Tweaks to the random chance classes

This commit is contained in:
nossr50 2021-01-02 16:39:26 -08:00
parent 4fa3d913bf
commit 597eb7f8dd
8 changed files with 91 additions and 146 deletions

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@ -17,6 +17,7 @@ import org.bukkit.entity.LivingEntity;
import org.bukkit.entity.Player;
import org.bukkit.event.entity.EntityDamageEvent.DamageModifier;
import org.bukkit.inventory.ItemStack;
import org.jetbrains.annotations.NotNull;
import java.util.Map;
@ -32,28 +33,28 @@ public class AxesManager extends SkillManager {
return Permissions.isSubSkillEnabled(getPlayer(), SubSkillType.AXES_AXE_MASTERY);
}
public boolean canCriticalHit(LivingEntity target) {
public boolean canCriticalHit(@NotNull LivingEntity target) {
if(!RankUtils.hasUnlockedSubskill(getPlayer(), SubSkillType.AXES_CRITICAL_STRIKES))
return false;
return target.isValid() && Permissions.isSubSkillEnabled(getPlayer(), SubSkillType.AXES_CRITICAL_STRIKES);
}
public boolean canImpact(LivingEntity target) {
public boolean canImpact(@NotNull LivingEntity target) {
if(!RankUtils.hasUnlockedSubskill(getPlayer(), SubSkillType.AXES_ARMOR_IMPACT))
return false;
return target.isValid() && Permissions.isSubSkillEnabled(getPlayer(), SubSkillType.AXES_ARMOR_IMPACT) && Axes.hasArmor(target);
}
public boolean canGreaterImpact(LivingEntity target) {
public boolean canGreaterImpact(@NotNull LivingEntity target) {
if(!RankUtils.hasUnlockedSubskill(getPlayer(), SubSkillType.AXES_GREATER_IMPACT))
return false;
return target.isValid() && Permissions.isSubSkillEnabled(getPlayer(), SubSkillType.AXES_GREATER_IMPACT) && !Axes.hasArmor(target);
}
public boolean canUseSkullSplitter(LivingEntity target) {
public boolean canUseSkullSplitter(@NotNull LivingEntity target) {
if(!RankUtils.hasUnlockedSubskill(getPlayer(), SubSkillType.AXES_SKULL_SPLITTER))
return false;
@ -68,7 +69,7 @@ public class AxesManager extends SkillManager {
* Handle the effects of the Axe Mastery ability
*/
public double axeMastery() {
if (!RandomChanceUtil.isActivationSuccessful(SkillActivationType.ALWAYS_FIRES, SubSkillType.AXES_AXE_MASTERY, getPlayer(), mmoPlayer.getAttackStrength())) {
if (!RandomChanceUtil.isActivationSuccessful(SkillActivationType.ALWAYS_FIRES, SubSkillType.AXES_AXE_MASTERY, getPlayer())) {
return 0;
}
@ -82,7 +83,7 @@ public class AxesManager extends SkillManager {
* @param damage The amount of damage initially dealt by the event
*/
public double criticalHit(LivingEntity target, double damage) {
if (!RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.AXES_CRITICAL_STRIKES, getPlayer(), mmoPlayer.getAttackStrength())) {
if (!RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.AXES_CRITICAL_STRIKES, getPlayer())) {
return 0;
}
@ -113,12 +114,12 @@ public class AxesManager extends SkillManager {
*
* @param target The {@link LivingEntity} being affected by Impact
*/
public void impactCheck(LivingEntity target) {
public void impactCheck(@NotNull LivingEntity target) {
double durabilityDamage = getImpactDurabilityDamage();
for (ItemStack armor : target.getEquipment().getArmorContents()) {
if (armor != null && ItemUtils.isArmor(armor)) {
if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_STATIC_CHANCE, SubSkillType.AXES_ARMOR_IMPACT, getPlayer(), mmoPlayer.getAttackStrength())) {
if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_STATIC_CHANCE, SubSkillType.AXES_ARMOR_IMPACT, getPlayer())) {
SkillUtils.handleDurabilityChange(armor, durabilityDamage, 1);
}
}
@ -134,9 +135,9 @@ public class AxesManager extends SkillManager {
*
* @param target The {@link LivingEntity} being affected by the ability
*/
public double greaterImpact(LivingEntity target) {
public double greaterImpact(@NotNull LivingEntity target) {
//static chance (3rd param)
if (!RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_STATIC_CHANCE, SubSkillType.AXES_GREATER_IMPACT, getPlayer(), mmoPlayer.getAttackStrength())) {
if (!RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_STATIC_CHANCE, SubSkillType.AXES_GREATER_IMPACT, getPlayer())) {
return 0;
}
@ -166,7 +167,7 @@ public class AxesManager extends SkillManager {
* @param target The {@link LivingEntity} being affected by the ability
* @param damage The amount of damage initially dealt by the event
*/
public void skullSplitterCheck(LivingEntity target, double damage, Map<DamageModifier, Double> modifiers) {
public void skullSplitterCheck(@NotNull LivingEntity target, double damage, Map<DamageModifier, Double> modifiers) {
CombatUtils.applyAbilityAoE(getPlayer(), target, damage / Axes.skullSplitterModifier, modifiers, skill);
}
}

View File

@ -62,7 +62,7 @@ public class SwordsManager extends SkillManager {
*/
public void ruptureCheck(@NotNull LivingEntity target) throws IllegalStateException {
if(BleedTimerTask.isBleedOperationAllowed()) {
if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.SWORDS_RUPTURE, getPlayer(), this.mmoPlayer.getAttackStrength())) {
if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.SWORDS_RUPTURE, getPlayer())) {
if (target instanceof Player) {
Player defender = (Player) target;
@ -98,7 +98,7 @@ public class SwordsManager extends SkillManager {
return 0;
}
public int getToolTier(ItemStack itemStack)
public int getToolTier(@NotNull ItemStack itemStack)
{
if(ItemUtils.isNetheriteTool(itemStack))
return 5;
@ -128,7 +128,7 @@ public class SwordsManager extends SkillManager {
* @param attacker The {@link LivingEntity} being affected by the ability
* @param damage The amount of damage initially dealt by the event
*/
public void counterAttackChecks(LivingEntity attacker, double damage) {
public void counterAttackChecks(@NotNull LivingEntity attacker, double damage) {
if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.SWORDS_COUNTER_ATTACK, getPlayer())) {
CombatUtils.dealDamage(attacker, damage / Swords.counterAttackModifier, getPlayer());
@ -146,7 +146,7 @@ public class SwordsManager extends SkillManager {
* @param target The {@link LivingEntity} being affected by the ability
* @param damage The amount of damage initially dealt by the event
*/
public void serratedStrikes(LivingEntity target, double damage, Map<DamageModifier, Double> modifiers) {
public void serratedStrikes(@NotNull LivingEntity target, double damage, Map<DamageModifier, Double> modifiers) {
CombatUtils.applyAbilityAoE(getPlayer(), target, damage / Swords.serratedStrikesModifier, modifiers, skill);
}
}

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@ -25,6 +25,7 @@ import org.bukkit.entity.Item;
import org.bukkit.entity.LivingEntity;
import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack;
import org.jetbrains.annotations.NotNull;
public class UnarmedManager extends SkillManager {
@ -70,7 +71,7 @@ public class UnarmedManager extends SkillManager {
return Permissions.isSubSkillEnabled(getPlayer(), SubSkillType.UNARMED_BLOCK_CRACKER);
}
public boolean blockCrackerCheck(BlockState blockState) {
public boolean blockCrackerCheck(@NotNull BlockState blockState) {
if (!RandomChanceUtil.isActivationSuccessful(SkillActivationType.ALWAYS_FIRES, SubSkillType.UNARMED_BLOCK_CRACKER, getPlayer())) {
return false;
}
@ -101,8 +102,8 @@ public class UnarmedManager extends SkillManager {
*
* @param defender The defending player
*/
public void disarmCheck(Player defender) {
if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.UNARMED_DISARM, getPlayer(), mmoPlayer.getAttackStrength()) && !hasIronGrip(defender)) {
public void disarmCheck(@NotNull Player defender) {
if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.UNARMED_DISARM, getPlayer()) && !hasIronGrip(defender)) {
if (EventUtils.callDisarmEvent(defender).isCancelled()) {
return;
}
@ -179,7 +180,7 @@ public class UnarmedManager extends SkillManager {
* @param defender The defending player
* @return true if the defender was not disarmed, false otherwise
*/
private boolean hasIronGrip(Player defender) {
private boolean hasIronGrip(@NotNull Player defender) {
if (!Misc.isNPCEntityExcludingVillagers(defender)
&& Permissions.isSubSkillEnabled(defender, SubSkillType.UNARMED_IRON_GRIP)
&& 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;
public interface RandomChanceExecution {
/**
* Gets the XPos used in the formula for success
*
* @return value of x for our success probability graph
*/
double getXPos();
@ -10,6 +11,7 @@ public interface RandomChanceExecution {
/**
* The maximum odds for this RandomChanceExecution
* For example, if this value is 10, then 10% odds would be the maximum and would be achieved only when xPos equaled the LinearCurvePeak
*
* @return maximum probability odds from 0.00 (no chance of ever happened) to 100.0 (probability can be guaranteed)
*/
double getProbabilityCap();

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@ -7,18 +7,19 @@ import com.gmail.nossr50.datatypes.skills.SubSkillType;
import com.gmail.nossr50.util.Permissions;
import com.gmail.nossr50.util.player.UserManager;
import org.bukkit.entity.Player;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
public class RandomChanceSkill implements RandomChanceExecution {
protected final PrimarySkillType primarySkillType;
protected final SubSkillType subSkillType;
protected final @NotNull PrimarySkillType primarySkillType;
protected final @NotNull SubSkillType subSkillType;
protected final double probabilityCap;
protected final boolean isLucky;
protected int skillLevel;
protected double resultModifier;
public RandomChanceSkill(Player player, SubSkillType subSkillType, double resultModifier)
{
public RandomChanceSkill(@Nullable Player player, @NotNull SubSkillType subSkillType, double resultModifier) {
this.primarySkillType = subSkillType.getParentSkill();
this.subSkillType = subSkillType;
this.probabilityCap = RandomChanceUtil.LINEAR_CURVE_VAR;
@ -30,7 +31,7 @@ public class RandomChanceSkill implements RandomChanceExecution {
this.skillLevel = 0;
}
if(player != null)
if (player != null)
isLucky = Permissions.lucky(player, primarySkillType);
else
isLucky = false;
@ -38,8 +39,7 @@ public class RandomChanceSkill implements RandomChanceExecution {
this.resultModifier = resultModifier;
}
public RandomChanceSkill(Player player, SubSkillType subSkillType)
{
public RandomChanceSkill(@Nullable Player player, @NotNull SubSkillType subSkillType) {
this.primarySkillType = subSkillType.getParentSkill();
this.subSkillType = subSkillType;
this.probabilityCap = RandomChanceUtil.LINEAR_CURVE_VAR;
@ -51,7 +51,7 @@ public class RandomChanceSkill implements RandomChanceExecution {
this.skillLevel = 0;
}
if(player != null)
if (player != null)
isLucky = Permissions.lucky(player, primarySkillType);
else
isLucky = false;
@ -59,9 +59,8 @@ public class RandomChanceSkill implements RandomChanceExecution {
this.resultModifier = 1.0D;
}
public RandomChanceSkill(Player player, SubSkillType subSkillType, boolean hasCap)
{
if(hasCap)
public RandomChanceSkill(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean hasCap) {
if (hasCap)
this.probabilityCap = AdvancedConfig.getInstance().getMaximumProbability(subSkillType);
else
this.probabilityCap = RandomChanceUtil.LINEAR_CURVE_VAR;
@ -76,7 +75,7 @@ public class RandomChanceSkill implements RandomChanceExecution {
this.skillLevel = 0;
}
if(player != null)
if (player != null)
isLucky = Permissions.lucky(player, primarySkillType);
else
isLucky = false;
@ -84,9 +83,8 @@ public class RandomChanceSkill implements RandomChanceExecution {
this.resultModifier = 1.0D;
}
public RandomChanceSkill(Player player, SubSkillType subSkillType, boolean hasCap, double resultModifier)
{
if(hasCap)
public RandomChanceSkill(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean hasCap, double resultModifier) {
if (hasCap)
this.probabilityCap = AdvancedConfig.getInstance().getMaximumProbability(subSkillType);
else
this.probabilityCap = RandomChanceUtil.LINEAR_CURVE_VAR;
@ -101,7 +99,7 @@ public class RandomChanceSkill implements RandomChanceExecution {
this.skillLevel = 0;
}
if(player != null)
if (player != null)
isLucky = Permissions.lucky(player, primarySkillType);
else
isLucky = false;
@ -111,23 +109,25 @@ public class RandomChanceSkill implements RandomChanceExecution {
/**
* The subskill corresponding to this RandomChanceSkill
*
* @return this subskill
*/
public SubSkillType getSubSkill() {
public @NotNull SubSkillType getSubSkill() {
return subSkillType;
}
/**
* Gets the skill level of the player who owns this RandomChanceSkill
*
* @return the current skill level relating to this RandomChanceSkill
*/
public int getSkillLevel()
{
public int getSkillLevel() {
return skillLevel;
}
/**
* Modify the skill level used for this skill's RNG calculations
*
* @param newSkillLevel new skill level
*/
public void setSkillLevel(int newSkillLevel) {

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@ -2,19 +2,19 @@ package com.gmail.nossr50.util.random;
import com.gmail.nossr50.datatypes.skills.SubSkillType;
import org.bukkit.entity.Player;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
public class RandomChanceSkillStatic extends RandomChanceSkill {
private final double xPos;
public RandomChanceSkillStatic(double xPos, Player player, SubSkillType subSkillType)
{
public RandomChanceSkillStatic(double xPos, @Nullable Player player, @NotNull SubSkillType subSkillType) {
super(player, subSkillType);
this.xPos = xPos;
}
public RandomChanceSkillStatic(double xPos, Player player, SubSkillType subSkillType, double resultModifier)
{
public RandomChanceSkillStatic(double xPos, @Nullable Player player, @NotNull SubSkillType subSkillType, double resultModifier) {
super(player, subSkillType, resultModifier);
this.xPos = xPos;

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@ -5,8 +5,7 @@ public class RandomChanceStatic implements RandomChanceExecution {
private final double probabilityCap;
private final boolean isLucky;
public RandomChanceStatic(double xPos, boolean isLucky)
{
public RandomChanceStatic(double xPos, boolean isLucky) {
this.xPos = xPos;
this.probabilityCap = xPos;
this.isLucky = isLucky;

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@ -10,13 +10,14 @@ import com.gmail.nossr50.util.EventUtils;
import com.gmail.nossr50.util.Permissions;
import com.gmail.nossr50.util.skills.SkillActivationType;
import org.bukkit.entity.Player;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
import java.text.DecimalFormat;
import java.util.concurrent.ThreadLocalRandom;
public class RandomChanceUtil
{
public static final DecimalFormat percent = new DecimalFormat("##0.00%");
public class RandomChanceUtil {
public static final @NotNull DecimalFormat percent = new DecimalFormat("##0.00%");
//public static final DecimalFormat decimal = new DecimalFormat("##0.00");
public static final double LINEAR_CURVE_VAR = 100.0D;
@ -26,14 +27,12 @@ public class RandomChanceUtil
* non-RNG skills just fire the cancellable event and succeed if they go uncancelled
*
* @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
* @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)
{
switch(skillActivationType)
{
public static boolean isActivationSuccessful(@NotNull SkillActivationType skillActivationType, @NotNull SubSkillType subSkillType, @Nullable Player player) {
switch (skillActivationType) {
case RANDOM_LINEAR_100_SCALE_WITH_CAP:
return checkRandomChanceExecutionSuccess(player, subSkillType, true);
case RANDOM_STATIC_CHANCE:
@ -46,36 +45,8 @@ public class RandomChanceUtil
}
}
/**
* This method is the final step in determining if a Sub-Skill / Secondary Skill in mcMMO successfully activates either from chance or otherwise
* Random skills check for success based on numbers and then fire a cancellable event, if that event is not cancelled they succeed
* non-RNG skills just fire the cancellable event and succeed if they go uncancelled
*
* @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;