mcMMO/src/main/java/com/gmail/nossr50/util/random/RandomChanceUtil.java
2019-01-25 14:00:18 -08:00

285 lines
12 KiB
Java

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.datatypes.skills.subskills.AbstractSubSkill;
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 org.bukkit.entity.Player;
import java.text.DecimalFormat;
import java.util.Random;
public class RandomChanceUtil
{
public static final DecimalFormat percent = new DecimalFormat("##0.00%");
//public static final DecimalFormat decimal = new DecimalFormat("##0.00");
public static final double LINEAR_CURVE_VAR = 100.0D;
/**
* 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
*
* @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 they event is not cancelled
*/
public static boolean isActivationSuccessful(SkillActivationType skillActivationType, SubSkillType subSkillType, 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(SkillActivationType skillActivationType, SubSkillType subSkillType, Player player)
{
switch(skillActivationType)
{
case RANDOM_LINEAR_100_SCALE_WITH_CAP:
return getRandomChanceExecutionSuccess(player, subSkillType, true);
case RANDOM_STATIC_CHANCE:
return getRandomStaticChanceExecutionSuccess(player, subSkillType);
default:
return 0.1337;
}
}
/**
* Checks whether or not the random chance succeeds
* @return true if the random chance succeeds
*/
public static boolean checkRandomChanceExecutionSuccess(double chance)
{
//Check the odds
chance *= 100;
/*
* 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) {
Random random = new Random();
if (chanceOfSuccess > random.nextInt(bound))
return true;
else
return false;
}
/**
* Used for stuff like Excavation, Fishing, etc...
* @param randomChance
* @return
*/
public static boolean checkRandomChanceExecutionSuccess(RandomChanceSkillStatic randomChance)
{
double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
//Check the odds
return rollDice(chanceOfSuccess, 100);
}
public static boolean checkRandomChanceExecutionSuccess(RandomChanceSkill randomChance)
{
double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
Random random = new Random();
//Check the odds
return rollDice(chanceOfSuccess, 100);
}
/*public static double getRandomChanceExecutionChance(RandomChanceSkill randomChance)
{
double chanceOfSuccess = calculateChanceOfSuccess(randomChance);
return chanceOfSuccess;
}*/
/**
* Gets the Static Chance for something to activate
* @param randomChance
* @return
*/
public static double getRandomChanceExecutionChance(RandomChanceExecution randomChance) {
double chanceOfSuccess = getChanceOfSuccess(randomChance.getXPos(), randomChance.getProbabilityCap(), LINEAR_CURVE_VAR);
return chanceOfSuccess;
}
/*private static double calculateChanceOfSuccess(RandomChanceStatic randomChance) {
double chanceOfSuccess = getChanceOfSuccess(randomChance.getXPos(), randomChance.getProbabilityCap());
return chanceOfSuccess;
}*/
private static double calculateChanceOfSuccess(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);
}
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(Player player, SubSkillType subSkillType, boolean hasCap)
{
RandomChanceSkill rcs = new RandomChanceSkill(player, subSkillType, hasCap);
return calculateChanceOfSuccess(rcs);
}
public static double getRandomStaticChanceExecutionSuccess(Player player, SubSkillType subSkillType)
{
try {
return getRandomChanceExecutionChance(new RandomChanceSkillStatic(getStaticRandomChance(subSkillType), player, subSkillType));
} catch (InvalidStaticChance invalidStaticChance) {
//Catch invalid static skills
invalidStaticChance.printStackTrace();
}
return 0.1337; //Puts on shades
}
public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType, boolean hasCap)
{
return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType, hasCap));
}
public static boolean checkRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType)
{
return checkRandomChanceExecutionSuccess(new RandomChanceSkill(player, subSkillType));
}
public static boolean checkRandomStaticChanceExecutionSuccess(Player player, 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
* @throws InvalidStaticChance if the skill has no defined static chance this exception will be thrown and you should know you're a naughty boy
* @return The static activation roll involved in the RNG calculation
*/
public static double getStaticRandomChance(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();
}
}
public static boolean sendSkillEvent(Player player, SubSkillType subSkillType, double activationChance)
{
SubSkillRandomCheckEvent event = new SubSkillRandomCheckEvent(player, subSkillType, activationChance);
return !event.isCancelled();
}
/*public static boolean treasureDropSuccessful(Player player, double dropChance, int activationChance) {
SubSkillRandomCheckEvent event = new SubSkillRandomCheckEvent(player, SubSkillType.EXCAVATION_ARCHAEOLOGY, dropChance / activationChance);
mcMMO.p.getServer().getPluginManager().callEvent(event);
return (event.getChance() * activationChance) > (Misc.getRandom().nextDouble() * activationChance) && !event.isCancelled();
}*/
public static boolean isActivationSuccessful(SkillActivationType skillActivationType, AbstractSubSkill abstractSubSkill, Player player)
{
return isActivationSuccessful(skillActivationType, abstractSubSkill.getSubSkillType(), player);
}
public static String[] calculateAbilityDisplayValues(SkillActivationType skillActivationType, Player player, SubSkillType subSkillType) {
double successChance = getActivationChance(skillActivationType, subSkillType, player);
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(successChance * 1.3333D, 100.0D) / 100.0D) : null;
return displayValues;
}
public static String[] calculateAbilityDisplayValuesStatic(Player player, PrimarySkillType primarySkillType, double chance) {
RandomChanceStatic rcs = new RandomChanceStatic(chance);
double successChance = getRandomChanceExecutionChance(rcs);
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 * 1.3333D, 100.0D) / 100.0D) : null;
return displayValues;
}
public static String[] calculateAbilityDisplayValuesCustom(SkillActivationType skillActivationType, Player player, SubSkillType subSkillType, double multiplier) {
double successChance = getActivationChance(skillActivationType, subSkillType, player);
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(successChance * 1.3333D, 100.0D) / 100.0D) : null;
return displayValues;
}
}