DimDoors/StevenDimDoors/mod_pocketDim/DDLoot.java

160 lines
6.6 KiB
Java
Raw Normal View History

package StevenDimDoors.mod_pocketDim;
import java.util.ArrayList;
import java.util.Hashtable;
import java.util.Random;
import net.minecraft.item.Item;
import net.minecraft.util.WeightedRandomChestContent;
import net.minecraftforge.common.ChestGenHooks;
/*
* Registers a category of loot chests for Dimensional Doors in Forge.
*/
public class DDLoot {
//These are the categories of loot to be merged into our chests
static final String[] chestSources = new String[] {
ChestGenHooks.MINESHAFT_CORRIDOR,
ChestGenHooks.PYRAMID_DESERT_CHEST,
ChestGenHooks.PYRAMID_JUNGLE_CHEST,
ChestGenHooks.STRONGHOLD_CORRIDOR,
ChestGenHooks.STRONGHOLD_CROSSING,
ChestGenHooks.VILLAGE_BLACKSMITH,
ChestGenHooks.DUNGEON_CHEST
};
public static final String DIMENSIONAL_DUNGEON_CHEST = "dimensionalDungeonChest";
public static ChestGenHooks DungeonChestInfo = null;
private static final int CHEST_SIZE = 5;
private static final int COMMON_LOOT_WEIGHT = 9; //1 less than weight of iron ingots
private static final int UNCOMMON_LOOT_WEIGHT = 4; //1 less than weight of iron armor
private static final int RARE_LOOT_WEIGHT = 1; //Same weight as music discs, golden apple
private static final int DUNGEON_CHEST_WEIGHT_INFLATION = 10; // (weight of iron ingots in dungeon) / (weight of iron ingots in other chests)
public static void registerInfo()
{
DDProperties properties = DDProperties.instance();
//Register the dimensional dungeon chest with ChestGenHooks. This isn't necessary, but allows
//other mods to add their own loot to our chests if they know our loot category, without having
//to interface with our code.
DungeonChestInfo = ChestGenHooks.getInfo(DIMENSIONAL_DUNGEON_CHEST);
DungeonChestInfo.setMin(CHEST_SIZE);
DungeonChestInfo.setMax(CHEST_SIZE);
//Merge the item lists from source chests
//This means chests will include future loot as Minecraft updates! ^_^
ArrayList<WeightedRandomChestContent> items = mergeCategories(chestSources);
//Add any enabled DD loot to the list of items
addContent(properties.FabricOfRealityLootEnabled, items, mod_pocketDim.blockDimWall.blockID, 8, 32, COMMON_LOOT_WEIGHT);
addContent(properties.DimensionalDoorLootEnabled, items, mod_pocketDim.itemDimDoor.itemID, UNCOMMON_LOOT_WEIGHT);
addContent(properties.WarpDoorLootEnabled, items, mod_pocketDim.itemExitDoor.itemID, UNCOMMON_LOOT_WEIGHT);
addContent(properties.TransTrapdoorLootEnabled, items, mod_pocketDim.dimHatch.blockID, UNCOMMON_LOOT_WEIGHT);
addContent(properties.RiftSignatureLootEnabled, items, mod_pocketDim.itemLinkSignature.itemID, UNCOMMON_LOOT_WEIGHT);
addContent(properties.StableFabricLootEnabled, items, mod_pocketDim.itemStableFabric.itemID, UNCOMMON_LOOT_WEIGHT);
addContent(properties.RiftRemoverLootEnabled, items, mod_pocketDim.itemRiftRemover.itemID, UNCOMMON_LOOT_WEIGHT);
addContent(properties.UnstableDoorLootEnabled, items, mod_pocketDim.itemChaosDoor.itemID, RARE_LOOT_WEIGHT);
addContent(properties.StabilizedRiftSignatureLootEnabled, items, mod_pocketDim.itemStabilizedLinkSignature.itemID, RARE_LOOT_WEIGHT);
addContent(properties.RiftBladeLootEnabled, items, mod_pocketDim.itemRiftBlade.itemID, RARE_LOOT_WEIGHT);
//Add all the items to our dungeon chest
addItemsToContainer(DungeonChestInfo, items);
}
private static ArrayList<WeightedRandomChestContent> mergeCategories(String[] categories)
{
//Retrieve the items of each container category and merge the lists together. If two matching items
//are found, choose the item with the minimum weight. Special checks are included for DUNGEON_CHEST
//because the items in that category have strange weights that are incompatible with all other
//chest categories.
//This function has a flaw. It treats items with the same item ID but different damage values as
//the same item. For instance, it cannot distinguish between different types of wood. That shouldn't
//matter for most chest loot, though. This could be fixed if we cared enough.
Random random = new Random();
Hashtable<Integer, WeightedRandomChestContent> container = new Hashtable<Integer, WeightedRandomChestContent>();
for (String category : categories)
{
WeightedRandomChestContent[] items = ChestGenHooks.getItems(category, random);
for (WeightedRandomChestContent item : items)
{
int id = item.theItemId.itemID;
//Correct the weights of Vanilla dungeon chests (DUNGEON_CHEST)
//Comparing by String references is valid here since they should match!
if (category == ChestGenHooks.DUNGEON_CHEST)
{
//It's okay to modify the weights directly. These are copies of instances,
//not direct references. It won't affect Vanilla chests.
item.itemWeight /= DUNGEON_CHEST_WEIGHT_INFLATION;
if (item.itemWeight == 0)
item.itemWeight = 1;
}
if (!container.containsKey(id))
{
//This item has not been seen before. Simply add it to the container.
container.put(id, item);
}
else
{
//This item conflicts with an existing entry. Replace that entry
//if our current item has a lower weight.
WeightedRandomChestContent other = container.get(id);
if (item.itemWeight < other.itemWeight)
{
container.put(id, item);
}
}
}
}
//I've added a minor hack here to make enchanted books more common
//If this is necessary for more items, create an override table and use that
//rather than hardcoding the changes below
final int enchantedBookID = Item.enchantedBook.itemID;
for (WeightedRandomChestContent item : container.values())
{
if (item.theItemId.itemID == enchantedBookID)
{
item.itemWeight = 3;
break;
}
}
//Return merged list
return new ArrayList<WeightedRandomChestContent>( container.values() );
}
private static void addContent(boolean include, ArrayList<WeightedRandomChestContent> items,
int itemID, int weight)
{
if (include)
items.add(new WeightedRandomChestContent(itemID, 0, 1, 1, weight));
}
private static void addContent(boolean include, ArrayList<WeightedRandomChestContent> items,
int itemID, int minAmount, int maxAmount, int weight)
{
if (include)
items.add(new WeightedRandomChestContent(itemID, 0, minAmount, maxAmount, weight));
}
private static void addItemsToContainer(ChestGenHooks container, ArrayList<WeightedRandomChestContent> items)
{
//System.out.println("Preparing Chest Stuff");
for (WeightedRandomChestContent item : items)
{
container.addItem(item);
//Uncomment this code to print out loot and weight pairs
//System.out.println(item.theItemId.getDisplayName() + "\t" + item.itemWeight);
}
}
}