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Configurable LootPool luck formula
Rewrites the Vanilla luck application formula so that luck can be applied to items that do not have any quality defined. See: https://luckformula.emc.gs for data and details ----------- The rough summary is: My goal was that in a pool, when luck was applied, the pool rebalances so the percentages for bigger items is lowered and smaller items is boosted. Do this by boosting and then reducing the weight value, so that larger numbers are penalized more than smaller numbers. resulting in a larger reduction of entries for more common items than the reduction on small weights, giving smaller weights more of a chance ----------- This work kind of obsoletes quality, but quality would be useful for 2 items with same weight that you want luck to impact in varying directions. Fishing still falls into that as the weights are closer, so luck will invalidate junk more. This change will result in some major changes to fishing formulas. ----------- I would love to see this change in Vanilla, so Mojang please pull :)
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--- a/net/minecraft/world/level/storage/loot/entries/LootPoolSingletonContainer.java
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+++ b/net/minecraft/world/level/storage/loot/entries/LootPoolSingletonContainer.java
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@@ -126,9 +126,35 @@
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protected abstract class EntryBase implements LootPoolEntry {
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@Override
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public int getWeight(float luck) {
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- return Math.max(Mth.floor((float)LootPoolSingletonContainer.this.weight + (float)LootPoolSingletonContainer.this.quality * luck), 0);
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+ // Paper start - Configurable LootPool luck formula
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+ // SEE: https://luckformula.emc.gs for details and data
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+ if (LootPoolSingletonContainer.this.lastLuck != null && LootPoolSingletonContainer.this.lastLuck == luck) {
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+ return lastWeight;
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+ }
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+ // This is vanilla
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+ float qualityModifer = (float) LootPoolSingletonContainer.this.quality * luck;
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+ double baseWeight = (LootPoolSingletonContainer.this.weight + qualityModifer);
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+ if (io.papermc.paper.configuration.GlobalConfiguration.get().misc.useAlternativeLuckFormula) {
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+ // Random boost to avoid losing precision in the final int cast on return
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+ final int weightBoost = 100;
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+ baseWeight *= weightBoost;
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+ // If we have vanilla 1, bump that down to 0 so nothing is is impacted
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+ // vanilla 3 = 300, 200 basis = impact 2%
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+ // =($B2*(($B2-100)/100/100))
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+ double impacted = baseWeight * ((baseWeight - weightBoost) / weightBoost / 100);
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+ // =($B$7/100)
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+ float luckModifier = Math.min(100, luck * 10) / 100;
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+ // =B2 - (C2 *($B$7/100))
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+ baseWeight = Math.ceil(baseWeight - (impacted * luckModifier));
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+ }
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+ LootPoolSingletonContainer.this.lastLuck = luck;
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+ LootPoolSingletonContainer.this.lastWeight = (int) Math.max(Math.floor(baseWeight), 0);
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+ return lastWeight;
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}
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}
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+ private Float lastLuck = null;
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+ private int lastWeight = 0;
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+ // Paper end - Configurable LootPool luck formula
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@FunctionalInterface
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protected interface EntryConstructor {
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