geforkt von Mirrors/Paper
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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: da08d022 SPIGOT-4700: Add PlayerFishEvent.State.REEL_IN 0cef14e4 Remove draft API from selectEntities CraftBukkit Changes:a46fdbc6
Remove outdated build delay.3697519b
SPIGOT-4708: Fix ExactChoice recipes neglecting material9ead7009
SPIGOT-4677: Add minecraft.admin.command_feedback permissionc3749a23
Remove the Damage tag from items when it is 0.f74c7b95
SPIGOT-4706: Can't interact with active item494eef45
Mention requirement of JIRA ticket for bug fixes51d62dec
SPIGOT-4702: Exception when middle clicking certain slotsbe557e69
SPIGOT-4700: Add PlayerFishEvent.State.REEL_IN
109 Zeilen
4.5 KiB
Diff
109 Zeilen
4.5 KiB
Diff
From ca534128e22e65b35817572014741051107a190f 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 b85cd10437..d42853d14c 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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@@ -300,4 +300,12 @@ 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 3e313bba7c..80f9f9a252 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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@@ -14,8 +14,8 @@ import java.util.Random;
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public abstract class LootSelectorEntry {
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- protected final int c;
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- protected final int d;
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+ protected final int c; public int getWeight() { return c; } // Paper - OBFHELPER
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+ protected final int d; public int getQuality() { return d; } // Paper - OBFHELPER
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protected final LootItemCondition[] e;
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protected LootSelectorEntry(int i, int j, LootItemCondition[] alootitemcondition) {
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@@ -25,8 +25,34 @@ public abstract class LootSelectorEntry {
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}
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public int a(float f) {
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- return Math.max(MathHelper.d((float) this.c + (float) this.d * 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) this.getQuality() * f;
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+ double baseWeight = (this.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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+ private Float lastLuck = null;
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+ private int lastWeight = 0;
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+ // Paper end
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public abstract void a(Collection<ItemStack> collection, Random random, LootTableInfo loottableinfo);
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--
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2.21.0
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