PaperMC/Spigot-Server-Patches/Configurable-Alternative-LootPool-Luck-Formula.patch
Automated 6249addbaa [Auto] Update Upstream
Upstream has released updates that appear to apply compile correctly.
This update has not been tested by PaperMC and as with ANY update, please do your own testing.

Bukkit Changes:
d2834556 SPIGOT-4219: Event for PigZombies angering.

CraftBukkit Changes:
a9c796f1 SPIGOT-4184: Fix furnaces not matching Vanilla smelt or animations
195f071e SPIGOT-4219: Event for PigZombies angering.
5e3082c7 SPIGOT-4230: Improve legacy block types
2018-08-05 19:46:43 -04:00

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Fri, 15 Jun 2018 00:30:32 -0400
Subject: [PATCH] Configurable Alternative 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 :)
diff --git a/src/main/java/com/destroystokyo/paper/PaperConfig.java b/src/main/java/com/destroystokyo/paper/PaperConfig.java
index 9bfbaf61e5..bcdf4f91d8 100644
--- a/src/main/java/com/destroystokyo/paper/PaperConfig.java
+++ b/src/main/java/com/destroystokyo/paper/PaperConfig.java
@@ -0,0 +0,0 @@ public class PaperConfig {
"such as inventories, experience points, advancements and the like will not be saved when they log out.");
}
}
+
+ public static boolean useAlternativeLuckFormula = false;
+ private static void useAlternativeLuckFormula() {
+ useAlternativeLuckFormula = getBoolean("settings.use-alternative-luck-formula", false);
+ if (useAlternativeLuckFormula) {
+ Bukkit.getLogger().log(Level.INFO, "Using Aikar's Alternative Luck Formula to apply Luck attribute to all loot pool calculations. See https://luckformula.emc.gs");
+ }
+ }
}
diff --git a/src/main/java/net/minecraft/server/LotoSelectorEntry.java b/src/main/java/net/minecraft/server/LotoSelectorEntry.java
index add618866b..9f8e17b9d3 100644
--- a/src/main/java/net/minecraft/server/LotoSelectorEntry.java
+++ b/src/main/java/net/minecraft/server/LotoSelectorEntry.java
@@ -0,0 +0,0 @@ import java.util.Random;
public abstract class LotoSelectorEntry {
- protected final int c;
- protected final int d;
+ protected final int c; public int getWeight() { return c; } // Paper - OBFHELPER
+ protected final int d; public int getQuality() { return d; } // Paper - OBFHELPER
protected final LootItemCondition[] e;
protected LotoSelectorEntry(int i, int j, LootItemCondition[] alootitemcondition) {
@@ -0,0 +0,0 @@ public abstract class LotoSelectorEntry {
}
public int a(float f) {
- return Math.max(MathHelper.d((float) this.c + (float) this.d * f), 0);
+ // Paper start - Offer an alternative loot formula to refactor how luck bonus applies
+ // SEE: https://luckformula.emc.gs for details and data
+ if (lastLuck != null && lastLuck == f) {
+ return lastWeight;
+ }
+ // This is vanilla
+ float qualityModifer = (float) this.getQuality() * f;
+ double baseWeight = (this.getWeight() + qualityModifer);
+ if (com.destroystokyo.paper.PaperConfig.useAlternativeLuckFormula) {
+ // Random boost to avoid losing precision in the final int cast on return
+ final int weightBoost = 100;
+ baseWeight *= weightBoost;
+ // If we have vanilla 1, bump that down to 0 so nothing is is impacted
+ // vanilla 3 = 300, 200 basis = impact 2%
+ // =($B2*(($B2-100)/100/100))
+ double impacted = baseWeight * ((baseWeight - weightBoost) / weightBoost / 100);
+ // =($B$7/100)
+ float luckModifier = Math.min(100, f * 10) / 100;
+ // =B2 - (C2 *($B$7/100))
+ baseWeight = Math.ceil(baseWeight - (impacted * luckModifier));
+ }
+ lastLuck = f;
+ lastWeight = (int) Math.max(0, Math.floor(baseWeight));
+ return lastWeight;
}
+ private Float lastLuck = null;
+ private int lastWeight = 0;
+ // Paper end
public abstract void a(Collection<ItemStack> collection, Random random, LootTableInfo loottableinfo);
--