RandomChanceUtil refactor part 1

This commit is contained in:
nossr50
2021-02-17 15:28:27 -08:00
parent 1bde79cd6f
commit f7640938df
43 changed files with 477 additions and 725 deletions

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@@ -8,7 +8,6 @@ import com.gmail.nossr50.datatypes.skills.SubSkillType;
import com.gmail.nossr50.mcMMO;
import com.gmail.nossr50.skills.repair.Repair;
import com.gmail.nossr50.skills.salvage.Salvage;
import com.gmail.nossr50.util.random.RandomChanceSkill;
import com.gmail.nossr50.util.random.RandomChanceUtil;
import org.bukkit.Material;
import org.bukkit.block.Block;
@@ -55,7 +54,7 @@ public final class BlockUtils {
*/
public static boolean checkDoubleDrops(Player player, BlockState blockState, PrimarySkillType skillType, SubSkillType subSkillType) {
if (Config.getInstance().getDoubleDropsEnabled(skillType, blockState.getType()) && Permissions.isSubSkillEnabled(player, subSkillType)) {
return RandomChanceUtil.checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType, true));
return RandomChanceUtil.processProbabilityResults(new SkillProbabilityWrapper(player, subSkillType, true));
}
return false;

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@@ -344,4 +344,26 @@ public final class Misc {
experienceOrb.setExperience(orbExpValue);
}
}
// public static void hackyUnitTest(@NotNull McMMOPlayer normalPlayer) {
// mcMMO.p.getLogger().info("Starting hacky unit test...");
// int iterations = 1000000;
// double ratioDivisor = 10000; //10000 because we run the test 1,000,000 times
// double expectedFailRate = 100.0D - RandomChanceUtil.getRandomChanceExecutionSuccess(normalPlayer.getPlayer(), SubSkillType.MINING_MOTHER_LODE, true);
//
// double win = 0, loss = 0;
// for(int x = 0; x < iterations; x++) {
// if(RandomChanceUtil.checkRandomChanceExecutionSuccess(normalPlayer.getPlayer(), SubSkillType.MINING_MOTHER_LODE, true)) {
// win++;
// } else {
// loss++;
// }
// }
//
// double lossRatio = (loss / ratioDivisor);
// mcMMO.p.getLogger().info("Expected Fail Rate: "+expectedFailRate);
// mcMMO.p.getLogger().info("Loss Ratio for hacky test: "+lossRatio);
//// Assert.assertEquals(lossRatio, expectedFailRate, 0.01D);
// }
}

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@@ -0,0 +1,14 @@
package com.gmail.nossr50.util.random;
public interface Probability {
/**
* The value of this Probability
* Should return a result between 0 and 1 (inclusive)
* 1 should represent something that will always succeed
* 0.5 should represent something that succeeds around half the time
* etc
*
* @return the value of probability
*/
double getValue();
}

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@@ -0,0 +1,77 @@
package com.gmail.nossr50.util.random;
import com.gmail.nossr50.config.AdvancedConfig;
import com.gmail.nossr50.datatypes.player.McMMOPlayer;
import com.gmail.nossr50.datatypes.skills.SubSkillType;
import com.gmail.nossr50.util.player.UserManager;
import org.bukkit.entity.Player;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
public class ProbabilityFactory {
public static @NotNull Probability ofPercentageValue(double percentageValue) {
return new ProbabilityImpl(probabilityFromPercent(percentageValue));
}
public static @NotNull Probability ofSubSkill(@Nullable Player player,
@NotNull SubSkillType subSkillType,
@NotNull SkillProbabilityType skillProbabilityType) throws InvalidStaticChance, RuntimeException {
switch (skillProbabilityType) {
case DYNAMIC_CONFIGURABLE:
double probabilityCeiling;
double xCeiling;
double xPos;
if (player != null) {
McMMOPlayer mmoPlayer = UserManager.getPlayer(player);
if(mmoPlayer != null)
xPos = mmoPlayer.getSkillLevel(subSkillType.getParentSkill());
else
xPos = 0;
} else {
xPos = 0;
}
//Probability ceiling is configurable in this type
probabilityCeiling = AdvancedConfig.getInstance().getMaximumProbability(subSkillType);
//The xCeiling is configurable in this type
xCeiling = AdvancedConfig.getInstance().getMaxBonusLevel(subSkillType);
return new ProbabilityImpl(xPos, xCeiling, probabilityCeiling);
case STATIC_CONFIGURABLE:
return ofPercentageValue(getStaticRandomChance(subSkillType));
default:
throw new RuntimeException("No case in switch statement for Skill Probability Type!");
}
}
/**
* Convert a probability from a percentage
* @param percentage value to convert
* @return 0 -> 1 inclusive representation of probability
*/
public static double probabilityFromPercent(double percentage) {
return percentage / 100;
}
/**
* Grabs static activation rolls for Secondary Abilities
*
* @param subSkillType The secondary ability to grab properties of
* @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
*/
private static double getStaticRandomChance(@NotNull SubSkillType subSkillType) throws InvalidStaticChance {
switch (subSkillType) {
case AXES_ARMOR_IMPACT:
return AdvancedConfig.getInstance().getImpactChance();
case AXES_GREATER_IMPACT:
return AdvancedConfig.getInstance().getGreaterImpactChance();
case TAMING_FAST_FOOD_SERVICE:
return AdvancedConfig.getInstance().getFastFoodChance();
default:
throw new InvalidStaticChance();
}
}
}

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@@ -0,0 +1,63 @@
package com.gmail.nossr50.util.random;
import com.gmail.nossr50.api.exceptions.ValueOutOfBoundsException;
import com.google.common.base.Objects;
public class ProbabilityImpl implements Probability {
private final double probabilityValue;
/**
* Create a probability with a static value
*
* @param staticProbability the value to assign to this probability
*/
public ProbabilityImpl(double staticProbability) throws ValueOutOfBoundsException {
if(staticProbability > 1) {
throw new ValueOutOfBoundsException("Value should never be above 1 for Probability! This suggests a coding mistake, contact the devs!");
} else if (staticProbability < 0) {
throw new ValueOutOfBoundsException("Value should never be negative for Probability! This suggests a coding mistake, contact the devs!");
}
probabilityValue = staticProbability;
}
public ProbabilityImpl(double xPos, double xCeiling, double probabilityCeiling) throws ValueOutOfBoundsException {
if(probabilityCeiling > 100) {
throw new ValueOutOfBoundsException("Probability Ceiling should never be above 100!");
} else if (probabilityCeiling < 0) {
throw new ValueOutOfBoundsException("Probability Ceiling should never be below 0!");
}
//Get the percent success, this will be from 0-100
double probabilityPercent = (probabilityCeiling * (xPos / xCeiling));
//Convert to a 0-1 floating point representation
this.probabilityValue = probabilityPercent / 100.0D;
}
@Override
public double getValue() {
return probabilityValue;
}
@Override
public String toString() {
return "ProbabilityImpl{" +
"probabilityValue=" + probabilityValue +
'}';
}
@Override
public boolean equals(Object o) {
if (this == o) return true;
if (o == null || getClass() != o.getClass()) return false;
ProbabilityImpl that = (ProbabilityImpl) o;
return Double.compare(that.probabilityValue, probabilityValue) == 0;
}
@Override
public int hashCode() {
return Objects.hashCode(probabilityValue);
}
}

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@@ -1,18 +0,0 @@
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();
/**
* 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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@@ -1,176 +0,0 @@
package com.gmail.nossr50.util.random;
import com.gmail.nossr50.datatypes.player.McMMOPlayer;
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 double probabilityCap;
protected final boolean isLucky;
protected int skillLevel;
protected final double resultModifier;
protected final double maximumBonusLevelCap;
public RandomChanceSkill(@Nullable Player player, @NotNull SubSkillType subSkillType, double resultModifier) {
this.probabilityCap = RandomChanceUtil.LINEAR_CURVE_VAR;
final McMMOPlayer mcMMOPlayer = UserManager.getPlayer(player);
if (player != null && mcMMOPlayer != null) {
this.skillLevel = mcMMOPlayer.getSkillLevel(subSkillType.getParentSkill());
} else {
this.skillLevel = 0;
}
if (player != null)
isLucky = Permissions.lucky(player, subSkillType.getParentSkill());
else
isLucky = false;
this.resultModifier = resultModifier;
this.maximumBonusLevelCap = RandomChanceUtil.getMaxBonusLevelCap(subSkillType);
}
public RandomChanceSkill(@Nullable Player player, @NotNull SubSkillType subSkillType) {
this.probabilityCap = RandomChanceUtil.LINEAR_CURVE_VAR;
final McMMOPlayer mcMMOPlayer = UserManager.getPlayer(player);
if (player != null && mcMMOPlayer != null) {
this.skillLevel = mcMMOPlayer.getSkillLevel(subSkillType.getParentSkill());
} else {
this.skillLevel = 0;
}
if (player != null)
isLucky = Permissions.lucky(player, subSkillType.getParentSkill());
else
isLucky = false;
this.resultModifier = 1.0D;
this.maximumBonusLevelCap = RandomChanceUtil.getMaxBonusLevelCap(subSkillType);
}
public RandomChanceSkill(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean hasCap) {
if (hasCap)
this.probabilityCap = RandomChanceUtil.getMaximumProbability(subSkillType);
else
this.probabilityCap = RandomChanceUtil.LINEAR_CURVE_VAR;
final McMMOPlayer mcMMOPlayer = UserManager.getPlayer(player);
if (player != null && mcMMOPlayer != null) {
this.skillLevel = mcMMOPlayer.getSkillLevel(subSkillType.getParentSkill());
} else {
this.skillLevel = 0;
}
if (player != null)
isLucky = Permissions.lucky(player, subSkillType.getParentSkill());
else
isLucky = false;
this.resultModifier = 1.0D;
this.maximumBonusLevelCap = RandomChanceUtil.getMaxBonusLevelCap(subSkillType);
}
public RandomChanceSkill(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean hasCap, boolean luckyOverride) {
if (hasCap)
this.probabilityCap = RandomChanceUtil.getMaximumProbability(subSkillType);
else
this.probabilityCap = RandomChanceUtil.LINEAR_CURVE_VAR;
final McMMOPlayer mcMMOPlayer = UserManager.getPlayer(player);
if (player != null && mcMMOPlayer != null) {
this.skillLevel = mcMMOPlayer.getSkillLevel(subSkillType.getParentSkill());
} else {
this.skillLevel = 0;
}
isLucky = luckyOverride;
this.resultModifier = 1.0D;
this.maximumBonusLevelCap = RandomChanceUtil.getMaxBonusLevelCap(subSkillType);
}
public RandomChanceSkill(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean hasCap, double resultModifier) {
if (hasCap)
this.probabilityCap = RandomChanceUtil.getMaximumProbability(subSkillType);
else
this.probabilityCap = RandomChanceUtil.LINEAR_CURVE_VAR;
final McMMOPlayer mcMMOPlayer = UserManager.getPlayer(player);
if (player != null && mcMMOPlayer != null) {
this.skillLevel = mcMMOPlayer.getSkillLevel(subSkillType.getParentSkill());
} else {
this.skillLevel = 0;
}
if (player != null)
isLucky = Permissions.lucky(player, subSkillType.getParentSkill());
else
isLucky = false;
this.resultModifier = resultModifier;
this.maximumBonusLevelCap = RandomChanceUtil.getMaxBonusLevelCap(subSkillType);
}
/**
* Gets the skill level of the player who owns this RandomChanceSkill
*
* @return the current skill level relating to this RandomChanceSkill
*/
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) {
skillLevel = newSkillLevel;
}
/**
* The maximum bonus level for this skill
* This is when the skills level no longer increases the odds of success
* For example, a value of 25 will mean the success chance no longer grows after skill level 25
*
* @return the maximum bonus from skill level for this skill
*/
public double getMaximumBonusLevelCap() {
return maximumBonusLevelCap;
}
/**
* Gets the XPos used in the formula for success
*
* @return value of x for our success probability graph
*/
@Override
public double getXPos() {
return getSkillLevel();
}
/**
* 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)
*/
@Override
public double getProbabilityCap() {
return probabilityCap;
}
public boolean isLucky() {
return isLucky;
}
public double getResultModifier() {
return resultModifier;
}
}

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@@ -1,61 +0,0 @@
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, @Nullable Player player, @NotNull SubSkillType subSkillType) {
super(player, subSkillType);
this.xPos = xPos;
}
public RandomChanceSkillStatic(double xPos, @Nullable Player player, @NotNull SubSkillType subSkillType, boolean luckyOverride) {
super(player, subSkillType, false, luckyOverride);
this.xPos = xPos;
}
public RandomChanceSkillStatic(double xPos, @Nullable Player player, @NotNull SubSkillType subSkillType, double resultModifier) {
super(player, subSkillType, resultModifier);
this.xPos = xPos;
}
/**
* Gets the XPos used in the formula for success
*
* @return value of x for our success probability graph
*/
@Override
public double getXPos() {
return xPos;
}
/**
* 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)
*/
@Override
public double getProbabilityCap() {
return probabilityCap;
}
/**
* The maximum bonus level for this skill
* This is when the skills level no longer increases the odds of success
* For example, a value of 25 will mean the success chance no longer grows after skill level 25
*
* @return the maximum bonus from skill level for this skill
*/
@Override
public double getMaximumBonusLevelCap() {
return 100;
}
}

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@@ -1,38 +0,0 @@
package com.gmail.nossr50.util.random;
public class RandomChanceStatic implements RandomChanceExecution {
private final double xPos;
private final double probabilityCap;
private final boolean isLucky;
public RandomChanceStatic(double xPos, boolean isLucky) {
this.xPos = xPos;
this.probabilityCap = xPos;
this.isLucky = isLucky;
}
/**
* Gets the XPos used in the formula for success
*
* @return value of x for our success probability graph
*/
@Override
public double getXPos() {
return xPos;
}
/**
* 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)
*/
@Override
public double getProbabilityCap() {
return probabilityCap;
}
public boolean isLucky() {
return isLucky;
}
}

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@@ -1,325 +1,78 @@
package com.gmail.nossr50.util.random;
import com.gmail.nossr50.config.AdvancedConfig;
import com.gmail.nossr50.datatypes.skills.PrimarySkillType;
import com.gmail.nossr50.datatypes.skills.SubSkillType;
import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillEvent;
import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillRandomCheckEvent;
import com.gmail.nossr50.util.EventUtils;
import com.gmail.nossr50.util.Permissions;
import com.gmail.nossr50.util.skills.SkillActivationType;
import com.gmail.nossr50.util.skills.SkillUtils;
import org.bukkit.entity.Player;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
import java.text.DecimalFormat;
import java.util.concurrent.ThreadLocalRandom;
//TODO: Normalize chance values
//TODO: Test the 2 types of SkillProbabilityTypes
//TODO: Update calls to this class and its members
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;
public static final double LUCKY_MODIFIER = 1.333D;
/**
* 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
* Simulate an outcome on a probability and return true or false for the result of that outcome
*
* @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
* @param probability target probability
* @return true if the probability succeeded, false if it failed
*/
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:
return checkRandomStaticChanceExecutionSuccess(player, subSkillType);
case ALWAYS_FIRES:
SubSkillEvent event = EventUtils.callSubSkillEvent(player, subSkillType);
return !event.isCancelled();
default:
return false;
}
}
public static double getActivationChance(@NotNull SkillActivationType skillActivationType, @NotNull SubSkillType subSkillType, @Nullable Player player, boolean luckyOverride) {
switch (skillActivationType) {
case RANDOM_LINEAR_100_SCALE_WITH_CAP:
return getRandomChanceExecutionSuccess(player, subSkillType, true, luckyOverride);
case RANDOM_STATIC_CHANCE:
return getRandomStaticChanceExecutionSuccess(player, subSkillType, luckyOverride);
default:
return 0.1337;
}
public static boolean processProbability(@NotNull Probability probability) {
return isSuccessfulRoll(probability.getValue());
}
/**
* Checks whether or not the random chance succeeds
* Modify and then Simulate an outcome on a probability and return true or false for the result of that outcome
*
* @return true if the random chance succeeds
* @param probability target probability
* @param probabilityMultiplier probability will be multiplied by this before success is checked
* @return true if the probability succeeded, false if it failed
*/
public static boolean checkRandomChanceExecutionSuccess(@NotNull Player player, @NotNull PrimarySkillType primarySkillType, double chance) {
//Check the odds
chance *= 100;
chance = addLuck(player, primarySkillType, chance);
/*
* Stuff like treasures can specify a drop chance from 0.05 to 100
* Because of that we need to use a large int bound and multiply the chance by 100
*/
return rollDice(chance, 10000);
}
public static boolean rollDice(double chanceOfSuccess, int bound) {
return rollDice(chanceOfSuccess, bound, 1.0F);
}
public static boolean rollDice(double chanceOfSuccess, int bound, double resultModifier) {
return chanceOfSuccess > (ThreadLocalRandom.current().nextInt(bound) * resultModifier);
public static boolean processProbability(@NotNull Probability probability, double probabilityMultiplier) {
double probabilityValue = probability.getValue() * probabilityMultiplier;
return isSuccessfulRoll(probabilityValue);
}
/**
* Used for stuff like Excavation, Fishing, etc...
* Simulates a "roll of the dice"
* If the value passed is higher than the "random" value, than it is a successful roll
*
* @param randomChance
* @return
* @param probabilityValue probability value
* @return true for succeeding, false for failing
*/
public static boolean checkRandomChanceExecutionSuccess(@NotNull RandomChanceSkillStatic randomChance, double resultModifier) {
double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
//Check the odds
return rollDice(chanceOfSuccess, 100, resultModifier);
private static boolean isSuccessfulRoll(double probabilityValue) {
return probabilityValue >= ThreadLocalRandom.current().nextDouble(1.0D);
}
/**
* Used for stuff like Excavation, Fishing, etc...
* Return a chance of success in "percentage" format, show to the player in UI elements
*
* @param randomChance
* @return
*/
public static boolean checkRandomChanceExecutionSuccess(@NotNull RandomChanceSkillStatic randomChance) {
return checkRandomChanceExecutionSuccess(randomChance, 1.0F);
}
public static boolean checkRandomChanceExecutionSuccess(@NotNull RandomChanceSkill randomChance) {
double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
//Check the odds
return rollDice(chanceOfSuccess, 100);
}
/**
* Gets the Static Chance for something to activate
* @param player target player
* @param subSkillType target subskill
* @param isLucky whether or not to apply luck modifiers
*
* @param randomChance
* @return
* @return "percentage" representation of success
*/
public static double getRandomChanceExecutionChance(@NotNull RandomChanceExecution randomChance) {
return getChanceOfSuccess(randomChance.getXPos(), randomChance.getProbabilityCap(), LINEAR_CURVE_VAR);
}
public static double getRandomChanceExecutionChance(@NotNull RandomChanceExecution randomChance, boolean luckyOverride) {
return getChanceOfSuccess(randomChance.getXPos(), randomChance.getProbabilityCap(), LINEAR_CURVE_VAR);
}
public static double getRandomChanceExecutionChance(@NotNull RandomChanceStatic randomChance) {
double chanceOfSuccess = getChanceOfSuccess(randomChance.getXPos(), randomChance.getProbabilityCap(), LINEAR_CURVE_VAR);
chanceOfSuccess = addLuck(randomChance.isLucky(), chanceOfSuccess);
return chanceOfSuccess;
}
public static double calculateChanceOfSuccess(@NotNull RandomChanceSkill randomChance) {
double skillLevel = randomChance.getSkillLevel();
double maximumProbability = randomChance.getProbabilityCap();
double maximumBonusLevel = randomChance.getMaximumBonusLevelCap();
double chanceOfSuccess;
if (skillLevel >= maximumBonusLevel) {
//Chance of success is equal to the maximum probability if the maximum bonus level has been reached
chanceOfSuccess = maximumProbability;
} else {
//Get chance of success
chanceOfSuccess = getChanceOfSuccess(randomChance.getXPos(), maximumProbability, maximumBonusLevel);
}
//Add Luck
chanceOfSuccess = addLuck(randomChance.isLucky(), chanceOfSuccess);
return chanceOfSuccess;
}
public static double calculateChanceOfSuccess(@NotNull RandomChanceSkillStatic randomChance) {
double chanceOfSuccess = getChanceOfSuccess(randomChance.getXPos(), 100, 100);
//Add Luck
chanceOfSuccess = addLuck(randomChance.isLucky(), chanceOfSuccess);
return chanceOfSuccess;
}
/**
* The formula for RNG success is determined like this
* maximum probability * ( x / maxlevel )
*
* @return the chance of success from 0-100 (100 = guaranteed)
*/
private static int getChanceOfSuccess(double skillLevel, double maxProbability, double maxLevel) {
//return (int) (x / (y / LINEAR_CURVE_VAR));
return (int) (maxProbability * (skillLevel / maxLevel));
// max probability * (weight/maxlevel) = chance of success
}
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(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean hasCap) {
RandomChanceSkill rcs = new RandomChanceSkill(player, subSkillType, hasCap);
return calculateChanceOfSuccess(rcs);
}
public static double getRandomChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean hasCap, boolean luckyOverride) {
RandomChanceSkill rcs = new RandomChanceSkill(player, subSkillType, hasCap, luckyOverride);
return calculateChanceOfSuccess(rcs);
}
public static double getRandomStaticChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean luckyOverride) {
private static double chanceOfSuccessPercentage(@NotNull Player player, @NotNull SubSkillType subSkillType, boolean isLucky) {
try {
return getRandomChanceExecutionChance(new RandomChanceSkillStatic(getStaticRandomChance(subSkillType), player, subSkillType, luckyOverride));
Probability probability = SkillUtils.getSubSkillProbability(subSkillType, player);
//Probability values are on a 0-1 scale and need to be "transformed" into a 1-100 scale
double percentageValue = probability.getValue() * 100;
//Apply lucky modifier
if(isLucky) {
percentageValue *= LUCKY_MODIFIER;
}
return percentageValue;
} catch (InvalidStaticChance invalidStaticChance) {
//Catch invalid static skills
invalidStaticChance.printStackTrace();
}
return 0.1337; //Puts on shades
}
public static boolean checkRandomChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType, boolean hasCap) {
return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType, hasCap));
}
public static boolean checkRandomChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType) {
return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType));
}
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(@Nullable Player player, @NotNull SubSkillType subSkillType, double resultModifier) {
return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType, resultModifier));
}
public static boolean checkRandomStaticChanceExecutionSuccess(@Nullable Player player, @NotNull SubSkillType subSkillType) {
try {
return checkRandomChanceExecutionSuccess(new RandomChanceSkillStatic(getStaticRandomChance(subSkillType), player, subSkillType));
} catch (InvalidStaticChance invalidStaticChance) {
//Catch invalid static skills
invalidStaticChance.printStackTrace();
}
return false;
}
/**
* Grabs static activation rolls for Secondary Abilities
*
* @param subSkillType The secondary ability to grab properties of
* @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(@NotNull SubSkillType subSkillType) throws InvalidStaticChance {
switch (subSkillType) {
case AXES_ARMOR_IMPACT:
return AdvancedConfig.getInstance().getImpactChance();
case AXES_GREATER_IMPACT:
return AdvancedConfig.getInstance().getGreaterImpactChance();
case TAMING_FAST_FOOD_SERVICE:
return AdvancedConfig.getInstance().getFastFoodChance();
default:
throw new InvalidStaticChance();
return 0;
}
}
public static boolean sendSkillEvent(Player player, SubSkillType subSkillType, double activationChance) {
SubSkillRandomCheckEvent event = new SubSkillRandomCheckEvent(player, subSkillType, activationChance);
return !event.isCancelled();
}
public static String @NotNull [] calculateAbilityDisplayValues(@NotNull SkillActivationType skillActivationType, @NotNull Player player, @NotNull SubSkillType subSkillType) {
double successChance = getActivationChance(skillActivationType, subSkillType, player, false);
double successChanceLucky = getActivationChance(skillActivationType, subSkillType, player, true);
String[] displayValues = new String[2];
boolean isLucky = Permissions.lucky(player, subSkillType.getParentSkill());
displayValues[0] = percent.format(Math.min(successChance, 100.0D) / 100.0D);
displayValues[1] = isLucky ? percent.format(Math.min(successChanceLucky, 100.0D) / 100.0D) : null;
return displayValues;
}
public static String @NotNull [] calculateAbilityDisplayValuesStatic(@NotNull Player player, @NotNull PrimarySkillType primarySkillType, double chance) {
RandomChanceStatic rcs = new RandomChanceStatic(chance, false);
double successChance = getRandomChanceExecutionChance(rcs);
RandomChanceStatic rcs_lucky = new RandomChanceStatic(chance, true);
double successChance_lucky = getRandomChanceExecutionChance(rcs_lucky);
String[] displayValues = new String[2];
boolean isLucky = Permissions.lucky(player, primarySkillType);
displayValues[0] = percent.format(Math.min(successChance, 100.0D) / 100.0D);
displayValues[1] = isLucky ? percent.format(Math.min(successChance_lucky, 100.0D) / 100.0D) : null;
return displayValues;
}
public static String @NotNull [] calculateAbilityDisplayValuesCustom(@NotNull SkillActivationType skillActivationType, @NotNull Player player, @NotNull SubSkillType subSkillType, double multiplier) {
double successChance = getActivationChance(skillActivationType, subSkillType, player, false);
double successChanceLucky = getActivationChance(skillActivationType, subSkillType, player, true);
//TODO: Most likely incorrectly displays the value for graceful roll but gonna ignore for now...
successChance *= multiplier; //Currently only used for graceful roll
String[] displayValues = new String[2];
boolean isLucky = Permissions.lucky(player, subSkillType.getParentSkill());
displayValues[0] = percent.format(Math.min(successChance, 100.0D) / 100.0D);
displayValues[1] = isLucky ? percent.format(Math.min(successChanceLucky, 100.0D) / 100.0D) : null;
return displayValues;
}
public static double addLuck(@NotNull Player player, @NotNull PrimarySkillType primarySkillType, double chance) {
if (Permissions.lucky(player, primarySkillType))
return chance * LUCKY_MODIFIER;
else
return chance;
}
public static double addLuck(boolean isLucky, double chance) {
if (isLucky)
return chance * LUCKY_MODIFIER;
else
return chance;
}
public static double getMaximumProbability(@NotNull SubSkillType subSkillType) {
return AdvancedConfig.getInstance().getMaximumProbability(subSkillType);
}
public static double getMaxBonusLevelCap(@NotNull SubSkillType subSkillType) {
return AdvancedConfig.getInstance().getMaxBonusLevel(subSkillType);
}
}

View File

@@ -0,0 +1,6 @@
package com.gmail.nossr50.util.random;
public enum SkillProbabilityType {
DYNAMIC_CONFIGURABLE, //Has multiple values used for calculation (taken from config files)
STATIC_CONFIGURABLE, //A single value used for calculations (taken from config files)
}

View File

@@ -14,9 +14,11 @@ import com.gmail.nossr50.locale.LocaleLoader;
import com.gmail.nossr50.mcMMO;
import com.gmail.nossr50.util.ItemUtils;
import com.gmail.nossr50.util.Misc;
import com.gmail.nossr50.util.Permissions;
import com.gmail.nossr50.util.compat.layers.persistentdata.AbstractPersistentDataLayer;
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;
@@ -334,4 +336,92 @@ 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
*
* @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, @Nullable Player player) {
try {
//Process probability
Probability probability = getSubSkillProbability(subSkillType, player);
//Player can be null
boolean isLucky = player != null && Permissions.lucky(player, subSkillType.getParentSkill());
if(isLucky) {
return RandomChanceUtil.processProbability(probability, RandomChanceUtil.LUCKY_MODIFIER);
} else {
return RandomChanceUtil.processProbability(probability);
}
} catch (RuntimeException | InvalidStaticChance e) {
e.printStackTrace();
}
return false;
}
/**
* 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 = ProbabilityFactory.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);
}
}
/**
* 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) throws InvalidStaticChance, RuntimeException {
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 ProbabilityFactory.ofSubSkill(player, subSkillType, skillProbabilityType);
}
}