mirror of
https://github.com/mcMMO-Dev/mcMMO.git
synced 2024-11-22 13:16:45 +01:00
Tweaks to the random chance classes
This commit is contained in:
parent
4fa3d913bf
commit
597eb7f8dd
@ -17,6 +17,7 @@ import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.Player;
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import org.bukkit.event.entity.EntityDamageEvent.DamageModifier;
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import org.bukkit.inventory.ItemStack;
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import org.jetbrains.annotations.NotNull;
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import java.util.Map;
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@ -32,28 +33,28 @@ public class AxesManager extends SkillManager {
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return Permissions.isSubSkillEnabled(getPlayer(), SubSkillType.AXES_AXE_MASTERY);
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}
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public boolean canCriticalHit(LivingEntity target) {
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public boolean canCriticalHit(@NotNull LivingEntity target) {
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if(!RankUtils.hasUnlockedSubskill(getPlayer(), SubSkillType.AXES_CRITICAL_STRIKES))
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return false;
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return target.isValid() && Permissions.isSubSkillEnabled(getPlayer(), SubSkillType.AXES_CRITICAL_STRIKES);
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}
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public boolean canImpact(LivingEntity target) {
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public boolean canImpact(@NotNull LivingEntity target) {
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if(!RankUtils.hasUnlockedSubskill(getPlayer(), SubSkillType.AXES_ARMOR_IMPACT))
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return false;
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return target.isValid() && Permissions.isSubSkillEnabled(getPlayer(), SubSkillType.AXES_ARMOR_IMPACT) && Axes.hasArmor(target);
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}
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public boolean canGreaterImpact(LivingEntity target) {
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public boolean canGreaterImpact(@NotNull LivingEntity target) {
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if(!RankUtils.hasUnlockedSubskill(getPlayer(), SubSkillType.AXES_GREATER_IMPACT))
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return false;
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return target.isValid() && Permissions.isSubSkillEnabled(getPlayer(), SubSkillType.AXES_GREATER_IMPACT) && !Axes.hasArmor(target);
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}
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public boolean canUseSkullSplitter(LivingEntity target) {
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public boolean canUseSkullSplitter(@NotNull LivingEntity target) {
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if(!RankUtils.hasUnlockedSubskill(getPlayer(), SubSkillType.AXES_SKULL_SPLITTER))
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return false;
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@ -68,7 +69,7 @@ public class AxesManager extends SkillManager {
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* Handle the effects of the Axe Mastery ability
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*/
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public double axeMastery() {
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if (!RandomChanceUtil.isActivationSuccessful(SkillActivationType.ALWAYS_FIRES, SubSkillType.AXES_AXE_MASTERY, getPlayer(), mmoPlayer.getAttackStrength())) {
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if (!RandomChanceUtil.isActivationSuccessful(SkillActivationType.ALWAYS_FIRES, SubSkillType.AXES_AXE_MASTERY, getPlayer())) {
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return 0;
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}
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@ -82,7 +83,7 @@ public class AxesManager extends SkillManager {
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* @param damage The amount of damage initially dealt by the event
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*/
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public double criticalHit(LivingEntity target, double damage) {
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if (!RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.AXES_CRITICAL_STRIKES, getPlayer(), mmoPlayer.getAttackStrength())) {
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if (!RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.AXES_CRITICAL_STRIKES, getPlayer())) {
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return 0;
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}
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@ -113,12 +114,12 @@ public class AxesManager extends SkillManager {
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*
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* @param target The {@link LivingEntity} being affected by Impact
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*/
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public void impactCheck(LivingEntity target) {
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public void impactCheck(@NotNull LivingEntity target) {
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double durabilityDamage = getImpactDurabilityDamage();
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for (ItemStack armor : target.getEquipment().getArmorContents()) {
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if (armor != null && ItemUtils.isArmor(armor)) {
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if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_STATIC_CHANCE, SubSkillType.AXES_ARMOR_IMPACT, getPlayer(), mmoPlayer.getAttackStrength())) {
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if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_STATIC_CHANCE, SubSkillType.AXES_ARMOR_IMPACT, getPlayer())) {
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SkillUtils.handleDurabilityChange(armor, durabilityDamage, 1);
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}
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}
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@ -134,9 +135,9 @@ public class AxesManager extends SkillManager {
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*
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* @param target The {@link LivingEntity} being affected by the ability
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*/
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public double greaterImpact(LivingEntity target) {
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public double greaterImpact(@NotNull LivingEntity target) {
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//static chance (3rd param)
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if (!RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_STATIC_CHANCE, SubSkillType.AXES_GREATER_IMPACT, getPlayer(), mmoPlayer.getAttackStrength())) {
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if (!RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_STATIC_CHANCE, SubSkillType.AXES_GREATER_IMPACT, getPlayer())) {
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return 0;
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}
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@ -166,7 +167,7 @@ public class AxesManager extends SkillManager {
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* @param target The {@link LivingEntity} being affected by the ability
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* @param damage The amount of damage initially dealt by the event
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*/
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public void skullSplitterCheck(LivingEntity target, double damage, Map<DamageModifier, Double> modifiers) {
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public void skullSplitterCheck(@NotNull LivingEntity target, double damage, Map<DamageModifier, Double> modifiers) {
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CombatUtils.applyAbilityAoE(getPlayer(), target, damage / Axes.skullSplitterModifier, modifiers, skill);
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}
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}
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@ -62,7 +62,7 @@ public class SwordsManager extends SkillManager {
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*/
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public void ruptureCheck(@NotNull LivingEntity target) throws IllegalStateException {
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if(BleedTimerTask.isBleedOperationAllowed()) {
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if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.SWORDS_RUPTURE, getPlayer(), this.mmoPlayer.getAttackStrength())) {
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if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.SWORDS_RUPTURE, getPlayer())) {
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if (target instanceof Player) {
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Player defender = (Player) target;
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@ -98,7 +98,7 @@ public class SwordsManager extends SkillManager {
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return 0;
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}
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public int getToolTier(ItemStack itemStack)
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public int getToolTier(@NotNull ItemStack itemStack)
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{
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if(ItemUtils.isNetheriteTool(itemStack))
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return 5;
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@ -128,7 +128,7 @@ public class SwordsManager extends SkillManager {
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* @param attacker The {@link LivingEntity} being affected by the ability
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* @param damage The amount of damage initially dealt by the event
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*/
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public void counterAttackChecks(LivingEntity attacker, double damage) {
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public void counterAttackChecks(@NotNull LivingEntity attacker, double damage) {
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if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.SWORDS_COUNTER_ATTACK, getPlayer())) {
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CombatUtils.dealDamage(attacker, damage / Swords.counterAttackModifier, getPlayer());
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@ -146,7 +146,7 @@ public class SwordsManager extends SkillManager {
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* @param target The {@link LivingEntity} being affected by the ability
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* @param damage The amount of damage initially dealt by the event
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*/
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public void serratedStrikes(LivingEntity target, double damage, Map<DamageModifier, Double> modifiers) {
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public void serratedStrikes(@NotNull LivingEntity target, double damage, Map<DamageModifier, Double> modifiers) {
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CombatUtils.applyAbilityAoE(getPlayer(), target, damage / Swords.serratedStrikesModifier, modifiers, skill);
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}
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}
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@ -25,6 +25,7 @@ import org.bukkit.entity.Item;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.Player;
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import org.bukkit.inventory.ItemStack;
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import org.jetbrains.annotations.NotNull;
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public class UnarmedManager extends SkillManager {
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@ -70,7 +71,7 @@ public class UnarmedManager extends SkillManager {
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return Permissions.isSubSkillEnabled(getPlayer(), SubSkillType.UNARMED_BLOCK_CRACKER);
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}
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public boolean blockCrackerCheck(BlockState blockState) {
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public boolean blockCrackerCheck(@NotNull BlockState blockState) {
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if (!RandomChanceUtil.isActivationSuccessful(SkillActivationType.ALWAYS_FIRES, SubSkillType.UNARMED_BLOCK_CRACKER, getPlayer())) {
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return false;
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}
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@ -101,8 +102,8 @@ public class UnarmedManager extends SkillManager {
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*
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* @param defender The defending player
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*/
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public void disarmCheck(Player defender) {
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if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.UNARMED_DISARM, getPlayer(), mmoPlayer.getAttackStrength()) && !hasIronGrip(defender)) {
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public void disarmCheck(@NotNull Player defender) {
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if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.UNARMED_DISARM, getPlayer()) && !hasIronGrip(defender)) {
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if (EventUtils.callDisarmEvent(defender).isCancelled()) {
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return;
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}
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@ -179,7 +180,7 @@ public class UnarmedManager extends SkillManager {
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* @param defender The defending player
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* @return true if the defender was not disarmed, false otherwise
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*/
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private boolean hasIronGrip(Player defender) {
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private boolean hasIronGrip(@NotNull Player defender) {
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if (!Misc.isNPCEntityExcludingVillagers(defender)
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&& Permissions.isSubSkillEnabled(defender, SubSkillType.UNARMED_IRON_GRIP)
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&& RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.UNARMED_IRON_GRIP, defender)) {
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@ -3,6 +3,7 @@ package com.gmail.nossr50.util.random;
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public interface RandomChanceExecution {
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/**
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* Gets the XPos used in the formula for success
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*
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* @return value of x for our success probability graph
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*/
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double getXPos();
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@ -10,6 +11,7 @@ public interface RandomChanceExecution {
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/**
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* The maximum odds for this RandomChanceExecution
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* For example, if this value is 10, then 10% odds would be the maximum and would be achieved only when xPos equaled the LinearCurvePeak
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*
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* @return maximum probability odds from 0.00 (no chance of ever happened) to 100.0 (probability can be guaranteed)
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*/
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double getProbabilityCap();
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@ -7,18 +7,19 @@ import com.gmail.nossr50.datatypes.skills.SubSkillType;
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import com.gmail.nossr50.util.Permissions;
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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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public class RandomChanceSkill implements RandomChanceExecution {
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protected final PrimarySkillType primarySkillType;
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protected final SubSkillType subSkillType;
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protected final @NotNull PrimarySkillType primarySkillType;
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protected final @NotNull SubSkillType subSkillType;
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protected final double probabilityCap;
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protected final boolean isLucky;
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protected int skillLevel;
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protected double resultModifier;
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public RandomChanceSkill(Player player, SubSkillType subSkillType, double resultModifier)
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{
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public RandomChanceSkill(@Nullable Player player, @NotNull SubSkillType subSkillType, double resultModifier) {
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this.primarySkillType = subSkillType.getParentSkill();
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this.subSkillType = subSkillType;
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this.probabilityCap = RandomChanceUtil.LINEAR_CURVE_VAR;
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@ -30,7 +31,7 @@ public class RandomChanceSkill implements RandomChanceExecution {
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this.skillLevel = 0;
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}
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if(player != null)
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if (player != null)
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isLucky = Permissions.lucky(player, primarySkillType);
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else
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isLucky = false;
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@ -38,8 +39,7 @@ public class RandomChanceSkill implements RandomChanceExecution {
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this.resultModifier = resultModifier;
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}
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public RandomChanceSkill(Player player, SubSkillType subSkillType)
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{
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public RandomChanceSkill(@Nullable Player player, @NotNull SubSkillType subSkillType) {
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this.primarySkillType = subSkillType.getParentSkill();
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this.subSkillType = subSkillType;
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this.probabilityCap = RandomChanceUtil.LINEAR_CURVE_VAR;
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@ -51,7 +51,7 @@ public class RandomChanceSkill implements RandomChanceExecution {
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this.skillLevel = 0;
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}
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if(player != null)
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if (player != null)
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isLucky = Permissions.lucky(player, primarySkillType);
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else
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isLucky = false;
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@ -59,9 +59,8 @@ public class RandomChanceSkill implements RandomChanceExecution {
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this.resultModifier = 1.0D;
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}
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public RandomChanceSkill(Player player, SubSkillType subSkillType, boolean hasCap)
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{
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if(hasCap)
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public RandomChanceSkill(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean hasCap) {
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if (hasCap)
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this.probabilityCap = AdvancedConfig.getInstance().getMaximumProbability(subSkillType);
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else
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this.probabilityCap = RandomChanceUtil.LINEAR_CURVE_VAR;
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@ -76,7 +75,7 @@ public class RandomChanceSkill implements RandomChanceExecution {
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this.skillLevel = 0;
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}
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if(player != null)
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if (player != null)
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isLucky = Permissions.lucky(player, primarySkillType);
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else
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isLucky = false;
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@ -84,9 +83,8 @@ public class RandomChanceSkill implements RandomChanceExecution {
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this.resultModifier = 1.0D;
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}
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public RandomChanceSkill(Player player, SubSkillType subSkillType, boolean hasCap, double resultModifier)
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{
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if(hasCap)
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public RandomChanceSkill(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean hasCap, double resultModifier) {
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if (hasCap)
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this.probabilityCap = AdvancedConfig.getInstance().getMaximumProbability(subSkillType);
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else
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this.probabilityCap = RandomChanceUtil.LINEAR_CURVE_VAR;
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@ -101,7 +99,7 @@ public class RandomChanceSkill implements RandomChanceExecution {
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this.skillLevel = 0;
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}
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if(player != null)
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if (player != null)
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isLucky = Permissions.lucky(player, primarySkillType);
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else
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isLucky = false;
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@ -111,23 +109,25 @@ public class RandomChanceSkill implements RandomChanceExecution {
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/**
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* The subskill corresponding to this RandomChanceSkill
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*
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* @return this subskill
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*/
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public SubSkillType getSubSkill() {
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public @NotNull SubSkillType getSubSkill() {
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return subSkillType;
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}
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/**
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* Gets the skill level of the player who owns this RandomChanceSkill
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*
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* @return the current skill level relating to this RandomChanceSkill
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*/
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public int getSkillLevel()
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{
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public int getSkillLevel() {
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return skillLevel;
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}
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/**
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* Modify the skill level used for this skill's RNG calculations
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*
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* @param newSkillLevel new skill level
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*/
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public void setSkillLevel(int newSkillLevel) {
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@ -2,19 +2,19 @@ package com.gmail.nossr50.util.random;
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import com.gmail.nossr50.datatypes.skills.SubSkillType;
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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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public class RandomChanceSkillStatic extends RandomChanceSkill {
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private final double xPos;
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public RandomChanceSkillStatic(double xPos, Player player, SubSkillType subSkillType)
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{
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public RandomChanceSkillStatic(double xPos, @Nullable Player player, @NotNull SubSkillType subSkillType) {
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super(player, subSkillType);
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this.xPos = xPos;
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}
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public RandomChanceSkillStatic(double xPos, Player player, SubSkillType subSkillType, double resultModifier)
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{
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public RandomChanceSkillStatic(double xPos, @Nullable Player player, @NotNull SubSkillType subSkillType, double resultModifier) {
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super(player, subSkillType, resultModifier);
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this.xPos = xPos;
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@ -5,8 +5,7 @@ public class RandomChanceStatic implements RandomChanceExecution {
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private final double probabilityCap;
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private final boolean isLucky;
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public RandomChanceStatic(double xPos, boolean isLucky)
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{
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public RandomChanceStatic(double xPos, boolean isLucky) {
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this.xPos = xPos;
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this.probabilityCap = xPos;
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this.isLucky = isLucky;
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@ -10,13 +10,14 @@ import com.gmail.nossr50.util.EventUtils;
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import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.skills.SkillActivationType;
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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 java.text.DecimalFormat;
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import java.util.concurrent.ThreadLocalRandom;
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public class RandomChanceUtil
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{
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public static final DecimalFormat percent = new DecimalFormat("##0.00%");
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public class RandomChanceUtil {
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public static final @NotNull 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 final double LINEAR_CURVE_VAR = 100.0D;
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@ -26,14 +27,12 @@ public class RandomChanceUtil
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* non-RNG skills just fire the cancellable event and succeed if they go uncancelled
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*
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* @param skillActivationType this value represents what kind of activation procedures this sub-skill uses
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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 subSkillType The identifier for this specific sub-skill
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* @param player The owner of this sub-skill
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* @return returns true if all conditions are met and the event is not cancelled
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*/
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public static boolean isActivationSuccessful(SkillActivationType skillActivationType, SubSkillType subSkillType, Player player)
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{
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switch(skillActivationType)
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{
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public static boolean isActivationSuccessful(@NotNull SkillActivationType skillActivationType, @NotNull SubSkillType subSkillType, @Nullable Player player) {
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switch (skillActivationType) {
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case RANDOM_LINEAR_100_SCALE_WITH_CAP:
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return checkRandomChanceExecutionSuccess(player, subSkillType, true);
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case RANDOM_STATIC_CHANCE:
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@ -46,36 +45,8 @@ public class RandomChanceUtil
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}
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}
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/**
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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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* 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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* non-RNG skills just fire the cancellable event and succeed if they go uncancelled
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*
|
||||
* @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
|
||||
* @return returns true if all conditions are met and the event is not cancelled
|
||||
*/
|
||||
public static boolean isActivationSuccessful(SkillActivationType skillActivationType, SubSkillType subSkillType, Player player, double resultModifier)
|
||||
{
|
||||
switch(skillActivationType)
|
||||
{
|
||||
case RANDOM_LINEAR_100_SCALE_WITH_CAP:
|
||||
return checkRandomChanceExecutionSuccess(player, subSkillType, true);
|
||||
case RANDOM_STATIC_CHANCE:
|
||||
return checkRandomStaticChanceExecutionSuccess(player, subSkillType, resultModifier);
|
||||
case ALWAYS_FIRES:
|
||||
SubSkillEvent event = EventUtils.callSubSkillEvent(player, subSkillType);
|
||||
return !event.isCancelled();
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public static double getActivationChance(SkillActivationType skillActivationType, SubSkillType subSkillType, Player player)
|
||||
{
|
||||
switch(skillActivationType)
|
||||
{
|
||||
public static double getActivationChance(@NotNull SkillActivationType skillActivationType, @NotNull SubSkillType subSkillType, @Nullable Player player) {
|
||||
switch (skillActivationType) {
|
||||
case RANDOM_LINEAR_100_SCALE_WITH_CAP:
|
||||
return getRandomChanceExecutionSuccess(player, subSkillType, true);
|
||||
case RANDOM_STATIC_CHANCE:
|
||||
@ -87,10 +58,10 @@ 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(@NotNull Player player, @NotNull PrimarySkillType primarySkillType, double chance) {
|
||||
//Check the odds
|
||||
chance *= 100;
|
||||
|
||||
@ -113,11 +84,11 @@ public class RandomChanceUtil
|
||||
|
||||
/**
|
||||
* Used for stuff like Excavation, Fishing, etc...
|
||||
*
|
||||
* @param randomChance
|
||||
* @return
|
||||
*/
|
||||
public static boolean checkRandomChanceExecutionSuccess(RandomChanceSkillStatic randomChance, double resultModifier)
|
||||
{
|
||||
public static boolean checkRandomChanceExecutionSuccess(@NotNull RandomChanceSkillStatic randomChance, double resultModifier) {
|
||||
double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
|
||||
|
||||
//Check the odds
|
||||
@ -126,16 +97,15 @@ public class RandomChanceUtil
|
||||
|
||||
/**
|
||||
* Used for stuff like Excavation, Fishing, etc...
|
||||
*
|
||||
* @param randomChance
|
||||
* @return
|
||||
*/
|
||||
public static boolean checkRandomChanceExecutionSuccess(RandomChanceSkillStatic randomChance)
|
||||
{
|
||||
public static boolean checkRandomChanceExecutionSuccess(@NotNull RandomChanceSkillStatic randomChance) {
|
||||
return checkRandomChanceExecutionSuccess(randomChance, 1.0F);
|
||||
}
|
||||
|
||||
public static boolean checkRandomChanceExecutionSuccess(RandomChanceSkill randomChance)
|
||||
{
|
||||
public static boolean checkRandomChanceExecutionSuccess(@NotNull RandomChanceSkill randomChance) {
|
||||
double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
|
||||
|
||||
//Check the odds
|
||||
@ -151,14 +121,15 @@ public class RandomChanceUtil
|
||||
|
||||
/**
|
||||
* Gets the Static Chance for something to activate
|
||||
*
|
||||
* @param randomChance
|
||||
* @return
|
||||
*/
|
||||
public static double getRandomChanceExecutionChance(RandomChanceExecution randomChance) {
|
||||
public static double getRandomChanceExecutionChance(@NotNull RandomChanceExecution randomChance) {
|
||||
return getChanceOfSuccess(randomChance.getXPos(), randomChance.getProbabilityCap(), LINEAR_CURVE_VAR);
|
||||
}
|
||||
|
||||
public static double getRandomChanceExecutionChance(RandomChanceStatic randomChance) {
|
||||
public static double getRandomChanceExecutionChance(@NotNull RandomChanceStatic randomChance) {
|
||||
double chanceOfSuccess = getChanceOfSuccess(randomChance.getXPos(), randomChance.getProbabilityCap(), LINEAR_CURVE_VAR);
|
||||
|
||||
chanceOfSuccess = addLuck(randomChance.isLucky(), chanceOfSuccess);
|
||||
@ -171,7 +142,7 @@ public class RandomChanceUtil
|
||||
return chanceOfSuccess;
|
||||
}*/
|
||||
|
||||
private static double calculateChanceOfSuccess(RandomChanceSkill randomChance) {
|
||||
private static double calculateChanceOfSuccess(@NotNull RandomChanceSkill randomChance) {
|
||||
double skillLevel = randomChance.getSkillLevel();
|
||||
double maximumProbability = randomChance.getProbabilityCap();
|
||||
double maximumBonusLevel = randomChance.getMaximumBonusLevelCap();
|
||||
@ -192,7 +163,7 @@ public class RandomChanceUtil
|
||||
return chanceOfSuccess;
|
||||
}
|
||||
|
||||
private static double calculateChanceOfSuccess(RandomChanceSkillStatic randomChance) {
|
||||
private static double calculateChanceOfSuccess(@NotNull RandomChanceSkillStatic randomChance) {
|
||||
double chanceOfSuccess = getChanceOfSuccess(randomChance.getXPos(), 100, 100);
|
||||
|
||||
//Add Luck
|
||||
@ -207,27 +178,23 @@ 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(@Nullable Player player, @NotNull 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(@Nullable Player player, @NotNull SubSkillType subSkillType) {
|
||||
try {
|
||||
return getRandomChanceExecutionChance(new RandomChanceSkillStatic(getStaticRandomChance(subSkillType), player, subSkillType));
|
||||
} catch (InvalidStaticChance invalidStaticChance) {
|
||||
@ -238,29 +205,24 @@ public class RandomChanceUtil
|
||||
return 0.1337; //Puts on shades
|
||||
}
|
||||
|
||||
public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType, boolean hasCap)
|
||||
{
|
||||
public static boolean checkRandomChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean hasCap) {
|
||||
return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType, hasCap));
|
||||
}
|
||||
|
||||
public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType)
|
||||
{
|
||||
public static boolean checkRandomChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType) {
|
||||
return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType));
|
||||
}
|
||||
|
||||
public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType, boolean hasCap, double resultModifier)
|
||||
{
|
||||
public static boolean checkRandomChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean hasCap, double resultModifier) {
|
||||
return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType, hasCap, resultModifier));
|
||||
}
|
||||
|
||||
public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType, double resultModifier)
|
||||
{
|
||||
public static boolean checkRandomChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType, double resultModifier) {
|
||||
return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType, resultModifier));
|
||||
}
|
||||
|
||||
|
||||
public static boolean checkRandomStaticChanceExecutionSuccess(Player player, SubSkillType subSkillType, double resultModifier)
|
||||
{
|
||||
public static boolean checkRandomStaticChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType) {
|
||||
try {
|
||||
return checkRandomChanceExecutionSuccess(new RandomChanceSkillStatic(getStaticRandomChance(subSkillType), player, subSkillType));
|
||||
} catch (InvalidStaticChance invalidStaticChance) {
|
||||
@ -271,21 +233,15 @@ public class RandomChanceUtil
|
||||
return false;
|
||||
}
|
||||
|
||||
public static boolean checkRandomStaticChanceExecutionSuccess(Player player, SubSkillType subSkillType)
|
||||
{
|
||||
return checkRandomStaticChanceExecutionSuccess(player, subSkillType, 1.0F);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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(@NotNull SubSkillType subSkillType) throws InvalidStaticChance {
|
||||
switch (subSkillType) {
|
||||
case AXES_ARMOR_IMPACT:
|
||||
return AdvancedConfig.getInstance().getImpactChance();
|
||||
case AXES_GREATER_IMPACT:
|
||||
@ -297,24 +253,12 @@ 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();
|
||||
}
|
||||
|
||||
/*public static boolean treasureDropSuccessful(Player player, double dropChance, int activationChance) {
|
||||
SubSkillRandomCheckEvent event = new SubSkillRandomCheckEvent(player, SubSkillType.EXCAVATION_ARCHAEOLOGY, dropChance / activationChance);
|
||||
mcMMO.p.getServer().getPluginManager().callEvent(event);
|
||||
return (event.getChance() * activationChance) > (Misc.getRandom().nextDouble() * activationChance) && !event.isCancelled();
|
||||
}*/
|
||||
|
||||
public static boolean isActivationSuccessful(SkillActivationType skillActivationType, AbstractSubSkill abstractSubSkill, Player player)
|
||||
{
|
||||
return isActivationSuccessful(skillActivationType, abstractSubSkill.getSubSkillType(), player);
|
||||
}
|
||||
|
||||
public static String[] calculateAbilityDisplayValues(SkillActivationType skillActivationType, Player player, SubSkillType subSkillType) {
|
||||
public static String @NotNull [] calculateAbilityDisplayValues(@NotNull SkillActivationType skillActivationType, @NotNull Player player, @NotNull SubSkillType subSkillType) {
|
||||
double successChance = getActivationChance(skillActivationType, subSkillType, player);
|
||||
String[] displayValues = new String[2];
|
||||
|
||||
@ -326,7 +270,7 @@ public class RandomChanceUtil
|
||||
return displayValues;
|
||||
}
|
||||
|
||||
public static String[] calculateAbilityDisplayValuesStatic(Player player, PrimarySkillType primarySkillType, double chance) {
|
||||
public static String @NotNull [] calculateAbilityDisplayValuesStatic(@NotNull Player player, @NotNull PrimarySkillType primarySkillType, double chance) {
|
||||
RandomChanceStatic rcs = new RandomChanceStatic(chance, false);
|
||||
double successChance = getRandomChanceExecutionChance(rcs);
|
||||
|
||||
@ -343,7 +287,7 @@ public class RandomChanceUtil
|
||||
return displayValues;
|
||||
}
|
||||
|
||||
public static String[] calculateAbilityDisplayValuesCustom(SkillActivationType skillActivationType, Player player, SubSkillType subSkillType, double multiplier) {
|
||||
public static String @NotNull [] calculateAbilityDisplayValuesCustom(@NotNull SkillActivationType skillActivationType, @NotNull Player player, @NotNull SubSkillType subSkillType, double multiplier) {
|
||||
double successChance = getActivationChance(skillActivationType, subSkillType, player);
|
||||
successChance *= multiplier; //Currently only used for graceful roll
|
||||
String[] displayValues = new String[2];
|
||||
@ -358,17 +302,15 @@ public class RandomChanceUtil
|
||||
return displayValues;
|
||||
}
|
||||
|
||||
public static double addLuck(Player player, PrimarySkillType primarySkillType, double chance)
|
||||
{
|
||||
if(Permissions.lucky(player, primarySkillType))
|
||||
public static double addLuck(@NotNull Player player, @NotNull 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;
|
||||
|
Loading…
Reference in New Issue
Block a user