to be "transformed" into a 1-100 scale
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double percentageValue = probability.getValue(); //Doesn't need to be scaled
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@@ -42,6 +53,13 @@ public class ProbabilityUtil {
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return percentageValue;
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}
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/**
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* Return a chance of success as a double representing a "percentage".
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*
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* @param probability the probability of success
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* @param isLucky whether to apply luck modifiers
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* @return a double as a "percentage" representation of success
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*/
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public static double chanceOfSuccessPercentage(@NotNull Probability probability, boolean isLucky) {
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//Probability values are on a 0-1 scale and need to be "transformed" into a 1-100 scale
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double percentageValue = probability.getValue();
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@@ -54,6 +72,7 @@ public class ProbabilityUtil {
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return percentageValue;
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}
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@VisibleForTesting
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static Probability getStaticRandomChance(@NotNull SubSkillType subSkillType) throws InvalidStaticChance {
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return switch (subSkillType) {
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case AXES_ARMOR_IMPACT -> Probability.ofPercent(mcMMO.p.getAdvancedConfig().getImpactChance());
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@@ -74,19 +93,20 @@ public class ProbabilityUtil {
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return skillProbabilityType;
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}
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static @NotNull Probability ofSubSkill(@Nullable Player player,
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@NotNull SubSkillType subSkillType) {
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@Deprecated(forRemoval = true, since = "2.2.010")
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private static @NotNull Probability ofSubSkill(@Nullable Player player, @NotNull SubSkillType subSkillType) {
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// no null check needed here
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return ofSubSkill(UserManager.getPlayer(player), subSkillType);
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}
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private static @NotNull Probability ofSubSkill(@Nullable McMMOPlayer mmoPlayer, @NotNull SubSkillType subSkillType) {
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switch (getProbabilityType(subSkillType)) {
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case DYNAMIC_CONFIGURABLE:
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double probabilityCeiling;
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double skillLevel;
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double maxBonusLevel; // If a skill level is equal to the cap, it has the full probability
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if (player != null) {
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McMMOPlayer mmoPlayer = UserManager.getPlayer(player);
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if (mmoPlayer == null) {
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return Probability.ofPercent(0);
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}
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if (mmoPlayer != null) {
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skillLevel = mmoPlayer.getSkillLevel(subSkillType.getParentSkill());
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} else {
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skillLevel = 0;
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@@ -101,10 +121,10 @@ public class ProbabilityUtil {
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try {
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return getStaticRandomChance(subSkillType);
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} catch (InvalidStaticChance invalidStaticChance) {
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invalidStaticChance.printStackTrace();
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throw new RuntimeException(invalidStaticChance);
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}
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default:
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throw new RuntimeException("No case in switch statement for Skill Probability Type!");
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throw new IllegalStateException("No case in switch statement for Skill Probability Type!");
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}
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}
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@@ -123,14 +143,43 @@ public class ProbabilityUtil {
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* The outcome of the probability can also be modified by this event that is called
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*
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* @param subSkillType target subskill
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* @param player target player, can be null (null players are given odds equivalent to a player with no levels or luck)
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* @param player target player
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* can be null (null players are given odds equivalent to a player with no levels or luck)
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* @return true if the Skill RNG succeeds, false if it fails
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* @deprecated use {@link #isSkillRNGSuccessful(SubSkillType, McMMOPlayer)} instead
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*/
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@Deprecated(forRemoval = true, since = "2.2.010")
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public static boolean isSkillRNGSuccessful(@NotNull SubSkillType subSkillType, @Nullable Player player) {
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return isSkillRNGSuccessful(subSkillType, UserManager.getPlayer(player));
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}
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/**
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* This is one of several Skill RNG check methods
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* This helper method is for specific {@link SubSkillType},
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* which help mcMMO understand where the RNG values used in our calculations come from this {@link SubSkillType}
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* <p>
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* 1) Determine where the RNG values come from for the passed {@link SubSkillType}
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* NOTE: In the config file, there are values which are static and which are more dynamic,
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* this is currently a bit hardcoded and will need to be updated manually
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* <p>
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* 2) Determine whether to use Lucky multiplier and influence the outcome
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* <p>
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* 3)
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* Creates a {@link Probability} and pipes it to {@link ProbabilityUtil} which processes the result and returns it
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* <p>
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* This also calls a {@link SubSkillEvent} which can be cancelled, if it is cancelled this will return false
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* The outcome of the probability can also be modified by this event that is called
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*
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* @param subSkillType target subskill
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* @param mmoPlayer target player
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* can be null (null players are given odds equivalent to a player with no levels or luck)
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* @return true if the Skill RNG succeeds, false if it fails
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*/
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public static boolean isSkillRNGSuccessful(@NotNull SubSkillType subSkillType, @NotNull Player player) {
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final Probability probability = getSkillProbability(subSkillType, player);
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public static boolean isSkillRNGSuccessful(@NotNull SubSkillType subSkillType, @Nullable McMMOPlayer mmoPlayer) {
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final Probability probability = getSkillProbability(subSkillType, mmoPlayer);
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//Luck
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boolean isLucky = Permissions.lucky(player, subSkillType.getParentSkill());
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boolean isLucky = mmoPlayer != null && Permissions.lucky(mmoPlayer.getPlayer(), subSkillType.getParentSkill());
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if(isLucky) {
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return probability.evaluate(LUCKY_MODIFIER);
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@@ -143,29 +192,50 @@ public class ProbabilityUtil {
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* Returns the {@link Probability} for a specific {@link SubSkillType} for a specific {@link Player}.
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* This does not take into account perks such as lucky for the player.
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* This is affected by other plugins who can listen to the {@link SubSkillEvent} and cancel it or mutate it.
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* Null players will be treated as zero skill players.
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*
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* @param subSkillType the target subskill
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* @param player the target player
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* can be null (null players have the worst odds)
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* @return the probability for this skill
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* @deprecated use {@link #getSkillProbability(SubSkillType, McMMOPlayer)} instead
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*/
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@Deprecated(forRemoval = true)
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public static Probability getSkillProbability(@NotNull SubSkillType subSkillType, @Nullable Player player) {
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return getSkillProbability(subSkillType, UserManager.getPlayer(player));
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}
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/**
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* Returns the {@link Probability} for a specific {@link SubSkillType} for a specific {@link Player}.
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* This does not take into account perks such as lucky for the player.
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* This is affected by other plugins who can listen to the {@link SubSkillEvent} and cancel it or mutate it.
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* Null players will be treated as zero skill players.
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*
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* @param subSkillType the target subskill
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* @param mmoPlayer the target player
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* can be null (null players have the worst odds)
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* @return the probability for this skill
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*/
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public static Probability getSkillProbability(@NotNull SubSkillType subSkillType, @NotNull Player player) {
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//Process probability
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Probability probability = getSubSkillProbability(subSkillType, player);
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public static Probability getSkillProbability(@NotNull SubSkillType subSkillType, @Nullable McMMOPlayer mmoPlayer) {
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// Process probability
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Probability probability = getSubSkillProbability(subSkillType, mmoPlayer);
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//Send out event
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SubSkillEvent subSkillEvent = EventUtils.callSubSkillEvent(player, subSkillType);
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// Send out event
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if (mmoPlayer != null) {
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SubSkillEvent subSkillEvent = EventUtils.callSubSkillEvent(mmoPlayer, subSkillType);
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if(subSkillEvent.isCancelled()) {
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return Probability.ALWAYS_FAILS;
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if(subSkillEvent.isCancelled()) {
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return Probability.ALWAYS_FAILS;
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}
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// Result modifier
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double resultModifier = subSkillEvent.getResultModifier();
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// Mutate probability
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if(resultModifier != 1.0D)
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probability = Probability.ofPercent(probability.getValue() * resultModifier);
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}
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//Result modifier
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double resultModifier = subSkillEvent.getResultModifier();
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//Mutate probability
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if(resultModifier != 1.0D)
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probability = Probability.ofPercent(probability.getValue() * resultModifier);
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return probability;
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}
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@@ -177,12 +247,11 @@ public class ProbabilityUtil {
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* @param player the target player can be null (null players have the worst odds)
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* @param probabilityPercentage the probability of this player succeeding in "percentage" format (0-100 inclusive)
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* @return true if the RNG succeeds, false if it fails
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* @deprecated use {@link #isStaticSkillRNGSuccessful(PrimarySkillType, McMMOPlayer, double)} instead
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*/
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@Deprecated(forRemoval = true, since = "2.2.010")
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public static boolean isStaticSkillRNGSuccessful(@NotNull PrimarySkillType primarySkillType, @Nullable Player player, double probabilityPercentage) {
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//Grab a probability converted from a "percentage" value
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Probability probability = Probability.ofPercent(probabilityPercentage);
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return isStaticSkillRNGSuccessful(primarySkillType, player, probability);
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return isStaticSkillRNGSuccessful(primarySkillType, player, Probability.ofPercent(probabilityPercentage));
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}
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/**
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@@ -190,12 +259,49 @@ public class ProbabilityUtil {
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* This helper method is specific to static value RNG, which can be influenced by a player's Luck
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*
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* @param primarySkillType the related primary skill
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* @param player the target player, can be null (null players have the worst odds)
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* @param probability the probability of this player succeeding
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* @param mmoPlayer the target player can be null (null players have the worst odds)
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* @param probabilityPercentage the probability of this player succeeding in "percentage" format (0-100 inclusive)
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* @return true if the RNG succeeds, false if it fails
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*/
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public static boolean isStaticSkillRNGSuccessful(@NotNull PrimarySkillType primarySkillType, @Nullable Player player, @NotNull Probability probability) {
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boolean isLucky = player != null && Permissions.lucky(player, primarySkillType);
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public static boolean isStaticSkillRNGSuccessful(@NotNull PrimarySkillType primarySkillType,
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@Nullable McMMOPlayer mmoPlayer, double probabilityPercentage) {
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//Grab a probability converted from a "percentage" value
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final Probability probability = Probability.ofPercent(probabilityPercentage);
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return isStaticSkillRNGSuccessful(primarySkillType, mmoPlayer, probability);
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}
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/**
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* This is one of several Skill RNG check methods
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* This helper method is specific to static value RNG, which can be influenced by a player's Luck
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*
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* @param primarySkillType the related primary skill
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* @param player the target player
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* can be null (null players have the worst odds)
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* @param probability the probability of this player succeeding
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* @return true if the RNG succeeds, false if it fails
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* @deprecated use {@link #isStaticSkillRNGSuccessful(PrimarySkillType, McMMOPlayer, Probability)} instead, this
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* method is redundant and will be removed.
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*/
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@Deprecated(forRemoval = true, since = "2.2.010")
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public static boolean isStaticSkillRNGSuccessful(@NotNull PrimarySkillType primarySkillType,
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@Nullable Player player, @NotNull Probability probability) {
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return isStaticSkillRNGSuccessful(primarySkillType, UserManager.getPlayer(player), probability);
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}
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/**
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* This is one of several Skill RNG check methods
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* This helper method is specific to static value RNG, which can be influenced by a mmoPlayer's Luck
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*
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* @param primarySkillType the related primary skill
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* @param mmoPlayer the target mmoPlayer
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* can be null (null players have the worst odds)
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* @param probability the probability of this mmoPlayer succeeding
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* @return true if the RNG succeeds, false if it fails
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*/
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public static boolean isStaticSkillRNGSuccessful(@NotNull PrimarySkillType primarySkillType,
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@Nullable McMMOPlayer mmoPlayer, @NotNull Probability probability) {
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boolean isLucky = mmoPlayer != null && Permissions.lucky(mmoPlayer.getPlayer(), primarySkillType);
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if(isLucky) {
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return probability.evaluate(LUCKY_MODIFIER);
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@@ -209,25 +315,57 @@ public class ProbabilityUtil {
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* @param subSkillType target subskill
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* @param player target player
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* @return true if the skill succeeds (wasn't cancelled by any other plugin)
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* @deprecated use {@link #isNonRNGSkillActivationSuccessful(SubSkillType, McMMOPlayer)} instead
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*/
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@Deprecated(forRemoval = true, since = "2.2.010")
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public static boolean isNonRNGSkillActivationSuccessful(@NotNull SubSkillType subSkillType, @NotNull Player player) {
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return !EventUtils.callSubSkillEvent(player, subSkillType).isCancelled();
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return isNonRNGSkillActivationSuccessful(subSkillType, requireNonNull(UserManager.getPlayer(player)));
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}
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/**
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* Grab the {@link Probability} for a specific {@link SubSkillType} for a specific {@link Player}
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*
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* Skills activate without RNG, this allows other plugins to prevent that activation
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* @param subSkillType target subskill
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* @param player target player
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* @return the Probability of this skill succeeding
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* @param mmoPlayer target player
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* @return true if the skill succeeds (wasn't cancelled by any other plugin)
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*/
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public static @NotNull Probability getSubSkillProbability(@NotNull SubSkillType subSkillType, @Nullable Player player) {
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public static boolean isNonRNGSkillActivationSuccessful(@NotNull SubSkillType subSkillType,
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@NotNull McMMOPlayer mmoPlayer) {
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return !EventUtils.callSubSkillEvent(mmoPlayer, subSkillType).isCancelled();
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}
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/**
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* Retrieves the {@link Probability} of success for a specified {@link SubSkillType} for a given {@link Player}.
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*
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* @param subSkillType The targeted subskill.
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* @param player The player in question.
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* If null, the method treats it as a player with no levels or luck and calculates the probability
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* accordingly.
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* @return The probability that the specified skill will succeed.
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* @deprecated use {@link #getSubSkillProbability(SubSkillType, McMMOPlayer)} instead
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*/
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@Deprecated(forRemoval = true, since = "2.2.010")
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public static @NotNull Probability getSubSkillProbability(@NotNull SubSkillType subSkillType,
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@Nullable Player player) {
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return ProbabilityUtil.ofSubSkill(player, subSkillType);
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}
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public static @NotNull String[] getRNGDisplayValues(@NotNull Player player, @NotNull SubSkillType subSkill) {
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double firstValue = chanceOfSuccessPercentage(player, subSkill, false);
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double secondValue = chanceOfSuccessPercentage(player, subSkill, true);
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/**
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* Retrieves the {@link Probability} of success for a specified {@link SubSkillType} for a given {@link Player}.
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*
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* @param subSkillType The targeted subskill.
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* @param mmoPlayer The player in question.
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* If null, the method treats it as a player with no levels or luck and calculates the probability
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* accordingly.
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* @return The probability that the specified skill will succeed.
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*/
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public static @NotNull Probability getSubSkillProbability(@NotNull SubSkillType subSkillType,
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@Nullable McMMOPlayer mmoPlayer) {
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return ProbabilityUtil.ofSubSkill(mmoPlayer, subSkillType);
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}
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public static @NotNull String[] getRNGDisplayValues(@Nullable McMMOPlayer mmoPlayer, @NotNull SubSkillType subSkill) {
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double firstValue = chanceOfSuccessPercentage(mmoPlayer, subSkill, false);
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double secondValue = chanceOfSuccessPercentage(mmoPlayer, subSkill, true);
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return new String[]{percent.format(firstValue), percent.format(secondValue)};
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}
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