Changed the values for the random chance, and moved it over to a float based system for random chance, as CreepyCre recommended.
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5fa0b0decc
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1 changed files with 6 additions and 6 deletions
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@ -32,9 +32,9 @@ import java.util.Random;
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@Mixin(value = ServerPlayerEntity.class, priority = 900)
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public abstract class ServerPlayerEntityMixin extends PlayerEntityMixin {
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private static final int RANDOM_ACTION_BOUND = 1;
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private static final int CHANCE_TO_DECREASE_ARMOR_DURABILITY = 20;
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private static final int CHANCE_TO_REPLACE_ITEMSLOT_WITH_UNRAVLED_FABRIC = 1;
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private static final float RANDOM_ACTION_CHANCE = 0.1F;
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private static final float CHANCE_TO_DECREASE_ARMOR_DURABILITY = 0.03F;
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private static final float CHANCE_TO_REPLACE_ITEMSLOT_WITH_UNRAVLED_FABRIC = 0.005F;
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Random random = new Random();
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public ServerPlayerEntityMixin(EntityType<? extends LivingEntity> entityType, World world) {
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@ -44,7 +44,7 @@ public abstract class ServerPlayerEntityMixin extends PlayerEntityMixin {
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@Inject(method = "tick", at = @At("HEAD"), cancellable = true)
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public void mobTickMixin(CallbackInfo ci) {
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if (PlayerModifiersComponent.getFray(this) >= 125) {
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if (random.nextInt(RANDOM_ACTION_BOUND) == 0) {
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if (random.nextFloat() <= RANDOM_ACTION_CHANCE) {
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doRandomFunction(this);
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}
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}
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@ -67,7 +67,7 @@ public abstract class ServerPlayerEntityMixin extends PlayerEntityMixin {
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private void addRandomUnravledFabric(PlayerEntity player) {
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if(PlayerModifiersComponent.getFray(player) < DimensionalDoorsInitializer.getConfig().getPlayerConfig().fray.unravledFabricInInventoryFray)
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return;
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if(random.nextInt(CHANCE_TO_REPLACE_ITEMSLOT_WITH_UNRAVLED_FABRIC) != 0)
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if(!(random.nextFloat() <= CHANCE_TO_REPLACE_ITEMSLOT_WITH_UNRAVLED_FABRIC))
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return;
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int slot = random.nextInt(player.getInventory().main.size());
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@ -85,7 +85,7 @@ public abstract class ServerPlayerEntityMixin extends PlayerEntityMixin {
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if(PlayerModifiersComponent.getFray(player) < DimensionalDoorsInitializer.getConfig().getPlayerConfig().fray.unravledFabricInInventoryFray)
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return;
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for (int i = 0; i < player.getInventory().armor.size(); i++)
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if (random.nextInt(CHANCE_TO_DECREASE_ARMOR_DURABILITY) == 0)
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if(random.nextFloat() <= CHANCE_TO_DECREASE_ARMOR_DURABILITY)
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player.getArmorItems().forEach((itemStack) -> {
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itemStack.setDamage(itemStack.getDamage() + 1);
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});
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