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Fixing a bug where Lucky perk wasn't adding to success
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@ -8,6 +8,7 @@ Key:
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- Removal
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Version 2.1.2
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(Perks) Fixed a bug where the Lucky perk wasn't adding to success
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(Skills) Tree Feller now works on Mushroom Stems
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(Experience) Wood blocks now give XP and are affected by Tree Feller (6 sided bark blocks)
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(API) Moved XPGainReason from skills to experience package
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@ -41,7 +41,7 @@ public class ExcavationManager extends SkillManager {
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for (ExcavationTreasure treasure : treasures) {
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if (skillLevel >= treasure.getDropLevel()
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&& RandomChanceUtil.checkRandomChanceExecutionSuccess(treasure.getDropChance())) {
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&& RandomChanceUtil.checkRandomChanceExecutionSuccess(getPlayer(), PrimarySkillType.EXCAVATION, treasure.getDropChance())) {
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xp += treasure.getXp();
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Misc.dropItem(location, treasure.getDrop());
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}
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@ -3,6 +3,7 @@ package com.gmail.nossr50.util.random;
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import com.gmail.nossr50.config.AdvancedConfig;
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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.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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@ -11,6 +12,7 @@ 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 double probabilityCap;
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protected final boolean isLucky;
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private int skillLevel;
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public RandomChanceSkill(Player player, SubSkillType subSkillType)
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@ -23,6 +25,11 @@ public class RandomChanceSkill implements RandomChanceExecution {
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this.skillLevel = UserManager.getPlayer(player).getSkillLevel(primarySkillType);
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else
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this.skillLevel = 0;
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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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}
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public RandomChanceSkill(Player player, SubSkillType subSkillType, boolean hasCap)
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@ -39,6 +46,11 @@ public class RandomChanceSkill implements RandomChanceExecution {
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this.skillLevel = UserManager.getPlayer(player).getSkillLevel(primarySkillType);
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else
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this.skillLevel = 0;
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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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}
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/**
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@ -97,4 +109,8 @@ public class RandomChanceSkill implements RandomChanceExecution {
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public double getProbabilityCap() {
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return probabilityCap;
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}
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public boolean isLucky() {
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return isLucky;
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}
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}
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@ -63,11 +63,13 @@ public class RandomChanceUtil
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* Checks whether or not the random chance succeeds
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* @return true if the random chance succeeds
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*/
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public static boolean checkRandomChanceExecutionSuccess(double chance)
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public static boolean checkRandomChanceExecutionSuccess(Player player, PrimarySkillType primarySkillType, double chance)
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{
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//Check the odds
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chance *= 100;
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chance = addLuck(player, primarySkillType, chance);
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/*
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* Stuff like treasures can specify a drop chance from 0.05 to 100
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* Because of that we need to use a large int bound and multiply the chance by 100
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@ -143,6 +145,10 @@ public class RandomChanceUtil
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//Get chance of success
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chanceOfSuccess = getChanceOfSuccess(randomChance.getXPos(), maximumProbability, maximumBonusLevel);
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}
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//Add Luck
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chanceOfSuccess = addLuck(randomChance.isLucky(), chanceOfSuccess);
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return chanceOfSuccess;
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}
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@ -281,4 +287,20 @@ public class RandomChanceUtil
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return displayValues;
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}
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public static double addLuck(Player player, PrimarySkillType primarySkillType, double chance)
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{
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if(Permissions.lucky(player, primarySkillType))
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return chance * 1.333D;
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else
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return chance;
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}
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public static double addLuck(boolean isLucky, double chance)
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{
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if(isLucky)
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return chance * 1.333D;
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else
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return chance;
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}
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}
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