Finished DDLoot.
This commit is contained in:
parent
23e57a9cca
commit
0174899d2e
2 changed files with 70 additions and 133 deletions
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@ -1,6 +1,8 @@
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package com.zixiken.dimdoors;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.List;
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import java.util.Random;
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import net.minecraft.enchantment.Enchantment;
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@ -20,8 +22,8 @@ import com.zixiken.dimdoors.util.WeightedContainer;
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* Registers a category of loot chests for Dimensional Doors in Forge.
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*/
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public class DDLoot {
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private static final String[] SPECIAL_SKULL_OWNERS = new String[] { "stevenrs11", "kamikazekiwi3", "fbt", "Jaitsu", "XCompWiz", "skyboy026", "Wylker" };
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private static final String[] SPECIAL_SKULL_OWNERS = new String[] {
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"stevenrs11", "kamikazekiwi3", "fbt", "Jaitsu", "XCompWiz", "skyboy026", "Wylker" };
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private static final double MIN_ITEM_DAMAGE = 0.3;
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private static final double MAX_ITEM_DAMAGE = 0.9;
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@ -29,21 +31,21 @@ public class DDLoot {
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private static final int MAX_ITEM_ENCHANTMENT_CHANCE = 100;
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private static final int SPECIAL_SKULL_CHANCE = 20;
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private static final int MAX_SPECIAL_SKULL_CHANCE = 100;
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private static final int CHEST_SIZE = 6;
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public static final String DIMENSIONAL_DUNGEON_CHEST = "dimensionalDungeonChest";
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public static ChestGenHooks DungeonChestInfo = null;
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private static final int CHEST_SIZE = 6;
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public static ChestGenHooks dungeonChestInfo = null;
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private DDLoot() {}
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private DDLoot() { }
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public static void registerInfo(DDProperties properties)
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{
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public static void registerInfo(DDProperties properties) {
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// Register the dimensional dungeon chest with ChestGenHooks. This isn't necessary, but allows
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// other mods to add their own loot to our chests if they know our loot category, without having
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// to interface with our code.
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DungeonChestInfo = ChestGenHooks.getInfo(DIMENSIONAL_DUNGEON_CHEST);
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DungeonChestInfo.setMin(CHEST_SIZE);
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DungeonChestInfo.setMax(CHEST_SIZE);
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dungeonChestInfo = ChestGenHooks.getInfo(DIMENSIONAL_DUNGEON_CHEST);
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dungeonChestInfo.setMin(CHEST_SIZE);
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dungeonChestInfo.setMax(CHEST_SIZE);
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ArrayList<WeightedRandomChestContent> items = new ArrayList<WeightedRandomChestContent>();
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@ -60,33 +62,22 @@ public class DDLoot {
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addContent(properties.WorldThreadLootEnabled, items, DimDoors.itemWorldThread, 80, 2, 12);
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// Add all the items to our dungeon chest
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addItemsToContainer(DungeonChestInfo, items);
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addItemsToContainer(dungeonChestInfo, items);
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}
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private static void addContent(boolean include, ArrayList<WeightedRandomChestContent> items,
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Item item, int weight)
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{
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if (include)
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items.add(new WeightedRandomChestContent(item, 0, 1, 1, weight));
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}
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Item item, int weight) {addContent(include, items, item, weight, 1, 1);}
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private static void addContent(boolean include, ArrayList<WeightedRandomChestContent> items,
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Item item, int weight, int minAmount, int maxAmount)
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{
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if (include)
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items.add(new WeightedRandomChestContent(item, 0, minAmount, maxAmount, weight));
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Item item, int weight, int minAmount, int maxAmount) {
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if (include) items.add(new WeightedRandomChestContent(item, 0, minAmount, maxAmount, weight));
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}
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private static void addItemsToContainer(ChestGenHooks container, ArrayList<WeightedRandomChestContent> items)
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{
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for (WeightedRandomChestContent item : items)
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{
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container.addItem(item);
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}
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private static void addItemsToContainer(ChestGenHooks container, ArrayList<WeightedRandomChestContent> items) {
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for (WeightedRandomChestContent item : items) container.addItem(item);
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}
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private static void fillChest(ArrayList<ItemStack> stacks, IInventory inventory, Random random)
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{
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private static void fillChest(ArrayList<ItemStack> stacks, IInventory inventory, Random random) {
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// This custom chest-filling function avoids overwriting item stacks
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// The prime number below is used for choosing chest slots in a seemingly-random pattern. Its value
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@ -96,53 +87,42 @@ public class DDLoot {
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final int primeOffset = 239333;
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int size = inventory.getSizeInventory();
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for (ItemStack item : stacks)
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{
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int limit = size;
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for (ItemStack item : stacks) {
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int index = random.nextInt(size);
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while (limit > 0 && inventory.getStackInSlot(index) != null)
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{
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limit--;
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for(int limit = size; limit > 0 && inventory.getStackInSlot(index) != null; limit--)
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index = (index + primeOffset) % size;
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}
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inventory.setInventorySlotContents(index, item);
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}
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}
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public static void generateChestContents(ChestGenHooks chestInfo, IInventory inventory, Random random)
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{
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public static void generateChestContents(ChestGenHooks chestInfo, IInventory inventory, Random random) {
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// This is a custom version of net.minecraft.util.WeightedRandomChestContent.generateChestContents()
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// It's designed to avoid the following bugs in MC 1.5:
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// 1. If multiple enchanted books appear, then they will have the same enchantment
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// 2. The randomized filling algorithm will sometimes overwrite item stacks with other stacks
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int count = chestInfo.getCount(random);
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WeightedRandomChestContent[] content = chestInfo.getItems(random);
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List<WeightedRandomChestContent> content = chestInfo.getItems(random);
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ArrayList<ItemStack> allStacks = new ArrayList<ItemStack>();
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for (int k = 0; k < count; k++)
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{
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WeightedRandomChestContent selection = (WeightedRandomChestContent)WeightedRandom.getRandomItem(random, content);
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for (int k = 0; k < count; k++) {
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WeightedRandomChestContent selection = WeightedRandom.getRandomItem(random, content);
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// Call getChestGenBase() to make sure we generate a different enchantment for books.
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// Don't just use a condition to check if the item is an instance of ItemEnchantedBook because
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// we don't know if other mods might add items that also need to be regenerated.
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selection = selection.theItemId.getItem().getChestGenBase(chestInfo, random, selection);
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ItemStack[] stacks = ChestGenHooks.generateStacks(random, selection.theItemId, selection.theMinimumChanceToGenerateItem, selection.theMaximumChanceToGenerateItem);
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for (int h = 0; h < stacks.length; h++)
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{
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allStacks.add(stacks[h]);
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}
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allStacks.addAll(Arrays.asList(ChestGenHooks.generateStacks(random, selection.theItemId,
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selection.minStackSize, selection.maxStackSize)));
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}
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fillChest(allStacks, inventory, random);
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}
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public static void fillGraveChest(IInventory inventory, Random random, DDProperties properties)
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{
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public static void fillGraveChest(IInventory inventory, Random random, DDProperties properties) {
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// This function fills "grave chests", which are chests for dungeons that
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// look like a player died in the area and his remains were gathered in
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// a chest. Doing this properly requires fine control of loot generation,
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@ -155,45 +135,31 @@ public class DDLoot {
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// Insert bones and rotten flesh
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// Make stacks of single items to spread them out
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count = MathHelper.getRandomIntegerInRange(random, 2, 5);
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for (k = 0; k < count; k++)
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{
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stacks.add( new ItemStack(Items.bone, 1) );
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}
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for (k = 0; k < count; k++) stacks.add(new ItemStack(Items.bone, 1));
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count = MathHelper.getRandomIntegerInRange(random, 2, 4);
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for (k = 0; k < count; k++)
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{
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stacks.add( new ItemStack(Items.rotten_flesh, 1) );
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}
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for (k = 0; k < count; k++) stacks.add(new ItemStack(Items.rotten_flesh, 1));
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// Insert tools
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// 30% chance of adding a pickaxe
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if (random.nextInt(100) < 30)
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{
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addModifiedTool(Items.iron_pickaxe, stacks, random);
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}
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if (random.nextInt(100) < 30) addModifiedTool(Items.iron_pickaxe, stacks, random);
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// 30% chance of adding a bow and some arrows
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if (random.nextInt(100) < 30)
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{
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if (random.nextInt(100) < 30) {
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addModifiedBow(stacks, random);
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stacks.add( new ItemStack(Items.arrow, MathHelper.getRandomIntegerInRange(random, 8, 32)) );
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stacks.add(new ItemStack(Items.arrow, MathHelper.getRandomIntegerInRange(random, 8, 32)));
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}
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// 10% chance of adding a Rift Blade (no enchants)
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if (properties.RiftBladeLootEnabled && random.nextInt(100) < 10)
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{
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stacks.add( new ItemStack(DimDoors.itemRiftBlade, 1) );
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}
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stacks.add(new ItemStack(DimDoors.itemRiftBlade, 1));
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else
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{
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// 20% of adding an iron sword, 10% of adding a stone sword
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addModifiedSword( getRandomItem(Items.iron_sword, Items.stone_sword, null, 20, 10, random) , stacks, random);
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}
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addModifiedSword(getRandomItem(Items.iron_sword, Items.stone_sword, 20, 10, random), stacks, random);
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// Insert equipment
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// For each piece, 25% of an iron piece, 10% of a chainmail piece
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addModifiedEquipment( getRandomItem(Items.iron_helmet, Items.chainmail_helmet, null, 25, 10, random) , stacks, random);
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addModifiedEquipment( getRandomItem(Items.iron_chestplate, Items.chainmail_chestplate, null, 25, 10, random) , stacks, random);
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addModifiedEquipment( getRandomItem(Items.iron_leggings, Items.chainmail_leggings, null, 25, 10, random) , stacks, random);
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addModifiedEquipment( getRandomItem(Items.iron_boots, Items.iron_boots, null, 25, 10, random) , stacks, random);
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addModifiedEquipment(getRandomItem(Items.iron_helmet, Items.chainmail_helmet, 25, 10, random), stacks, random);
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addModifiedEquipment(getRandomItem(Items.iron_chestplate, Items.chainmail_chestplate, 25, 10, random), stacks, random);
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addModifiedEquipment(getRandomItem(Items.iron_leggings, Items.chainmail_leggings, 25, 10, random), stacks, random);
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addModifiedEquipment(getRandomItem(Items.iron_boots, Items.iron_boots, 25, 10, random), stacks, random);
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// Insert other random stuff
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// 40% chance for a name tag, 35% chance for a glass bottle
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@ -206,93 +172,64 @@ public class DDLoot {
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addItemWithChance(stacks, random, 5, Items.record_11, 1);
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// Finally, there is a 5% chance of adding a player head
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if (random.nextInt(100) < 5)
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{
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addGraveSkull(stacks, random);
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}
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if (random.nextInt(100) < 5) addGraveSkull(stacks, random);
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fillChest(stacks, inventory, random);
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}
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private static void addModifiedEquipment(Item item, ArrayList<ItemStack> stacks, Random random)
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{
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if (item == null)
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return;
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stacks.add( getModifiedItem(item, random, new Enchantment[] { Enchantment.blastProtection, Enchantment.fireProtection, Enchantment.protection, Enchantment.projectileProtection }) );
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private static void addModifiedEquipment(Item item, ArrayList<ItemStack> stacks, Random random) {
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if (item == null) return;
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stacks.add(getModifiedItem(item, random, Enchantment.blastProtection, Enchantment.fireProtection,
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Enchantment.protection, Enchantment.projectileProtection));
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}
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private static void addModifiedSword(Item item, ArrayList<ItemStack> stacks, Random random)
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{
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if (item == null)
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return;
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stacks.add( getModifiedItem(item, random, new Enchantment[] { Enchantment.fireAspect, Enchantment.knockback, Enchantment.sharpness }) );
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private static void addModifiedSword(Item item, ArrayList<ItemStack> stacks, Random random) {
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if (item == null) return;
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stacks.add(getModifiedItem(item, random, Enchantment.fireAspect, Enchantment.knockback, Enchantment.sharpness));
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}
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private static void addModifiedTool(Item tool, ArrayList<ItemStack> stacks, Random random)
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{
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if (tool == null)
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return;
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stacks.add( getModifiedItem(tool, random, new Enchantment[] { Enchantment.efficiency, Enchantment.unbreaking }) );
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private static void addModifiedTool(Item tool, ArrayList<ItemStack> stacks, Random random) {
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if (tool == null) return;
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stacks.add(getModifiedItem(tool, random, Enchantment.efficiency, Enchantment.unbreaking));
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}
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private static void addModifiedBow(ArrayList<ItemStack> stacks, Random random)
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{
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stacks.add( getModifiedItem(Items.bow, random, new Enchantment[] { Enchantment.flame, Enchantment.power, Enchantment.punch }) );
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private static void addModifiedBow(ArrayList<ItemStack> stacks, Random random) {
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stacks.add(getModifiedItem(Items.bow, random, Enchantment.flame, Enchantment.power, Enchantment.punch));
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}
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private static ItemStack getModifiedItem(Item item, Random random, Enchantment[] enchantments)
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{
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private static ItemStack getModifiedItem(Item item, Random random, Enchantment ... enchantments) {
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ItemStack result = applyRandomDamage(item, random);
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if (enchantments.length > 0 && random.nextInt(MAX_ITEM_ENCHANTMENT_CHANCE) < ITEM_ENCHANTMENT_CHANCE)
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{
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result.addEnchantment(enchantments[ random.nextInt(enchantments.length) ], 1);
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}
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result.addEnchantment(enchantments[random.nextInt(enchantments.length)], 1);
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return result;
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}
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private static Item getRandomItem(Item a, Item b, Item c, int weightA, int weightB, Random random)
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{
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private static Item getRandomItem(Item a, Item b, int weightA, int weightB, Random random) {
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int roll = random.nextInt(100);
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if (roll < weightA)
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return a;
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if (roll < weightA + weightB)
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return b;
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return c;
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if (roll < weightA) return a;
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if (roll < weightA + weightB) return b;
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return null;
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}
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private static void addItemWithChance(ArrayList<ItemStack> stacks, Random random, int chance, Item item, int count)
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{
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if (random.nextInt(100) < chance)
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{
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stacks.add(new ItemStack(item, count));
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}
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private static void addItemWithChance(ArrayList<ItemStack> stacks, Random random, int chance, Item item, int count) {
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if (random.nextInt(100) < chance) stacks.add(new ItemStack(item, count));
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}
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private static ItemStack applyRandomDamage(Item item, Random random)
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{
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int damage = (int) (item.getMaxDamage() * MathHelper.getRandomDoubleInRange(random, MIN_ITEM_DAMAGE, MAX_ITEM_DAMAGE));
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return new ItemStack(item, 1, damage);
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private static ItemStack applyRandomDamage(Item item, Random random) {
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return new ItemStack(item, 1, (int)(item.getMaxDamage() *
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MathHelper.getRandomDoubleInRange(random, MIN_ITEM_DAMAGE, MAX_ITEM_DAMAGE)));
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}
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private static void addGraveSkull(ArrayList<ItemStack> stacks, Random random)
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{
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private static void addGraveSkull(ArrayList<ItemStack> stacks, Random random) {
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final int PLAYER_SKULL_METADATA = 3;
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DeathTracker deathTracker = DimDoors.deathTracker;
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String skullOwner;
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if (deathTracker.isEmpty() || (random.nextInt(MAX_SPECIAL_SKULL_CHANCE) < SPECIAL_SKULL_CHANCE))
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{
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skullOwner = SPECIAL_SKULL_OWNERS[ random.nextInt(SPECIAL_SKULL_OWNERS.length) ];
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}
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else
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{
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skullOwner = deathTracker.getRandomUsername(random);
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}
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skullOwner = SPECIAL_SKULL_OWNERS[random.nextInt(SPECIAL_SKULL_OWNERS.length)];
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else skullOwner = deathTracker.getRandomUsername(random);
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ItemStack skull = new ItemStack(Items.skull, 1, PLAYER_SKULL_METADATA);
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skull.stackTagCompound = new NBTTagCompound();
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skull.stackTagCompound.setString("SkullOwner", skullOwner);
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skull.setTagCompound(new NBTTagCompound());
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skull.getTagCompound().setString("SkullOwner", skullOwner);
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stacks.add(skull);
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}
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}
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@ -50,7 +50,7 @@ public class FillContainersOperation extends WorldOperation
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}
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else
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{
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DDLoot.generateChestContents(DDLoot.DungeonChestInfo, chest, random);
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DDLoot.generateChestContents(DDLoot.dungeonChestInfo, chest, random);
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}
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}
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}
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