268 lines
11 KiB
Java
268 lines
11 KiB
Java
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:
|
|
* <p>
|
|
* - <b>spells</b>: A list of spells to choose from. Defaults to all enabled spells.<br>
|
|
* - <b>ignore_weighting</b>: true to ignore the standard weighting and just pick a completely random spell. Defaults to
|
|
* false.<br>
|
|
* - <b>tiers</b>: A list of tiers to choose from. Defaults to all tiers.<br>
|
|
* - <b>elements</b>: A list of elements to choose from. Defaults to all elements.
|
|
* <p>
|
|
* 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).
|
|
* <p>
|
|
* Since spells are stored as metadata, this <i>could</i> 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.
|
|
* <p>
|
|
* (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<Spell> spells;
|
|
private final boolean ignoreWeighting;
|
|
private final List<Tier> tiers;
|
|
private final List<Element> elements;
|
|
|
|
protected RandomSpell(LootCondition[] conditions, List<Spell> spells, boolean ignoreWeighting, List<Tier> tiers, List<Element> 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(tiers.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<Spell> 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<RandomSpell>{
|
|
|
|
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<Spell> spells = null;
|
|
List<Tier> tiers = null;
|
|
List<Element> elements = null;
|
|
|
|
if(object.has("spells")){
|
|
|
|
// Vanilla Minecraft calls Lists.<T>newArrayList() here, which is completely pointless.
|
|
spells = new ArrayList<Spell>();
|
|
|
|
// 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.<T>newArrayList() here, which is completely pointless.
|
|
tiers = new ArrayList<Tier>();
|
|
|
|
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.<T>newArrayList() here, which is completely pointless.
|
|
elements = new ArrayList<Element>();
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
}
|