package electroblob.wizardry.constants; import java.util.Random; import net.minecraft.client.resources.I18n; import net.minecraft.util.text.Style; import net.minecraft.util.text.TextFormatting; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; public enum Tier { BASIC(700, 3, 12, new Style().setColor(TextFormatting.WHITE), "basic"), APPRENTICE(1000, 5, 5, new Style().setColor(TextFormatting.AQUA), "apprentice"), ADVANCED(1500, 7, 2, new Style().setColor(TextFormatting.DARK_BLUE), "advanced"), MASTER(2500, 9, 1, new Style().setColor(TextFormatting.DARK_PURPLE), "master"); /** Maximum mana a wand of this tier can store. */ public final int maxCharge; /** Just an ordinal. Shouldn't really be needed but no point changing it now. */ public final int level; /** The maximum number of upgrades that can be applied to a wand of this tier. */ public final int upgradeLimit; /** The weight given to this tier in the standard weighting. */ public final int weight; /** The colour of text associated with this tier. */ // Changed to a Style object for consistency. private final Style colour; private final String unlocalisedName; private Tier(int maxCharge, int upgradeLimit, int weight, Style colour, String name){ this.maxCharge = maxCharge; this.level = ordinal(); this.upgradeLimit = upgradeLimit; this.weight = weight; this.colour = colour; this.unlocalisedName = name; } @SideOnly(Side.CLIENT) public String getDisplayName(){ return I18n.format("tier." + unlocalisedName); } @SideOnly(Side.CLIENT) public String getDisplayNameWithFormatting(){ return this.getFormattingCode() + I18n.format("tier." + unlocalisedName); } public String getUnlocalisedName(){ return unlocalisedName; } public String getFormattingCode(){ return colour.getFormattingCode(); } /** * Returns a random tier based on the standard weighting. Currently, the standard weighting is: Basic (Novice) 60%, * Apprentice 25%, Advanced 10%, Master 5%. If an array of tiers is given, it picks a tier from the array, with the * same relative weights for each. For example, if the array contains APPRENTICE and MASTER, then the weighting will * become: Apprentice 83.3%, Master 16.7%. */ public static Tier getWeightedRandomTier(Random random, Tier... tiers){ if(tiers.length == 0) tiers = values(); int totalWeight = 0; for(Tier tier : tiers) totalWeight += tier.weight; int randomiser = random.nextInt(totalWeight); int cumulativeWeight = 0; for(Tier tier : tiers){ cumulativeWeight += tier.weight; if(randomiser < cumulativeWeight) return tier; } // This will never happen, but it might as well be a sensible result. return tiers[tiers.length - 1]; } }