package electroblob.wizardry.loot;
import com.google.gson.*;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.constants.Element;
import electroblob.wizardry.constants.Tier;
import electroblob.wizardry.data.WizardData;
import electroblob.wizardry.item.ItemArtefact;
import electroblob.wizardry.item.ItemScroll;
import electroblob.wizardry.item.ItemSpellBook;
import electroblob.wizardry.registry.Spells;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.spell.Spell;
import electroblob.wizardry.util.SpellProperties;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.JsonUtils;
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 java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.Random;
/**
* Loot function that allows spell books and scrolls to select a random spell based on the standard weighting.
* Can be used as-is with no parameters, but several optional parameters are available for those wishing to customise further:
*
* - spells: A list of spells to choose from. Defaults to all enabled spells.
* - ignore_weighting: true to ignore the standard weighting and just pick a completely random spell. Defaults to
* false.
* - undiscovered_bias: A number between 0 and 1 representing the bias towards undiscovered spells, with 0
* being no bias and 1 meaning spells are guaranteed to be undiscovered.
* - tiers: A list of tiers to choose from. Defaults to all tiers.
* - elements: A list of elements to choose from. Defaults to all elements.
*
* This class is effectively a loot table-friendly replacement for the standard weighting method in WizardryUtilities
* which was the basis of all the old loot systems (not counting wizard trades, which were - and still are - completely
* separate).
*
* Since spells are stored as metadata, this could be done by having an entry for each tier and letting it pick a
* random spell from that tier by setting the metadata to a random value in the range of values that correspond to that
* tier. However, this creates a two-fold problem: firstly, not all spells are in tier order, and secondly, if spells
* are added via addon mods the entries would have to be updated manually with the new numbers.
*
* (This reasoning is similar to that for the enchant_randomly function in vanilla Minecraft, since you can specify NBT
* data in loot tables, but using NBT in this way would be incredibly verbose and inflexible, hence the loot function.)
*
* @author Electroblob
* @since Wizardry 1.2
*/
/* You could even use the yet more long-winded method of adding each spell as an individual entry, which would be
* stupidly long but would allow precise control over each individual spell... I'll leave that for pack makers to do if
* they have the patience! */
public class RandomSpell extends LootFunction {
private final List spells;
private final boolean ignoreWeighting;
private final float undiscoveredBias;
private final List tiers;
private final List elements;
protected RandomSpell(LootCondition[] conditions, List spells, boolean ignoreWeighting,
float undiscoveredBias, List tiers, List elements){
super(conditions);
this.spells = spells;
this.ignoreWeighting = ignoreWeighting;
this.undiscoveredBias = undiscoveredBias;
this.tiers = tiers;
this.elements = elements;
}
@Override
public ItemStack apply(ItemStack stack, Random random, LootContext context){
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.");
SpellProperties.Context spellContext = context.getLootedEntity() == null ? SpellProperties.Context.TREASURE
: SpellProperties.Context.LOOTING;
// 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 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 == null || tiers.contains(s.getTier())) && (elements == null || 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 possibleTiers = new ArrayList<>();
if(tiers == null || tiers.isEmpty()){
possibleTiers.addAll(Arrays.asList(Tier.values()));
}else{
possibleTiers.addAll(tiers);
}
// 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 possibleElements = new ArrayList<>();
// Elements aren't weighted
if(elements == null || elements.isEmpty()){
possibleElements.addAll(Arrays.asList(Element.values()));
}else{
possibleElements.addAll(elements);
}
// 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
float bias = undiscoveredBias;
// Archivist's eyeglass increases undiscovered bias by 0.4 up to a maximum of 0.9
if(ItemArtefact.isArtefactActive(player, WizardryItems.charm_spell_discovery)) bias = Math.min(bias + 0.4f, 0.9f);
// Remove either the undiscovered spells or the discovered ones, depending on the bias
if(bias > 0 && player != null){
WizardData data = WizardData.get(player);
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 < possibleSpells.size()){
// Kinda unintuitive but it's very neat!
boolean keepDiscovered = random.nextFloat() < 0.5f + 0.5f * bias;
possibleSpells.removeIf(s -> keepDiscovered != data.hasSpellBeenDiscovered(s));
}
}
return possibleSpells.get(random.nextInt(possibleSpells.size())); // Finally pick a spell
}
public static class Serializer extends LootFunction.Serializer {
public Serializer(){
super(new ResourceLocation(Wizardry.MODID, "random_spell"), RandomSpell.class);
}
public void serialize(JsonObject object, RandomSpell function, JsonSerializationContext serializationContext){
if(function.spells != null && !function.spells.isEmpty()){
JsonArray jsonarray = new JsonArray();
for(Spell spell : function.spells){
jsonarray.add(new JsonPrimitive(spell.getRegistryName().toString()));
}
object.add("spells", jsonarray);
}
object.addProperty("ignore_weighting", function.ignoreWeighting);
object.addProperty("undiscovered_bias", function.undiscoveredBias);
if(function.tiers != null && !function.tiers.isEmpty()){
JsonArray jsonarray = new JsonArray();
for(Tier tier : function.tiers){
jsonarray.add(new JsonPrimitive(tier.getUnlocalisedName()));
}
object.add("tiers", jsonarray);
}
if(function.elements != null && !function.elements.isEmpty()){
JsonArray jsonarray = new JsonArray();
for(Element element : function.elements){
jsonarray.add(new JsonPrimitive(element.getName()));
}
object.add("elements", jsonarray);
}
}
public RandomSpell deserialize(JsonObject object, JsonDeserializationContext deserializationContext,
LootCondition[] conditions){
List spells = null;
List tiers = null;
List elements = null;
if(object.has("spells")){
spells = new ArrayList<>();
// Importantly, it is necessary to specify a default (the new JsonArray) here because otherwise the
// parameter will be mandatory, and the game will crash if it isn't present.
for(JsonElement element : JsonUtils.getJsonArray(object, "spells", new JsonArray())){
String string = JsonUtils.getString(element, "spell");
Spell spell = Spell.get(string);
if(spell == null){
throw new JsonSyntaxException("Unknown spell \'" + string + "\'");
}
spells.add(spell);
}
}
boolean ignoreWeighting = JsonUtils.getBoolean(object, "ignore_weighting", false);
float undiscoveredBias = JsonUtils.getFloat(object, "undiscovered_bias", 0);
if(object.has("tiers")){
tiers = new ArrayList<>();
for(JsonElement element : JsonUtils.getJsonArray(object, "tiers", new JsonArray())){
String string = JsonUtils.getString(element, "tier");
try {
tiers.add(Tier.fromName(string));
}catch(IllegalArgumentException e){
// If the string does not match any of the tiers, throws an exception.
throw new JsonSyntaxException("Unknown tier \'" + string + "\'");
}
}
}
if(object.has("elements")){
elements = new ArrayList<>();
for(JsonElement jelement : JsonUtils.getJsonArray(object, "elements", new JsonArray())){
String string = JsonUtils.getString(jelement, "element");
try {
elements.add(Element.fromName(string));
}catch(IllegalArgumentException e){
// If the string does not match any of the elements, throws an exception.
throw new JsonSyntaxException("Unknown element \'" + string + "\'");
}
}
}
return new RandomSpell(conditions, spells, ignoreWeighting, undiscoveredBias, tiers, elements);
}
}
}