Configurable Alternative LootPool Luck Formula

Rewrites the Vanilla luck application formula so that luck can be
applied to items that do not have any quality defined.

See: https://luckformula.emc.gs for data and details
-----------

The rough summary is:
My goal was that in a pool, when luck was applied, the pool
rebalances so the percentages for bigger items is
lowered and smaller items is boosted.

Do this by boosting and then reducing the weight value,
so that larger numbers are penalized more than smaller numbers.
resulting in a larger reduction of entries for more common
items than the reduction on small weights,
giving smaller weights more of a chance

-----------

This work kind of obsoletes quality, but quality would be useful
for 2 items with same weight that you want luck to impact
in varying directions.

Fishing still falls into that as the weights are closer, so luck
will invalidate junk more.

This change will result in some major changes to fishing formulas.

-----------

I would love to see this change in Vanilla, so Mojang please pull :)
This commit is contained in:
Aikar 2018-06-15 00:32:35 -04:00
parent 1127a49ced
commit 50a23d5ea3
No known key found for this signature in database
GPG Key ID: 401ADFC9891FAAFE
3 changed files with 129 additions and 2 deletions

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@ -1,4 +1,4 @@
From f8cbb3244bba6213d2646df4e2fcae3cee918afb Mon Sep 17 00:00:00 2001
From f4214b8d94c5a9690fa2e41f7b547545dec26549 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Wed, 30 Mar 2016 19:36:20 -0400
Subject: [PATCH] MC Dev fixes
@ -92,6 +92,24 @@ index 77b81a575..ba461ad48 100644
}
EntityTypes.g.set(i, s1);
diff --git a/src/main/java/net/minecraft/server/LotoSelectorEntry.java b/src/main/java/net/minecraft/server/LotoSelectorEntry.java
index a540167d6..b2860555d 100644
--- a/src/main/java/net/minecraft/server/LotoSelectorEntry.java
+++ b/src/main/java/net/minecraft/server/LotoSelectorEntry.java
@@ -85,11 +85,11 @@ public abstract class LotoSelectorEntry {
return jsonobject;
}
- public JsonElement serialize(Object object, Type type, JsonSerializationContext jsonserializationcontext) {
+ public JsonElement serialize(LotoSelectorEntry object, Type type, JsonSerializationContext jsonserializationcontext) {
return this.a((LotoSelectorEntry) object, type, jsonserializationcontext);
}
- public Object deserialize(JsonElement jsonelement, Type type, JsonDeserializationContext jsondeserializationcontext) throws JsonParseException {
+ public LotoSelectorEntry deserialize(JsonElement jsonelement, Type type, JsonDeserializationContext jsondeserializationcontext) throws JsonParseException {
return this.a(jsonelement, type, jsondeserializationcontext);
}
}
diff --git a/src/main/java/net/minecraft/server/RegistryBlockID.java b/src/main/java/net/minecraft/server/RegistryBlockID.java
index 58f47d0de..8860a0129 100644
--- a/src/main/java/net/minecraft/server/RegistryBlockID.java
@ -234,5 +252,5 @@ index f5bcbdbe1..3190cadfc 100644
for (ZipEntry clazzEntry; (clazzEntry = nmsZipStream.getNextEntry()) != null; ) {
final String entryName = clazzEntry.getName();
--
2.16.2
2.17.1

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@ -0,0 +1,108 @@
From 7f8b6b7aef2aece4141fb984feba188636ca7aa8 Mon Sep 17 00:00:00 2001
From: Aikar <aikar@aikar.co>
Date: Fri, 15 Jun 2018 00:30:32 -0400
Subject: [PATCH] Configurable Alternative LootPool Luck Formula
Rewrites the Vanilla luck application formula so that luck can be
applied to items that do not have any quality defined.
See: https://luckformula.emc.gs for data and details
-----------
The rough summary is:
My goal was that in a pool, when luck was applied, the pool
rebalances so the percentages for bigger items is
lowered and smaller items is boosted.
Do this by boosting and then reducing the weight value,
so that larger numbers are penalized more than smaller numbers.
resulting in a larger reduction of entries for more common
items than the reduction on small weights,
giving smaller weights more of a chance
-----------
This work kind of obsoletes quality, but quality would be useful
for 2 items with same weight that you want luck to impact
in varying directions.
Fishing still falls into that as the weights are closer, so luck
will invalidate junk more.
This change will result in some major changes to fishing formulas.
-----------
I would love to see this change in Vanilla, so Mojang please pull :)
diff --git a/src/main/java/com/destroystokyo/paper/PaperConfig.java b/src/main/java/com/destroystokyo/paper/PaperConfig.java
index b602bbf12..62bce1806 100644
--- a/src/main/java/com/destroystokyo/paper/PaperConfig.java
+++ b/src/main/java/com/destroystokyo/paper/PaperConfig.java
@@ -291,4 +291,12 @@ public class PaperConfig {
"such as inventories, experience points, advancements and the like will not be saved when they log out.");
}
}
+
+ public static boolean useAlternativeLuckFormula = false;
+ private static void useAlternativeLuckFormula() {
+ useAlternativeLuckFormula = getBoolean("settings.use-alternative-luck-formula", false);
+ if (useAlternativeLuckFormula) {
+ Bukkit.getLogger().log(Level.INFO, "Using Aikar's Alternative Luck Formula to apply Luck attribute to all loot pool calculations. See https://luckformula.emc.gs");
+ }
+ }
}
diff --git a/src/main/java/net/minecraft/server/LotoSelectorEntry.java b/src/main/java/net/minecraft/server/LotoSelectorEntry.java
index b2860555d..b5544bcf3 100644
--- a/src/main/java/net/minecraft/server/LotoSelectorEntry.java
+++ b/src/main/java/net/minecraft/server/LotoSelectorEntry.java
@@ -14,8 +14,8 @@ import java.util.Random;
public abstract class LotoSelectorEntry {
- protected final int c;
- protected final int d;
+ protected final int c; public int getWeight() { return c; } // Paper - OBFHELPER
+ protected final int d; public int getQuality() { return d; } // Paper - OBFHELPER
protected final LootItemCondition[] e;
protected LotoSelectorEntry(int i, int j, LootItemCondition[] alootitemcondition) {
@@ -25,8 +25,34 @@ public abstract class LotoSelectorEntry {
}
public int a(float f) {
- return Math.max(MathHelper.d((float) this.c + (float) this.d * f), 0);
+ // Paper start - Offer an alternative loot formula to refactor how luck bonus applies
+ // SEE: https://luckformula.emc.gs for details and data
+ if (lastLuck != null && lastLuck == f) {
+ return lastWeight;
+ }
+ // This is vanilla
+ float qualityModifer = (float) this.getQuality() * f;
+ double baseWeight = (this.getWeight() + qualityModifer);
+ if (com.destroystokyo.paper.PaperConfig.useAlternativeLuckFormula) {
+ // Random boost to avoid losing precision in the final int cast on return
+ final int weightBoost = 100;
+ baseWeight *= weightBoost;
+ // If we have vanilla 1, bump that down to 0 so nothing is is impacted
+ // vanilla 3 = 300, 200 basis = impact 2%
+ // =($B2*(($B2-100)/100/100))
+ double impacted = baseWeight * ((baseWeight - weightBoost) / weightBoost / 100);
+ // =($B$7/100)
+ float luckModifier = Math.min(100, f * 10) / 100;
+ // =B2 - (C2 *($B$7/100))
+ baseWeight = Math.ceil(baseWeight - (impacted * luckModifier));
+ }
+ lastLuck = f;
+ lastWeight = (int) Math.max(0, Math.floor(baseWeight));
+ return lastWeight;
}
+ private Float lastLuck = null;
+ private int lastWeight = 0;
+ // Paper end
public abstract void a(Collection<ItemStack> collection, Random random, LootTableInfo loottableinfo);
--
2.17.1

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@ -80,6 +80,7 @@ import ItemBlock
import ItemFireworks
import ItemMonsterEgg
import LegacyPingHandler
import LotoSelectorEntry
import NavigationAbstract
import NBTTagCompound
import NBTTagList