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light queue is actually buggy, so re-enabling the config. however, if anyone is ok with the buggy behavior, made the max time lost due to light queue configurable. We want to get to making the ligth queue default if we can make it work perfectly. also applying neighbor optimizations to use the faster method for light checks.
109 lines
4.5 KiB
Diff
109 lines
4.5 KiB
Diff
From 437422d05c2c0b4b5be73a645446885b6eeddbba 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 97a8fb0179..72602be58a 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 8daccdd6e9..c2a4ed6cf0 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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@@ -13,8 +13,8 @@ import java.util.Collection;
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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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@@ -24,8 +24,34 @@ 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> var1, Random var2, LootTableInfo var3);
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--
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2.19.0
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