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https://github.com/mcMMO-Dev/mcMMO.git
synced 2025-06-25 02:04:44 +02:00
fix probability being unbounded
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@ -1037,13 +1037,13 @@ public final class SQLDatabaseManager implements DatabaseManager {
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try (Connection connection = getConnection(PoolIdentifier.MISC)) {
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if (!columnExists(connection, mcMMO.p.getGeneralConfig().getMySQLDatabaseName(), tablePrefix+tableName, columnName)) {
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try (Statement createStatement = connection.createStatement()) {
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logger.info("[SQLDB Check] Adding column '" + columnName + "' to table '" + tablePrefix + tableName + "'...");
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// logger.info("[SQLDB Check] Adding column '" + columnName + "' to table '" + tablePrefix + tableName + "'...");
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String startingLevel = "'" + mcMMO.p.getAdvancedConfig().getStartingLevel() + "'";
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createStatement.executeUpdate("ALTER TABLE `" + tablePrefix + tableName + "` "
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+ "ADD COLUMN `" + columnName + "` int(" + columnSize + ") unsigned NOT NULL DEFAULT " + startingLevel);
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}
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} else {
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logger.info("[SQLDB Check] Column '" + columnName + "' already exists in table '" + tablePrefix + tableName + "', looks good!");
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// logger.info("[SQLDB Check] Column '" + columnName + "' already exists in table '" + tablePrefix + tableName + "', looks good!");
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}
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} catch (SQLException e) {
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e.printStackTrace(); // Consider more robust logging
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@ -1052,7 +1052,7 @@ public final class SQLDatabaseManager implements DatabaseManager {
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}
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private boolean columnExists(Connection connection, String database, String tableName, String columnName) throws SQLException {
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logger.info("[SQLDB Check] Checking if column '" + columnName + "' exists in table '" + tableName + "'");
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// logger.info("[SQLDB Check] Checking if column '" + columnName + "' exists in table '" + tableName + "'");
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try (Statement createStatement = connection.createStatement()) {
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String sql = "SELECT `COLUMN_NAME`\n" +
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"FROM `INFORMATION_SCHEMA`.`COLUMNS`\n" +
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@ -1,10 +1,21 @@
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package com.gmail.nossr50.util.random;
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import com.gmail.nossr50.api.exceptions.ValueOutOfBoundsException;
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import org.jetbrains.annotations.NotNull;
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import java.util.concurrent.ThreadLocalRandom;
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public interface Probability {
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/**
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* A Probability that always fails.
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*/
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Probability ALWAYS_FAILS = () -> 0;
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/**
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* A Probability that always succeeds.
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*/
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Probability ALWAYS_SUCCEEDS = () -> 1;
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/**
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* The value of this Probability
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* Should return a result between 0 and 1 (inclusive)
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@ -17,19 +28,40 @@ public interface Probability {
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double getValue();
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/**
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* Create a new Probability with the given value
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* A value of 100 would represent 100% chance of success
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* A value of 50 would represent 50% chance of success
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* A value of 0 would represent 0% chance of success
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* A value of 1 would represent 1% chance of success
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* A value of 0.5 would represent 0.5% chance of success
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* A value of 0.01 would represent 0.01% chance of success
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* Create a new Probability of a percentage.
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* This method takes a percentage and creates a Probability of equivalent odds.
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*
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* A value of 100 would represent 100% chance of success,
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* A value of 50 would represent 50% chance of success,
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* A value of 0 would represent 0% chance of success,
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* A value of 1 would represent 1% chance of success,
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* A value of 0.5 would represent 0.5% chance of success,
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* A value of 0.01 would represent 0.01% chance of success.
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*
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* @param percentage the value of the probability
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* @return a new Probability with the given value
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*/
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static @NotNull Probability ofPercent(double percentage) {
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return new ProbabilityImpl(percentage);
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if (percentage < 0) {
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throw new ValueOutOfBoundsException("Value should never be negative for Probability! This suggests a coding mistake, contact the devs!");
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}
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// Convert to a 0-1 floating point representation
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double probabilityValue = percentage / 100.0D;
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return new ProbabilityImpl(probabilityValue);
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}
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/**
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* Create a new Probability of a value.
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* This method takes a value between 0 and 1 and creates a Probability of equivalent odds.
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* A value of 1 or greater represents something that will always succeed.
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* A value of around 0.5 represents something that succeeds around half the time.
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* A value of 0 represents something that will always fail.
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* @param value the value of the probability
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* @return a new Probability with the given value
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*/
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static @NotNull Probability ofValue(double value) {
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return new ProbabilityImpl(value);
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}
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/**
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@ -8,31 +8,22 @@ public class ProbabilityImpl implements Probability {
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private final double probabilityValue;
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/**
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* Create a probability with a static value
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* Create a probability from a static value.
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* A value of 0 represents a 0% chance of success,
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* A value of 1 represents a 100% chance of success.
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* A value of 0.5 represents a 50% chance of success.
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* A value of 0.01 represents a 1% chance of success.
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* And so on.
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*
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* @param percentage the percentage value of the probability
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* @param value the value of the probability between 0 and 100
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*/
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ProbabilityImpl(double percentage) throws ValueOutOfBoundsException {
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if (percentage < 0) {
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throw new ValueOutOfBoundsException("Value should never be negative for Probability! This suggests a coding mistake, contact the devs!");
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public ProbabilityImpl(double value) throws ValueOutOfBoundsException {
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if (value < 0) {
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throw new ValueOutOfBoundsException("Value should never be negative for Probability!" +
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" This suggests a coding mistake, contact the devs!");
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}
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// Convert to a 0-1 floating point representation
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probabilityValue = percentage / 100.0D;
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}
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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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throw new ValueOutOfBoundsException("Probability Ceiling should never be below 0!");
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}
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//Get the percent success, this will be from 0-100
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double probabilityPercent = (probabilityCeiling * (xPos / xCeiling));
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//Convert to a 0-1 floating point representation
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this.probabilityValue = probabilityPercent / 100.0D;
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probabilityValue = value;
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}
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@Override
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@ -79,24 +79,24 @@ public class ProbabilityUtil {
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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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double skillLevel;
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double maxBonusLevel; // If a skill level is equal to the cap, it has the full probability
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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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return Probability.ofPercent(0);
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}
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xPos = mmoPlayer.getSkillLevel(subSkillType.getParentSkill());
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skillLevel = mmoPlayer.getSkillLevel(subSkillType.getParentSkill());
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} else {
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xPos = 0;
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skillLevel = 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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maxBonusLevel = mcMMO.p.getAdvancedConfig().getMaxBonusLevel(subSkillType);
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return calculateCurrentSkillProbability(skillLevel, 0, probabilityCeiling, maxBonusLevel);
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case STATIC_CONFIGURABLE:
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try {
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return getStaticRandomChance(subSkillType);
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@ -127,22 +127,7 @@ public class ProbabilityUtil {
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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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final Probability probability = getSkillProbability(subSkillType, player);
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//Luck
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boolean isLucky = Permissions.lucky(player, subSkillType.getParentSkill());
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@ -154,12 +139,42 @@ public class ProbabilityUtil {
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}
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}
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/**
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* Returns the {@link Probability} for a specific {@link SubSkillType} for a specific {@link Player}.
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* This does not take into account perks such as lucky for the player.
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* This is affected by other plugins who can listen to the {@link SubSkillEvent} and cancel it or mutate it.
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*
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* @param subSkillType the target subskill
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* @param player the target player
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* @return the probability for this skill
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*/
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public static Probability getSkillProbability(@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 Probability.ALWAYS_FAILS;
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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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return 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 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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@ -223,4 +238,31 @@ public class ProbabilityUtil {
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return new String[]{percent.format(firstValue), percent.format(secondValue)};
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}
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/**
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* Helper function to calculate what probability a given skill has at a certain level
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* @param skillLevel the skill level currently between the floor and the ceiling
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* @param floor the minimum odds this skill can have
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* @param ceiling the maximum odds this skill can have
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* @param maxBonusLevel the maximum level this skill can have to reach the ceiling
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*
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* @return the probability of success for this skill at this level
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*/
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public static Probability calculateCurrentSkillProbability(double skillLevel, double floor,
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double ceiling, double maxBonusLevel) {
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// The odds of success are between the value of the floor and the value of the ceiling.
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// If the skill has a maxBonusLevel of 500 on this skill, then at skill level 500 you would have the full odds,
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// at skill level 250 it would be half odds.
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if (skillLevel >= maxBonusLevel || maxBonusLevel <= 0) {
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// Avoid divide by zero bugs
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// Max benefit has been reached, should always succeed
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return Probability.ofPercent(ceiling);
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}
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double odds = (skillLevel / maxBonusLevel) * 100D;
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// make sure the odds aren't lower or higher than the floor or ceiling
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return Probability.ofPercent(Math.min(Math.max(floor, odds), ceiling));
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}
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}
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