Bye bye empty slot books, it was good knowing ya

This commit is contained in:
Electroblob77
2020-02-19 00:12:20 +00:00
parent 794085660e
commit 71c09cf16d
@@ -7,6 +7,7 @@ import electroblob.wizardry.constants.Tier;
import electroblob.wizardry.data.WizardData;
import electroblob.wizardry.item.ItemScroll;
import electroblob.wizardry.item.ItemSpellBook;
import electroblob.wizardry.registry.Spells;
import electroblob.wizardry.spell.Spell;
import electroblob.wizardry.util.SpellProperties;
import net.minecraft.entity.player.EntityPlayer;
@@ -16,9 +17,9 @@ import net.minecraft.util.ResourceLocation;
import net.minecraft.world.storage.loot.LootContext;
import net.minecraft.world.storage.loot.conditions.LootCondition;
import net.minecraft.world.storage.loot.functions.LootFunction;
import org.apache.commons.lang3.ArrayUtils;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.Random;
@@ -76,89 +77,90 @@ public class RandomSpell extends LootFunction {
if(!(stack.getItem() instanceof ItemSpellBook) && !(stack.getItem() instanceof ItemScroll)) Wizardry.logger
.warn("Applying the random_spell loot function to an item that isn't a spell book or scroll.");
Tier tier;
Element element;
if(ignoreWeighting){
if(tiers == null || tiers.isEmpty()){
tier = Tier.values()[random.nextInt(Tier.values().length)];
}else{
tier = tiers.get(random.nextInt(tiers.size()));
}
}else{
if(tiers == null || tiers.isEmpty()){
tier = Tier.getWeightedRandomTier(random);
}else{
tier = Tier.getWeightedRandomTier(random, tiers.toArray(new Tier[0]));
}
}
// Elements aren't weighted
if(elements == null || elements.isEmpty()){
// Element can only be MAGIC if tier is NOVICE
if(tier == Tier.NOVICE){
element = Element.values()[random.nextInt(Element.values().length)];
}else{
Element[] elements = ArrayUtils.removeElement(Element.values(), Element.MAGIC);
element = elements[random.nextInt(elements.length)];
}
}else{
// In theory, swapping this line to the commented one should make absolutely no difference.
element = elements.get(random.nextInt(elements.size()));
// element = null;
}
SpellProperties.Context spellContext = context.getLootedEntity() == null ? SpellProperties.Context.TREASURE
: SpellProperties.Context.LOOTING;
// Here's a thought: does randomly selecting the element beforehand (as opposed to leaving it null and letting
// the spell randomiser use any element) change the overall outcome at all?
List<Spell> spellsList = Spell.getSpells(new Spell.TierElementFilter(tier, element, spellContext));
spellsList.removeIf(s -> !s.applicableForItem(stack.getItem()));
if(stack.getItem() instanceof ItemScroll) spellsList.removeIf(s -> !s.isEnabled(SpellProperties.Context.SCROLL));
if(stack.getItem() instanceof ItemSpellBook) spellsList.removeIf(s -> !s.isEnabled(SpellProperties.Context.BOOK));
// Ensures the tier chosen actually has spells in it, and if not uses NOVICE instead. NOVICE always has at least
// the NONE spell since this spell cannot be disabled.
// Commented out for now because it will interfere with the ability to specify tiers and elements.
// To be honest, I may as well just say that if you disable enough spells to make this important, you deserve
// less loot!
/* if(spells.isEmpty()){ spellsList = Spell.getSpells(new Spell.TierElementFilter(EnumTier.NOVICE, null));
* if(stack.getItem() instanceof ItemScroll) spellsList.retainAll(Spell.getSpells(Spell.nonContinuousSpells));
* } */
if(spells != null && !spells.isEmpty()){
spellsList.retainAll(spells);
}
// This method is badly-named, loot chests pass a player through too, not just mobs
// (And WHY does it only return an entity?! The underlying field is always a player so I'm casting it anyway)
EntityPlayer player = (EntityPlayer)context.getKillerPlayer();
Spell spell = pickRandomSpell(stack, random, spellContext, player);
if(spell == Spells.none) Wizardry.logger.warn("Tried to apply the random_spell loot function to an item, but no"
+ " enabled spells matched the criteria specified. Substituting placeholder (metadata 0) item.");
stack.setItemDamage(spell.metadata());
return stack;
}
private Spell pickRandomSpell(ItemStack stack, Random random, SpellProperties.Context spellContext, EntityPlayer player){
// We're now doing this first because we need to know which spells we have to play with before selecting a tier and element
List<Spell> possibleSpells = Spell.getSpells(s -> s.isEnabled(spellContext) && s.applicableForItem(stack.getItem())
// Remove excluded tiers/elements immediately (mainly because empty tier checks should account for excluded elements)
&& tiers.contains(s.getTier()) && elements.contains(s.getElement()));
if(spells != null && !spells.isEmpty()){
possibleSpells.retainAll(spells); // Normally you wouldn't specify a spells list AND tiers/elements... but you could!
}
if(stack.getItem() instanceof ItemScroll) possibleSpells.removeIf(s -> !s.isEnabled(SpellProperties.Context.SCROLL));
if(stack.getItem() instanceof ItemSpellBook) possibleSpells.removeIf(s -> !s.isEnabled(SpellProperties.Context.BOOK));
// Select a tier...
List<Tier> possibleTiers = tiers;
if(tiers == null || tiers.isEmpty()){
possibleTiers = Arrays.asList(Tier.values());
}
// Remove all empty tiers
possibleTiers.removeIf(t -> possibleSpells.stream().noneMatch(s -> s.getTier() == t)); // Lambdaception!
if(possibleTiers.isEmpty()) return Spells.none; // Gotta disable a lot of spells for this to happen
Tier tier = ignoreWeighting ? possibleTiers.get(random.nextInt(possibleTiers.size()))
: Tier.getWeightedRandomTier(random, possibleTiers.toArray(new Tier[0]));
// Remove all spells that aren't of the selected tier
possibleSpells.removeIf(s -> s.getTier() != tier);
if(possibleSpells.isEmpty()) return Spells.none; // Should be caught by the no-elements check but we might as well
// Select an element...
List<Element> possibleElements = elements;
// Elements aren't weighted
if(elements == null || elements.isEmpty()){
possibleElements = Arrays.asList(Element.values());
}
// Remove all empty elements
possibleElements.removeIf(e -> possibleSpells.stream().noneMatch(s -> s.getElement() == e));
if(possibleElements.isEmpty()) return Spells.none; // A bit more likely I guess, but still pretty unlikely
Element element = possibleElements.get(random.nextInt(possibleElements.size()));
// Remove all spells that aren't of the selected tier
possibleSpells.removeIf(s -> s.getElement() != element);
if(possibleSpells.isEmpty()) return Spells.none; // If it fails anywhere, it'll most likely be here
// Remove either the undiscovered spells or the discovered ones, depending on the bias
if(undiscoveredBias > 0 && player != null){
WizardData data = WizardData.get(player);
int discoveredCount = (int)spellsList.stream().filter(data::hasSpellBeenDiscovered).count();
int discoveredCount = (int)possibleSpells.stream().filter(data::hasSpellBeenDiscovered).count();
// If none have been discovered or they've all been discovered, don't bother!
if(discoveredCount > 0 && discoveredCount < spellsList.size()){
if(discoveredCount > 0 && discoveredCount < possibleSpells.size()){
// Kinda unintuitive but it's very neat!
boolean keepDiscovered = random.nextFloat() < 0.5f + 0.5f * undiscoveredBias;
spellsList.removeIf(s -> keepDiscovered != data.hasSpellBeenDiscovered(s));
possibleSpells.removeIf(s -> keepDiscovered != data.hasSpellBeenDiscovered(s));
}
}
if(spellsList.isEmpty()){
Wizardry.logger.warn("Tried to apply the random_spell loot function to an item, but no enabled spells"
+ "matched the criteria specified. Substituting placeholder (metadata 0) item.");
stack.setItemDamage(0);
}else{
stack.setItemDamage(spellsList.get(random.nextInt(spellsList.size())).metadata());
}
return stack;
return possibleSpells.get(random.nextInt(possibleSpells.size())); // Finally pick a spell
}
public static class Serializer extends LootFunction.Serializer<RandomSpell> {