mirror of
https://github.com/mcMMO-Dev/mcMMO.git
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Refactor Probability API a bit
This commit is contained in:
@@ -7,7 +7,7 @@ import com.gmail.nossr50.datatypes.skills.SubSkillType;
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import com.gmail.nossr50.mcMMO;
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import com.gmail.nossr50.skills.repair.Repair;
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import com.gmail.nossr50.skills.salvage.Salvage;
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import com.gmail.nossr50.util.skills.SkillUtils;
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import com.gmail.nossr50.util.random.ProbabilityUtil;
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import org.bukkit.Material;
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import org.bukkit.World;
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import org.bukkit.block.Block;
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@@ -67,7 +67,7 @@ public final class BlockUtils {
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*/
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public static boolean checkDoubleDrops(Player player, BlockState blockState, PrimarySkillType skillType, SubSkillType subSkillType) {
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if (mcMMO.p.getGeneralConfig().getDoubleDropsEnabled(skillType, blockState.getType()) && Permissions.isSubSkillEnabled(player, subSkillType)) {
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return SkillUtils.isSkillRNGSuccessful(subSkillType, player);
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return ProbabilityUtil.isSkillRNGSuccessful(subSkillType, player);
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}
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return false;
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@@ -1,12 +1,9 @@
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package com.gmail.nossr50.util.random;
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import com.gmail.nossr50.datatypes.player.McMMOPlayer;
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import com.gmail.nossr50.datatypes.skills.SubSkillType;
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import com.gmail.nossr50.mcMMO;
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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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import org.jetbrains.annotations.VisibleForTesting;
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import java.util.concurrent.ThreadLocalRandom;
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public interface Probability {
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/**
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@@ -20,52 +17,38 @@ public interface Probability {
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*/
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double getValue();
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static @NotNull Probability ofSubSkill(@Nullable Player player,
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@NotNull SubSkillType subSkillType,
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@NotNull SkillProbabilityType skillProbabilityType) {
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switch (skillProbabilityType) {
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case DYNAMIC_CONFIGURABLE:
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double probabilityCeiling;
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double xCeiling;
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double xPos;
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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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xPos = mmoPlayer.getSkillLevel(subSkillType.getParentSkill());
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else
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xPos = 0;
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} else {
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xPos = 0;
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}
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//Probability ceiling is configurable in this type
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probabilityCeiling = mcMMO.p.getAdvancedConfig().getMaximumProbability(subSkillType);
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//The xCeiling is configurable in this type
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xCeiling = mcMMO.p.getAdvancedConfig().getMaxBonusLevel(subSkillType);
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return new ProbabilityImpl(xPos, xCeiling, probabilityCeiling);
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case STATIC_CONFIGURABLE:
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try {
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return ofPercentageValue(getStaticRandomChance(subSkillType));
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} catch (InvalidStaticChance invalidStaticChance) {
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invalidStaticChance.printStackTrace();
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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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}
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static @NotNull Probability ofPercent(double percentageValue) {
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return new ProbabilityImpl(percentageValue);
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}
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static @NotNull Probability ofPercentageValue(double percentageValue) {
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return new ProbabilityImpl(percentageValue / 100);
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/**
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* Simulates a "roll of the dice"
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* If the value passed is higher than the "random" value, than it is a successful roll
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*
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* @param probabilityValue probability value
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* @return true for succeeding, false for failing
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*/
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static private boolean isSuccessfulRoll(double probabilityValue) {
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return probabilityValue >= ThreadLocalRandom.current().nextDouble(100D);
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}
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static double getStaticRandomChance(@NotNull SubSkillType subSkillType) throws InvalidStaticChance {
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return switch (subSkillType) {
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case AXES_ARMOR_IMPACT -> mcMMO.p.getAdvancedConfig().getImpactChance();
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case AXES_GREATER_IMPACT -> mcMMO.p.getAdvancedConfig().getGreaterImpactChance();
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case TAMING_FAST_FOOD_SERVICE -> mcMMO.p.getAdvancedConfig().getFastFoodChance();
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default -> throw new InvalidStaticChance();
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};
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/**
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* Simulate an outcome on a probability and return true or false for the result of that outcome
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*
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* @return true if the probability succeeded, false if it failed
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*/
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default boolean evaluate() {
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return isSuccessfulRoll(getValue());
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}
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/**
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* Modify and then Simulate an outcome on a probability and return true or false for the result of that outcome
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*
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* @param probabilityMultiplier probability will be multiplied by this before success is checked
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* @return true if the probability succeeded, false if it failed
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*/
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default boolean evaluate(double probabilityMultiplier) {
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double probabilityValue = getValue() * probabilityMultiplier;
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return isSuccessfulRoll(probabilityValue);
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}
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}
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@@ -20,7 +20,7 @@ public class ProbabilityImpl implements Probability {
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probabilityValue = staticProbability;
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}
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public ProbabilityImpl(double xPos, double xCeiling, double probabilityCeiling) throws ValueOutOfBoundsException {
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ProbabilityImpl(double xPos, double xCeiling, double probabilityCeiling) throws ValueOutOfBoundsException {
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if(probabilityCeiling > 100) {
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throw new ValueOutOfBoundsException("Probability Ceiling should never be above 100!");
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} else if (probabilityCeiling < 0) {
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226
src/main/java/com/gmail/nossr50/util/random/ProbabilityUtil.java
Normal file
226
src/main/java/com/gmail/nossr50/util/random/ProbabilityUtil.java
Normal file
@@ -0,0 +1,226 @@
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package com.gmail.nossr50.util.random;
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import com.gmail.nossr50.datatypes.player.McMMOPlayer;
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import com.gmail.nossr50.datatypes.skills.PrimarySkillType;
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import com.gmail.nossr50.datatypes.skills.SubSkillType;
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import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillEvent;
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import com.gmail.nossr50.mcMMO;
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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.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 java.text.DecimalFormat;
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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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*
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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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*/
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public static double chanceOfSuccessPercentage(@NotNull 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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//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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//Apply lucky modifier
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if(isLucky) {
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percentageValue *= LUCKY_MODIFIER;
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}
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return percentageValue;
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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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//Apply lucky modifier
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if(isLucky) {
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percentageValue *= LUCKY_MODIFIER;
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}
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return percentageValue;
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}
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static double getStaticRandomChance(@NotNull SubSkillType subSkillType) throws InvalidStaticChance {
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return switch (subSkillType) {
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case AXES_ARMOR_IMPACT -> mcMMO.p.getAdvancedConfig().getImpactChance();
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case AXES_GREATER_IMPACT -> mcMMO.p.getAdvancedConfig().getGreaterImpactChance();
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case TAMING_FAST_FOOD_SERVICE -> mcMMO.p.getAdvancedConfig().getFastFoodChance();
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default -> throw new InvalidStaticChance();
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};
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}
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static SkillProbabilityType getProbabilityType(@NotNull SubSkillType subSkillType) {
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SkillProbabilityType skillProbabilityType = SkillProbabilityType.DYNAMIC_CONFIGURABLE;
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if(subSkillType == SubSkillType.TAMING_FAST_FOOD_SERVICE
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|| subSkillType == SubSkillType.AXES_ARMOR_IMPACT
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|| subSkillType == SubSkillType.AXES_GREATER_IMPACT)
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skillProbabilityType = SkillProbabilityType.STATIC_CONFIGURABLE;
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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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switch (getProbabilityType(subSkillType)) {
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case DYNAMIC_CONFIGURABLE:
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double probabilityCeiling;
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double xCeiling;
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double xPos;
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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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xPos = mmoPlayer.getSkillLevel(subSkillType.getParentSkill());
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else
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xPos = 0;
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} else {
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xPos = 0;
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}
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//Probability ceiling is configurable in this type
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probabilityCeiling = mcMMO.p.getAdvancedConfig().getMaximumProbability(subSkillType);
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//The xCeiling is configurable in this type
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xCeiling = mcMMO.p.getAdvancedConfig().getMaxBonusLevel(subSkillType);
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return new ProbabilityImpl(xPos, xCeiling, probabilityCeiling);
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case STATIC_CONFIGURABLE:
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try {
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return Probability.ofPercent(getStaticRandomChance(subSkillType));
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} catch (InvalidStaticChance invalidStaticChance) {
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invalidStaticChance.printStackTrace();
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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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}
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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}, 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, 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) 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 player target player, 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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//Process probability
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Probability probability = getSubSkillProbability(subSkillType, player);
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//Send out event
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SubSkillEvent subSkillEvent = EventUtils.callSubSkillEvent(player, subSkillType);
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if(subSkillEvent.isCancelled()) {
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return false; //Event got cancelled so this doesn't succeed
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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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//Luck
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boolean isLucky = Permissions.lucky(player, subSkillType.getParentSkill());
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if(isLucky) {
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return probability.evaluate(LUCKY_MODIFIER);
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} else {
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return probability.evaluate();
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}
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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, 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, 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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}
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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, 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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*/
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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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if(isLucky) {
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return probability.evaluate(LUCKY_MODIFIER);
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} else {
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return probability.evaluate();
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}
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}
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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 true if the skill succeeds (wasn't cancelled by any other plugin)
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*/
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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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}
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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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* @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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*/
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public static @NotNull Probability getSubSkillProbability(@NotNull SubSkillType subSkillType, @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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return new String[]{percent.format(firstValue), percent.format(secondValue)};
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}
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public static @NotNull String[] getRNGDisplayValues(@NotNull Probability probability) {
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double firstValue = chanceOfSuccessPercentage(probability, false);
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double secondValue = chanceOfSuccessPercentage(probability, true);
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return new String[]{percent.format(firstValue), percent.format(secondValue)};
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}
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}
|
@@ -1,84 +0,0 @@
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package com.gmail.nossr50.util.random;
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import com.gmail.nossr50.datatypes.skills.SubSkillType;
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import com.gmail.nossr50.util.skills.SkillUtils;
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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.VisibleForTesting;
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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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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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* Simulate an outcome on a probability and return true or false for the result of that outcome
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*
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* @param probability target probability
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* @return true if the probability succeeded, false if it failed
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*/
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public static boolean processProbability(@NotNull Probability probability) {
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return isSuccessfulRoll(probability.getValue());
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}
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/**
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* Modify and then Simulate an outcome on a probability and return true or false for the result of that outcome
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*
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* @param probability target probability
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* @param probabilityMultiplier probability will be multiplied by this before success is checked
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* @return true if the probability succeeded, false if it failed
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*/
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public static boolean processProbability(@NotNull Probability probability, double probabilityMultiplier) {
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double probabilityValue = probability.getValue() * probabilityMultiplier;
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return isSuccessfulRoll(probabilityValue);
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}
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/**
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* Simulates a "roll of the dice"
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* If the value passed is higher than the "random" value, than it is a successful roll
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*
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* @param probabilityValue probability value
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* @return true for succeeding, false for failing
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*/
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@VisibleForTesting
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static boolean isSuccessfulRoll(double probabilityValue) {
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return probabilityValue >= ThreadLocalRandom.current().nextDouble(100D);
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}
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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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*
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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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*/
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public static double chanceOfSuccessPercentage(@NotNull Player player, @NotNull SubSkillType subSkillType, boolean isLucky) {
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Probability probability = SkillUtils.getSubSkillProbability(subSkillType, player);
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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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//Apply lucky modifier
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if(isLucky) {
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percentageValue *= LUCKY_MODIFIER;
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}
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return percentageValue;
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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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//Apply lucky modifier
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if(isLucky) {
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percentageValue *= LUCKY_MODIFIER;
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}
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return percentageValue;
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}
|
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}
|
@@ -8,17 +8,13 @@ import com.gmail.nossr50.datatypes.player.McMMOPlayer;
|
||||
import com.gmail.nossr50.datatypes.skills.PrimarySkillType;
|
||||
import com.gmail.nossr50.datatypes.skills.SubSkillType;
|
||||
import com.gmail.nossr50.datatypes.skills.SuperAbilityType;
|
||||
import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillEvent;
|
||||
import com.gmail.nossr50.locale.LocaleLoader;
|
||||
import com.gmail.nossr50.mcMMO;
|
||||
import com.gmail.nossr50.metadata.ItemMetadataService;
|
||||
import com.gmail.nossr50.util.EventUtils;
|
||||
import com.gmail.nossr50.util.ItemUtils;
|
||||
import com.gmail.nossr50.util.Misc;
|
||||
import com.gmail.nossr50.util.Permissions;
|
||||
import com.gmail.nossr50.util.player.NotificationManager;
|
||||
import com.gmail.nossr50.util.player.UserManager;
|
||||
import com.gmail.nossr50.util.random.*;
|
||||
import com.gmail.nossr50.util.text.StringUtils;
|
||||
import org.bukkit.Bukkit;
|
||||
import org.bukkit.Location;
|
||||
@@ -356,127 +352,4 @@ public final class SkillUtils {
|
||||
|
||||
return quantity;
|
||||
}
|
||||
|
||||
/**
|
||||
* This is one of several Skill RNG check methods
|
||||
* This helper method is for specific {@link SubSkillType}, which help mcMMO understand where the RNG values used in our calculations come from from this {@link SubSkillType}
|
||||
*
|
||||
* 1) Determine where the RNG values come from for the passed {@link SubSkillType}
|
||||
* NOTE: In the config file, there are values which are static and which are more dynamic, this is currently a bit hardcoded and will need to be updated manually
|
||||
*
|
||||
* 2) Determine whether or not to use Lucky multiplier and influence the outcome
|
||||
*
|
||||
* 3) Creates a {@link Probability} and pipes it to {@link RandomChanceUtil} which processes the result and returns it
|
||||
*
|
||||
* This also calls a {@link SubSkillEvent} which can be cancelled, if it is cancelled this will return false
|
||||
* The outcome of the probability can also be modified by this event that is called
|
||||
*
|
||||
* @param subSkillType target subskill
|
||||
* @param player target player, can be null (null players are given odds equivalent to a player with no levels or luck)
|
||||
* @return true if the Skill RNG succeeds, false if it fails
|
||||
*/
|
||||
public static boolean isSkillRNGSuccessful(@NotNull SubSkillType subSkillType, @NotNull Player player) {
|
||||
//Process probability
|
||||
Probability probability = getSubSkillProbability(subSkillType, player);
|
||||
|
||||
//Send out event
|
||||
SubSkillEvent subSkillEvent = EventUtils.callSubSkillEvent(player, subSkillType);
|
||||
|
||||
if(subSkillEvent.isCancelled()) {
|
||||
return false; //Event got cancelled so this doesn't succeed
|
||||
}
|
||||
|
||||
//Result modifier
|
||||
double resultModifier = subSkillEvent.getResultModifier();
|
||||
|
||||
//Mutate probability
|
||||
if(resultModifier != 1.0D)
|
||||
probability = Probability.ofPercentageValue(probability.getValue() * resultModifier);
|
||||
|
||||
//Luck
|
||||
boolean isLucky = Permissions.lucky(player, subSkillType.getParentSkill());
|
||||
|
||||
if(isLucky) {
|
||||
return RandomChanceUtil.processProbability(probability, RandomChanceUtil.LUCKY_MODIFIER);
|
||||
} else {
|
||||
return RandomChanceUtil.processProbability(probability);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This is one of several Skill RNG check methods
|
||||
* This helper method is specific to static value RNG, which can be influenced by a player's Luck
|
||||
*
|
||||
* @param primarySkillType the related primary skill
|
||||
* @param player the target player, can be null (null players have the worst odds)
|
||||
* @param probabilityPercentage the probability of this player succeeding in "percentage" format (0-100 inclusive)
|
||||
* @return true if the RNG succeeds, false if it fails
|
||||
*/
|
||||
public static boolean isStaticSkillRNGSuccessful(@NotNull PrimarySkillType primarySkillType, @Nullable Player player, double probabilityPercentage) {
|
||||
//Grab a probability converted from a "percentage" value
|
||||
Probability probability = Probability.ofPercentageValue(probabilityPercentage);
|
||||
|
||||
return isStaticSkillRNGSuccessful(primarySkillType, player, probability);
|
||||
}
|
||||
|
||||
/**
|
||||
* This is one of several Skill RNG check methods
|
||||
* This helper method is specific to static value RNG, which can be influenced by a player's Luck
|
||||
*
|
||||
* @param primarySkillType the related primary skill
|
||||
* @param player the target player, can be null (null players have the worst odds)
|
||||
* @param probability the probability of this player succeeding
|
||||
* @return true if the RNG succeeds, false if it fails
|
||||
*/
|
||||
public static boolean isStaticSkillRNGSuccessful(@NotNull PrimarySkillType primarySkillType, @Nullable Player player, @NotNull Probability probability) {
|
||||
boolean isLucky = player != null && Permissions.lucky(player, primarySkillType);
|
||||
|
||||
if(isLucky) {
|
||||
return RandomChanceUtil.processProbability(probability, RandomChanceUtil.LUCKY_MODIFIER);
|
||||
} else {
|
||||
return RandomChanceUtil.processProbability(probability);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Skills activate without RNG, this allows other plugins to prevent that activation
|
||||
* @param subSkillType target subskill
|
||||
* @param player target player
|
||||
* @return true if the skill succeeds (wasn't cancelled by any other plugin)
|
||||
*/
|
||||
public static boolean isNonRNGSkillActivationSuccessful(@NotNull SubSkillType subSkillType, @NotNull Player player) {
|
||||
return !EventUtils.callSubSkillEvent(player, subSkillType).isCancelled();
|
||||
}
|
||||
|
||||
/**
|
||||
* Grab the {@link Probability} for a specific {@link SubSkillType} for a specific {@link Player}
|
||||
*
|
||||
* @param subSkillType target subskill
|
||||
* @param player target player
|
||||
* @return the Probability of this skill succeeding
|
||||
* @throws InvalidStaticChance when a skill that does not have a hard coded static chance and it is asked for
|
||||
* @throws RuntimeException
|
||||
*/
|
||||
public static @NotNull Probability getSubSkillProbability(@NotNull SubSkillType subSkillType, @Nullable Player player) {
|
||||
SkillProbabilityType skillProbabilityType = SkillProbabilityType.DYNAMIC_CONFIGURABLE;
|
||||
|
||||
if(subSkillType == SubSkillType.TAMING_FAST_FOOD_SERVICE || subSkillType == SubSkillType.AXES_ARMOR_IMPACT || subSkillType == SubSkillType.AXES_GREATER_IMPACT)
|
||||
skillProbabilityType = SkillProbabilityType.STATIC_CONFIGURABLE;
|
||||
|
||||
return Probability.ofSubSkill(player, subSkillType, skillProbabilityType);
|
||||
}
|
||||
|
||||
public static @NotNull String[] getRNGDisplayValues(@NotNull Player player, @NotNull SubSkillType subSkill) {
|
||||
double firstValue = RandomChanceUtil.chanceOfSuccessPercentage(player, subSkill, false);
|
||||
double secondValue = RandomChanceUtil.chanceOfSuccessPercentage(player, subSkill, true);
|
||||
|
||||
return new String[]{RandomChanceUtil.percent.format(firstValue), RandomChanceUtil.percent.format(secondValue)};
|
||||
}
|
||||
|
||||
public static @NotNull String[] getRNGDisplayValues(@NotNull Probability probability) {
|
||||
double firstValue = RandomChanceUtil.chanceOfSuccessPercentage(probability, false);
|
||||
double secondValue = RandomChanceUtil.chanceOfSuccessPercentage(probability, true);
|
||||
|
||||
return new String[]{RandomChanceUtil.percent.format(firstValue), RandomChanceUtil.percent.format(secondValue)};
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user