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4104545b11
"It was from a different time before books were as jank as they are now. As time has gone on they've only proven to be worse and worse."
96 Zeilen
4.6 KiB
Diff
96 Zeilen
4.6 KiB
Diff
From 0000000000000000000000000000000000000000 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 05a5abb951abe37f30a719cb75376d2d43c0d252..77a03abd59db4a43f6f2d59d4c7ef176e782f205 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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@@ -288,4 +288,12 @@ public class PaperConfig {
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SpigotConfig.save();
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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/world/level/storage/loot/entries/LootPoolSingletonContainer.java b/src/main/java/net/minecraft/world/level/storage/loot/entries/LootPoolSingletonContainer.java
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index 710a66e9aafe8bd622f9f37789c281aba98d030e..558f43580d976d7bde32779e47e24c9ad388892d 100644
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--- a/src/main/java/net/minecraft/world/level/storage/loot/entries/LootPoolSingletonContainer.java
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+++ b/src/main/java/net/minecraft/world/level/storage/loot/entries/LootPoolSingletonContainer.java
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@@ -113,9 +113,35 @@ public abstract class LootPoolSingletonContainer extends LootPoolEntryContainer
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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 - 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 (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 (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$7/100)
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+ float luckModifier = Math.min(100, luck * 10) / 100;
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+ // =B2 - (C2 *($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
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@FunctionalInterface
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protected interface EntryConstructor {
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