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57dd397155
Upstream has released updates that appears to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing Bukkit Changes: b999860d SPIGOT-2304: Add LootGenerateEvent CraftBukkit Changes:77fd87e4
SPIGOT-2304: Implement LootGenerateEventa1a705ee
SPIGOT-5566: Doused campfires & fires should call EntityChangeBlockEvent41712edd
SPIGOT-5707: PersistentDataHolder not Persistent on API dropped Item
113 lines
4.7 KiB
Diff
113 lines
4.7 KiB
Diff
From 2635ab2ca3377bff8d9600f95ce3cb9fdae8714f Mon Sep 17 00:00:00 2001
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From: Aikar <aikar@aikar.co>
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Date: Fri, 15 Jun 2018 00:30:32 -0400
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Subject: [PATCH] Configurable Alternative LootPool Luck Formula
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Rewrites the Vanilla luck application formula so that luck can be
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applied to items that do not have any quality defined.
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See: https://luckformula.emc.gs for data and details
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-----------
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The rough summary is:
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My goal was that in a pool, when luck was applied, the pool
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rebalances so the percentages for bigger items is
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lowered and smaller items is boosted.
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Do this by boosting and then reducing the weight value,
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so that larger numbers are penalized more than smaller numbers.
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resulting in a larger reduction of entries for more common
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items than the reduction on small weights,
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giving smaller weights more of a chance
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-----------
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This work kind of obsoletes quality, but quality would be useful
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for 2 items with same weight that you want luck to impact
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in varying directions.
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Fishing still falls into that as the weights are closer, so luck
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will invalidate junk more.
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This change will result in some major changes to fishing formulas.
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-----------
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I would love to see this change in Vanilla, so Mojang please pull :)
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diff --git a/src/main/java/com/destroystokyo/paper/PaperConfig.java b/src/main/java/com/destroystokyo/paper/PaperConfig.java
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index ba341e0174..26ab855dcf 100644
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--- a/src/main/java/com/destroystokyo/paper/PaperConfig.java
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+++ b/src/main/java/com/destroystokyo/paper/PaperConfig.java
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@@ -279,4 +279,12 @@ public class PaperConfig {
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"such as inventories, experience points, advancements and the like will not be saved when they log out.");
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}
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}
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+
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+ public static boolean useAlternativeLuckFormula = false;
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+ private static void useAlternativeLuckFormula() {
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+ useAlternativeLuckFormula = getBoolean("settings.use-alternative-luck-formula", false);
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+ if (useAlternativeLuckFormula) {
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+ 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");
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+ }
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+ }
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}
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diff --git a/src/main/java/net/minecraft/server/LootSelectorEntry.java b/src/main/java/net/minecraft/server/LootSelectorEntry.java
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index 3ed6a1e785..03398ce8fd 100644
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--- a/src/main/java/net/minecraft/server/LootSelectorEntry.java
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+++ b/src/main/java/net/minecraft/server/LootSelectorEntry.java
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@@ -11,8 +11,8 @@ import org.apache.commons.lang3.ArrayUtils;
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public abstract class LootSelectorEntry extends LootEntryAbstract {
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- protected final int e;
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- protected final int f;
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+ protected final int e; public int getWeight() { return e; } // Paper - OBFHELPER
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+ protected final int f; public int getQuality() { return f; } // Paper - OBFHELPER
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protected final LootItemFunction[] g;
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private final BiFunction<ItemStack, LootTableInfo, ItemStack> c;
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private final LootEntry h = new LootSelectorEntry.c() {
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@@ -145,11 +145,38 @@ public abstract class LootSelectorEntry extends LootEntryAbstract {
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public abstract class c implements LootEntry {
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- protected c() {}
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+ protected c() {
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+ }
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@Override
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public int a(float f) {
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- return Math.max(MathHelper.d((float) LootSelectorEntry.this.e + (float) LootSelectorEntry.this.f * f), 0);
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+ // Paper start - Offer an alternative loot formula to refactor how luck bonus applies
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+ // SEE: https://luckformula.emc.gs for details and data
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+ if (lastLuck != null && lastLuck == f) {
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+ return lastWeight;
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+ }
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+ // This is vanilla
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+ float qualityModifer = (float) getQuality() * f;
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+ double baseWeight = (getWeight() + qualityModifer);
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+ if (com.destroystokyo.paper.PaperConfig.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$7/100)
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+ float luckModifier = Math.min(100, f * 10) / 100;
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+ // =B2 - (C2 *($B$7/100))
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+ baseWeight = Math.ceil(baseWeight - (impacted * luckModifier));
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+ }
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+ lastLuck = f;
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+ lastWeight = (int) Math.max(0, Math.floor(baseWeight));
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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
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}
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--
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2.26.2
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