package electroblob.wizardry.loot;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import org.apache.commons.lang3.ArrayUtils;
import com.google.gson.JsonArray;
import com.google.gson.JsonDeserializationContext;
import com.google.gson.JsonElement;
import com.google.gson.JsonObject;
import com.google.gson.JsonPrimitive;
import com.google.gson.JsonSerializationContext;
import com.google.gson.JsonSyntaxException;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.constants.Element;
import electroblob.wizardry.constants.Tier;
import electroblob.wizardry.item.ItemScroll;
import electroblob.wizardry.item.ItemSpellBook;
import electroblob.wizardry.spell.Spell;
import electroblob.wizardry.util.WizardryUtilities;
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;
/**
* Loot function that allows spell books and scrolls to select a random spell based on the standard weighting.
* Automatically discounts continuous spells when the item in question is a scroll. 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.
* - 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.)
*
* @see WizardryUtilities#getStandardWeightedRandomSpellId(Random, boolean)
* @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 List tiers;
private final List elements;
protected RandomSpell(LootCondition[] conditions, List spells, boolean ignoreWeighting, List tiers,
List elements){
super(conditions);
this.spells = spells;
this.ignoreWeighting = ignoreWeighting;
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.");
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 BASIC
if(tier == Tier.BASIC){
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;
}
// 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 spellsList = Spell.getSpells(new Spell.TierElementFilter(tier, element));
if(stack.getItem() instanceof ItemScroll) spellsList.retainAll(Spell.getSpells(Spell.nonContinuousSpells));
// Ensures the tier chosen actually has spells in it, and if not uses BASIC instead. BASIC always has at least
// the NONE spell since this spell cannot be disabled.
// NOTE: 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.BASIC, null));
* if(stack.getItem() instanceof ItemScroll) spellsList.retainAll(Spell.getSpells(Spell.nonContinuousSpells));
* } */
if(spells != null && !spells.isEmpty()){
spellsList.retainAll(spells);
}
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())).id());
}
return stack;
}
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);
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.getUnlocalisedName()));
}
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")){
// Vanilla Minecraft calls Lists.newArrayList() here, which is completely pointless.
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);
if(object.has("tiers")){
// Vanilla Minecraft calls Lists.newArrayList() here, which is completely pointless.
tiers = new ArrayList();
jsonarray: for(JsonElement element : JsonUtils.getJsonArray(object, "tiers", new JsonArray())){
String string = JsonUtils.getString(element, "tier");
// IDEA: If it is necessary to get tiers by name elsewhere in the future, move this to EnumTier.
for(Tier tier : Tier.values()){
if(tier.getUnlocalisedName().equals(string)){
tiers.add(tier);
continue jsonarray;
}
}
// If the string does not match any of the tiers, throws an exception.
throw new JsonSyntaxException("Unknown tier \'" + string + "\'");
}
}
if(object.has("elements")){
// Vanilla Minecraft calls Lists.newArrayList() here, which is completely pointless.
elements = new ArrayList();
jsonarray: for(JsonElement jelement : JsonUtils.getJsonArray(object, "elements", new JsonArray())){
String string = JsonUtils.getString(jelement, "element");
// IDEA: If it is necessary to get elements by name elsewhere in the future, move this to
// EnumElement.
for(Element element : Element.values()){
if(element.getUnlocalisedName().equals(string)){
elements.add(element);
continue jsonarray;
}
}
// 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, tiers, elements);
}
}
}