From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Aikar 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 5fe6c36bdf8527d7fcb41e8d471194c7e395b946..0b2f77e37f9b13aef6af7d1254aaeec56c4e55c9 100644 --- a/src/main/java/com/destroystokyo/paper/PaperConfig.java +++ b/src/main/java/com/destroystokyo/paper/PaperConfig.java @@ -271,4 +271,12 @@ public class PaperConfig { private static void authenticationServersDownKickMessage() { authenticationServersDownKickMessage = Strings.emptyToNull(getString("messages.kick.authentication-servers-down", authenticationServersDownKickMessage)); } + + 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/LootSelectorEntry.java b/src/main/java/net/minecraft/server/LootSelectorEntry.java index ee9069c744df63cbb7f21dd9d28d6d554593674c..ca18d3156fd2b10f8ee48ff02f6f47e6e649200b 100644 --- a/src/main/java/net/minecraft/server/LootSelectorEntry.java +++ b/src/main/java/net/minecraft/server/LootSelectorEntry.java @@ -11,8 +11,8 @@ import org.apache.commons.lang3.ArrayUtils; public abstract class LootSelectorEntry extends LootEntryAbstract { - protected final int c; - protected final int e; + protected final int c; public int getWeight() { return c; } // Paper - OBFHELPER + protected final int e; public int getQuality() { return e; } // Paper - OBFHELPER protected final LootItemFunction[] f; private final BiFunction g; private final LootEntry h = new LootSelectorEntry.c() { @@ -143,11 +143,38 @@ public abstract class LootSelectorEntry extends LootEntryAbstract { public abstract class c implements LootEntry { - protected c() {} + protected c() { + } @Override public int a(float f) { - return Math.max(MathHelper.d((float) LootSelectorEntry.this.c + (float) LootSelectorEntry.this.e * 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) getQuality() * f; + double baseWeight = (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 }