mirror of
https://github.com/mcMMO-Dev/mcMMO.git
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329 lines
13 KiB
Java
329 lines
13 KiB
Java
package com.gmail.nossr50.util.random;
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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.datatypes.skills.subskills.AbstractSubSkill;
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import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillEvent;
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import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillRandomCheckEvent;
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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.skills.SkillActivationType;
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import org.bukkit.entity.Player;
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import java.text.DecimalFormat;
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import java.util.Random;
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public class RandomChanceUtil
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{
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public static final DecimalFormat percent = new DecimalFormat("##0.00%");
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//public static final DecimalFormat decimal = new DecimalFormat("##0.00");
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public static final double LINEAR_CURVE_VAR = 100.0D;
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/**
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* This method is the final step in determining if a Sub-Skill / Secondary Skill in mcMMO successfully activates either from chance or otherwise
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* Random skills check for success based on numbers and then fire a cancellable event, if that event is not cancelled they succeed
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* non-RNG skills just fire the cancellable event and succeed if they go uncancelled
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*
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* @param skillActivationType this value represents what kind of activation procedures this sub-skill uses
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* @param subSkillType The identifier for this specific sub-skill
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* @param player The owner of this sub-skill
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* @return returns true if all conditions are met and they event is not cancelled
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*/
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public static boolean isActivationSuccessful(SkillActivationType skillActivationType, SubSkillType subSkillType, Player player)
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{
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switch(skillActivationType)
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{
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case RANDOM_LINEAR_100_SCALE_WITH_CAP:
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return checkRandomChanceExecutionSuccess(player, subSkillType, true);
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case RANDOM_STATIC_CHANCE:
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return checkRandomStaticChanceExecutionSuccess(player, subSkillType);
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case ALWAYS_FIRES:
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SubSkillEvent event = EventUtils.callSubSkillEvent(player, subSkillType);
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return !event.isCancelled();
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default:
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return false;
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}
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}
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public static double getActivationChance(SkillActivationType skillActivationType, SubSkillType subSkillType, Player player)
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{
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switch(skillActivationType)
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{
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case RANDOM_LINEAR_100_SCALE_WITH_CAP:
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return getRandomChanceExecutionSuccess(player, subSkillType, true);
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case RANDOM_STATIC_CHANCE:
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return getRandomStaticChanceExecutionSuccess(player, subSkillType);
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default:
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return 0.1337;
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}
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}
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/**
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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(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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*/
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return rollDice(chance, 10000);
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}
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public static boolean rollDice(double chanceOfSuccess, int bound) {
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Random random = new Random();
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if (chanceOfSuccess > random.nextInt(bound))
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return true;
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else
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return false;
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}
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/**
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* Used for stuff like Excavation, Fishing, etc...
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* @param randomChance
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* @return
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*/
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public static boolean checkRandomChanceExecutionSuccess(RandomChanceSkillStatic randomChance)
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{
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double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
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//Check the odds
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return rollDice(chanceOfSuccess, 100);
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}
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public static boolean checkRandomChanceExecutionSuccess(RandomChanceSkill randomChance)
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{
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double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
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Random random = new Random();
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//Check the odds
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return rollDice(chanceOfSuccess, 100);
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}
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/*public static double getRandomChanceExecutionChance(RandomChanceSkill randomChance)
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{
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double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
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return chanceOfSuccess;
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}*/
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/**
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* Gets the Static Chance for something to activate
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* @param randomChance
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* @return
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*/
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public static double getRandomChanceExecutionChance(RandomChanceExecution randomChance) {
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double chanceOfSuccess = getChanceOfSuccess(randomChance.getXPos(), randomChance.getProbabilityCap(), LINEAR_CURVE_VAR);
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return chanceOfSuccess;
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}
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public static double getRandomChanceExecutionChance(RandomChanceStatic randomChance) {
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double chanceOfSuccess = getChanceOfSuccess(randomChance.getXPos(), randomChance.getProbabilityCap(), LINEAR_CURVE_VAR);
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chanceOfSuccess = addLuck(randomChance.isLucky(), chanceOfSuccess);
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return chanceOfSuccess;
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}
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/*private static double calculateChanceOfSuccess(RandomChanceStatic randomChance) {
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double chanceOfSuccess = getChanceOfSuccess(randomChance.getXPos(), randomChance.getProbabilityCap());
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return chanceOfSuccess;
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}*/
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private static double calculateChanceOfSuccess(RandomChanceSkill randomChance) {
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double skillLevel = randomChance.getSkillLevel();
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double maximumProbability = randomChance.getProbabilityCap();
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double maximumBonusLevel = randomChance.getMaximumBonusLevelCap();
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double chanceOfSuccess;
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if (skillLevel >= maximumBonusLevel) {
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//Chance of success is equal to the maximum probability if the maximum bonus level has been reached
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chanceOfSuccess = maximumProbability;
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} else {
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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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private static double calculateChanceOfSuccess(RandomChanceSkillStatic randomChance) {
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double chanceOfSuccess = getChanceOfSuccess(randomChance.getXPos(), 100, 100);
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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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/**
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* The formula for RNG success is determined like this
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* maximum probability * ( x / maxlevel )
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*
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* @return the chance of success from 0-100 (100 = guaranteed)
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*/
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private static int getChanceOfSuccess(double skillLevel, double maxProbability, double maxLevel)
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{
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//return (int) (x / (y / LINEAR_CURVE_VAR));
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return (int) (maxProbability * (skillLevel/maxLevel));
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// max probability * (weight/maxlevel) = chance of success
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}
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private static int getChanceOfSuccess(double x, double y)
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{
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return (int) (x / (y / LINEAR_CURVE_VAR));
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// max probability * (weight/maxlevel) = chance of success
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}
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public static double getRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType, boolean hasCap)
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{
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RandomChanceSkill rcs = new RandomChanceSkill(player, subSkillType, hasCap);
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return calculateChanceOfSuccess(rcs);
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}
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public static double getRandomStaticChanceExecutionSuccess(Player player, SubSkillType subSkillType)
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{
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try {
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return getRandomChanceExecutionChance(new RandomChanceSkillStatic(getStaticRandomChance(subSkillType), player, subSkillType));
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} catch (InvalidStaticChance invalidStaticChance) {
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//Catch invalid static skills
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invalidStaticChance.printStackTrace();
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}
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return 0.1337; //Puts on shades
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}
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public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType, boolean hasCap)
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{
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return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType, hasCap));
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}
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public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType)
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{
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return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType));
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}
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public static boolean checkRandomStaticChanceExecutionSuccess(Player player, SubSkillType subSkillType)
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{
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try {
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return checkRandomChanceExecutionSuccess(new RandomChanceSkillStatic(getStaticRandomChance(subSkillType), player, subSkillType));
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} catch (InvalidStaticChance invalidStaticChance) {
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//Catch invalid static skills
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invalidStaticChance.printStackTrace();
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}
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return false;
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}
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/**
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* Grabs static activation rolls for Secondary Abilities
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* @param subSkillType The secondary ability to grab properties of
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* @throws InvalidStaticChance if the skill has no defined static chance this exception will be thrown and you should know you're a naughty boy
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* @return The static activation roll involved in the RNG calculation
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*/
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public static double getStaticRandomChance(SubSkillType subSkillType) throws InvalidStaticChance
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{
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switch(subSkillType)
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{
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case AXES_ARMOR_IMPACT:
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return AdvancedConfig.getInstance().getImpactChance();
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case AXES_GREATER_IMPACT:
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return AdvancedConfig.getInstance().getGreaterImpactChance();
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case TAMING_FAST_FOOD_SERVICE:
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return AdvancedConfig.getInstance().getFastFoodChance();
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default:
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throw new InvalidStaticChance();
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}
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}
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public static boolean sendSkillEvent(Player player, SubSkillType subSkillType, double activationChance)
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{
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SubSkillRandomCheckEvent event = new SubSkillRandomCheckEvent(player, subSkillType, activationChance);
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return !event.isCancelled();
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}
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/*public static boolean treasureDropSuccessful(Player player, double dropChance, int activationChance) {
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SubSkillRandomCheckEvent event = new SubSkillRandomCheckEvent(player, SubSkillType.EXCAVATION_ARCHAEOLOGY, dropChance / activationChance);
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mcMMO.p.getServer().getPluginManager().callEvent(event);
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return (event.getChance() * activationChance) > (Misc.getRandom().nextDouble() * activationChance) && !event.isCancelled();
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}*/
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public static boolean isActivationSuccessful(SkillActivationType skillActivationType, AbstractSubSkill abstractSubSkill, Player player)
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{
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return isActivationSuccessful(skillActivationType, abstractSubSkill.getSubSkillType(), player);
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}
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public static String[] calculateAbilityDisplayValues(SkillActivationType skillActivationType, Player player, SubSkillType subSkillType) {
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double successChance = getActivationChance(skillActivationType, subSkillType, player);
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String[] displayValues = new String[2];
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boolean isLucky = Permissions.lucky(player, subSkillType.getParentSkill());
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displayValues[0] = percent.format(Math.min(successChance, 100.0D) / 100.0D);
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displayValues[1] = isLucky ? percent.format(Math.min(successChance * 1.3333D, 100.0D) / 100.0D) : null;
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return displayValues;
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}
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public static String[] calculateAbilityDisplayValuesStatic(Player player, PrimarySkillType primarySkillType, double chance) {
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RandomChanceStatic rcs = new RandomChanceStatic(chance, false);
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double successChance = getRandomChanceExecutionChance(rcs);
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RandomChanceStatic rcs_lucky = new RandomChanceStatic(chance, true);
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double successChance_lucky = getRandomChanceExecutionChance(rcs_lucky);
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String[] displayValues = new String[2];
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boolean isLucky = Permissions.lucky(player, primarySkillType);
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displayValues[0] = percent.format(Math.min(successChance, 100.0D) / 100.0D);
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displayValues[1] = isLucky ? percent.format(Math.min(successChance_lucky, 100.0D) / 100.0D) : null;
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return displayValues;
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}
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public static String[] calculateAbilityDisplayValuesCustom(SkillActivationType skillActivationType, Player player, SubSkillType subSkillType, double multiplier) {
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double successChance = getActivationChance(skillActivationType, subSkillType, player);
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successChance *= multiplier; //Currently only used for graceful roll
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String[] displayValues = new String[2];
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//TODO: Account for lucky in this
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boolean isLucky = Permissions.lucky(player, subSkillType.getParentSkill());
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displayValues[0] = percent.format(Math.min(successChance, 100.0D) / 100.0D);
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displayValues[1] = isLucky ? percent.format(Math.min(successChance * 1.3333D, 100.0D) / 100.0D) : null;
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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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