2020-05-06 11:48:49 +02:00
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
2019-04-30 03:20:24 +02:00
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
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index ba341e0174cdc3b5b8bc83b7430270181ea92793..26ab855dcf38446a3d8577108bd16fdbb76126b2 100644
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--- a/src/main/java/com/destroystokyo/paper/PaperConfig.java
+++ b/src/main/java/com/destroystokyo/paper/PaperConfig.java
2019-05-06 09:20:16 +02:00
@@ -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.");
}
}
+
+ 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
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index 3ed6a1e785f68c4bb6c5afe024c43150915968a3..03398ce8fdcc68cf5aa7caa3c8fd51c9e8e178eb 100644
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--- a/src/main/java/net/minecraft/server/LootSelectorEntry.java
+++ 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 {
- protected final int e;
- protected final int f;
+ protected final int e; public int getWeight() { return e; } // Paper - OBFHELPER
+ protected final int f; public int getQuality() { return f; } // Paper - OBFHELPER
protected final LootItemFunction[] g;
private final BiFunction<ItemStack, LootTableInfo, ItemStack> c;
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 {
- protected c() {}
+ protected c() {
+ }
@Override
public int a(float f) {
- return Math.max(MathHelper.d((float) LootSelectorEntry.this.e + (float) LootSelectorEntry.this.f * 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
}