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Use ThreadedLocalRandom for RNG utils
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@ -1,3 +1,5 @@
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Version 2.1.112
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Use ThreadedLocalRandom for RNG utils, random is seeded, thus creating new instances of Random breaks randomness
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Version 2.1.112
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Version 2.1.112
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Correct locale usage for enum access, now enforces using the english locale to prevent issues with oddball locales for configs/commands
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Correct locale usage for enum access, now enforces using the english locale to prevent issues with oddball locales for configs/commands
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Fixed a NPE that can occur if a player engages in combat with specific skills before their profile is loaded
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Fixed a NPE that can occur if a player engages in combat with specific skills before their profile is loaded
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@ -13,6 +13,7 @@ import org.bukkit.entity.Player;
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import java.text.DecimalFormat;
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import java.text.DecimalFormat;
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import java.util.Random;
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import java.util.Random;
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import java.util.concurrent.ThreadLocalRandom;
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public class RandomChanceUtil
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public class RandomChanceUtil
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{
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{
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@ -78,9 +79,7 @@ public class RandomChanceUtil
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}
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}
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public static boolean rollDice(double chanceOfSuccess, int bound) {
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public static boolean rollDice(double chanceOfSuccess, int bound) {
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Random random = new Random();
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return chanceOfSuccess > ThreadLocalRandom.current().nextInt(bound);
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return chanceOfSuccess > random.nextInt(bound);
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}
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}
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/**
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/**
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@ -100,8 +99,6 @@ public class RandomChanceUtil
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{
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{
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double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
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double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
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Random random = new Random();
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//Check the odds
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//Check the odds
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return rollDice(chanceOfSuccess, 100);
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return rollDice(chanceOfSuccess, 100);
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}
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}
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