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@@ -1,145 +1,61 @@
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package StevenDimDoors.mod_pocketDim;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.Random;
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import net.minecraft.enchantment.Enchantment;
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import net.minecraft.inventory.IInventory;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.MathHelper;
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import net.minecraft.util.WeightedRandom;
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import net.minecraft.util.WeightedRandomChestContent;
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import net.minecraftforge.common.ChestGenHooks;
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import StevenDimDoors.mod_pocketDim.util.WeightedContainer;
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/*
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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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//These are the categories of loot to be merged into our chests
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static final String[] chestSources = new String[] {
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ChestGenHooks.MINESHAFT_CORRIDOR,
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ChestGenHooks.PYRAMID_DESERT_CHEST,
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ChestGenHooks.PYRAMID_JUNGLE_CHEST,
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ChestGenHooks.STRONGHOLD_CORRIDOR,
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ChestGenHooks.STRONGHOLD_CROSSING,
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ChestGenHooks.VILLAGE_BLACKSMITH,
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ChestGenHooks.DUNGEON_CHEST
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};
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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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private static final int ITEM_ENCHANTMENT_CHANCE = 50;
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private static final int MAX_ITEM_ENCHANTMENT_CHANCE = 100;
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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 = 5;
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private static final int COMMON_LOOT_WEIGHT = 9; //1 less than weight of iron ingots
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private static final int UNCOMMON_LOOT_WEIGHT = 4; //1 less than weight of iron armor
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private static final int RARE_LOOT_WEIGHT = 1; //Same weight as music discs, golden apple
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private static final int DUNGEON_CHEST_WEIGHT_INFLATION = 10; // (weight of iron ingots in dungeon) / (weight of iron ingots in other chests)
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private DDLoot() { }
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public static void registerInfo()
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public static void registerInfo(DDProperties properties)
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{
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DDProperties properties = DDProperties.instance();
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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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// 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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//Merge the item lists from source chests
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//This means chests will include future loot as Minecraft updates! ^_^
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ArrayList<WeightedRandomChestContent> items = mergeCategories(chestSources);
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ArrayList<WeightedRandomChestContent> items = new ArrayList<WeightedRandomChestContent>();
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//Add any enabled DD loot to the list of items
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addContent(properties.FabricOfRealityLootEnabled, items, mod_pocketDim.blockDimWall.blockID, 8, 32, COMMON_LOOT_WEIGHT);
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addContent(true, items, Item.ingotIron.itemID, 160, 1, 3);
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addContent(true, items, Item.coal.itemID, 120, 1, 3);
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addContent(true, items, Item.netherQuartz.itemID, 120, 1, 3);
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addContent(true, items, Item.enchantedBook.itemID, 100);
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addContent(true, items, Item.ingotGold.itemID, 80, 1, 3);
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addContent(true, items, Item.diamond.itemID, 40, 1, 2);
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addContent(true, items, Item.emerald.itemID, 20, 1, 2);
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addContent(true, items, Item.appleGold.itemID, 10);
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addContent(properties.DimensionalDoorLootEnabled, items, mod_pocketDim.itemDimDoor.itemID, UNCOMMON_LOOT_WEIGHT);
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addContent(properties.WarpDoorLootEnabled, items, mod_pocketDim.itemExitDoor.itemID, UNCOMMON_LOOT_WEIGHT);
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addContent(properties.TransTrapdoorLootEnabled, items, mod_pocketDim.transTrapdoor.blockID, UNCOMMON_LOOT_WEIGHT);
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addContent(properties.RiftSignatureLootEnabled, items, mod_pocketDim.itemLinkSignature.itemID, UNCOMMON_LOOT_WEIGHT);
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addContent(properties.StableFabricLootEnabled, items, mod_pocketDim.itemStableFabric.itemID, UNCOMMON_LOOT_WEIGHT);
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addContent(properties.RiftRemoverLootEnabled, items, mod_pocketDim.itemRiftRemover.itemID, UNCOMMON_LOOT_WEIGHT);
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addContent(properties.FabricOfRealityLootEnabled, items, mod_pocketDim.blockDimWall.blockID, 80, 4, 16);
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addContent(properties.StableFabricLootEnabled, items, mod_pocketDim.itemStableFabric.itemID, 40);
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addContent(properties.UnstableDoorLootEnabled, items, mod_pocketDim.itemChaosDoor.itemID, RARE_LOOT_WEIGHT);
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addContent(properties.StabilizedRiftSignatureLootEnabled, items, mod_pocketDim.itemStabilizedLinkSignature.itemID, RARE_LOOT_WEIGHT);
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addContent(properties.RiftBladeLootEnabled, items, mod_pocketDim.itemRiftBlade.itemID, RARE_LOOT_WEIGHT);
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//Add all the items to our dungeon chest
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// Add all the items to our dungeon chest
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addItemsToContainer(DungeonChestInfo, items);
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}
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private static ArrayList<WeightedRandomChestContent> mergeCategories(String[] categories)
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{
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//Retrieve the items of each container category and merge the lists together. If two matching items
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//are found, choose the item with the minimum weight. Special checks are included for DUNGEON_CHEST
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//because the items in that category have strange weights that are incompatible with all other
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//chest categories.
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Random random = new Random();
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HashMap<Integer, WeightedRandomChestContent> container = new HashMap<Integer, WeightedRandomChestContent>();
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for (String category : categories)
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{
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WeightedRandomChestContent[] items = ChestGenHooks.getItems(category, random);
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for (WeightedRandomChestContent item : items)
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{
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ItemStack stack = item.theItemId;
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int id = stack.itemID;
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int subtype = stack.getItem().getHasSubtypes() ? stack.getItemDamage() : 0;
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//Correct the weights of Vanilla dungeon chests (DUNGEON_CHEST)
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//Comparing by String references is valid here since they should match!
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if (category == ChestGenHooks.DUNGEON_CHEST)
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{
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//It's okay to modify the weights directly. These are copies of instances,
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//not direct references. It won't affect Vanilla chests.
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item.itemWeight /= DUNGEON_CHEST_WEIGHT_INFLATION;
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if (item.itemWeight == 0)
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item.itemWeight = 1;
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}
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//Generate an identifier for this item using its item ID and damage value,
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//if it has subtypes. This solves the issue of matching items that have
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//the same item ID but different subtypes (e.g. wood planks, dyes).
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int key = ((subtype & 0xFFFF) << 16) + ((id & 0xFFFF) << 16);
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WeightedRandomChestContent other = container.get(key);
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if (other == null)
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{
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//This item has not been seen before. Simply add it to the container.
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container.put(key, item);
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}
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else
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{
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//This item conflicts with an existing entry. Replace that entry
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//if our current item has a lower weight.
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if (item.itemWeight < other.itemWeight)
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{
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container.put(key, item);
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}
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}
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}
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}
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//I've added a minor hack here to make enchanted books more common
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//If this is necessary for more items, create an override table and use that
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//rather than hardcoding the changes below
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final int enchantedBookID = Item.enchantedBook.itemID;
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for (WeightedRandomChestContent item : container.values())
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{
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if (item.theItemId.itemID == enchantedBookID)
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{
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item.itemWeight = 4;
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break;
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}
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}
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//Return merged list
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return new ArrayList<WeightedRandomChestContent>( container.values() );
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}
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private static void addContent(boolean include, ArrayList<WeightedRandomChestContent> items,
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int itemID, int weight)
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{
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@@ -148,7 +64,7 @@ public class DDLoot {
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}
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private static void addContent(boolean include, ArrayList<WeightedRandomChestContent> items,
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int itemID, int minAmount, int maxAmount, int weight)
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int itemID, int weight, int minAmount, int maxAmount)
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{
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if (include)
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items.add(new WeightedRandomChestContent(itemID, 0, minAmount, maxAmount, weight));
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@@ -156,44 +72,23 @@ public class DDLoot {
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private static void addItemsToContainer(ChestGenHooks container, ArrayList<WeightedRandomChestContent> items)
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{
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//System.out.println("Preparing Chest Stuff");
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for (WeightedRandomChestContent item : items)
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{
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container.addItem(item);
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//Uncomment this code to print out loot and weight pairs
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//System.out.println(item.theItemId.getDisplayName() + "\t" + item.itemWeight);
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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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private static void fillChest(ArrayList<ItemStack> stacks, IInventory inventory, Random random)
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{
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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. The randomized filling algorithm will sometimes overwrite item stacks with other stacks
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//2. If multiple enchanted books appear, then they will have the same enchantment
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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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//was selected specifically to achieve a spread-out distribution for chests with up to 104 slots.
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//Choosing a prime number ensures that our increments are relatively-prime to the chest size, which
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//means we'll cover all the slots before repeating any. This is mathematically guaranteed.
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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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// was selected specifically to achieve a spread-out distribution for chests with up to 104 slots.
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// Choosing a prime number ensures that our increments are relatively-prime to the chest size, which
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// means we'll cover all the slots before repeating any. This is mathematically guaranteed.
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final int primeOffset = 239333;
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int count = chestInfo.getCount(random);
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int size = inventory.getSizeInventory();
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WeightedRandomChestContent[] content = chestInfo.getItems(random);
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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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//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 (ItemStack item : stacks)
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{
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int limit = size;
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@@ -208,5 +103,160 @@ public class DDLoot {
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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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// 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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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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// 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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}
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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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// 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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// so we use our own function rather than Minecraft's functions.
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int k;
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int count;
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ArrayList<ItemStack> stacks = new ArrayList<ItemStack>();
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ArrayList<WeightedContainer<Item>> selection = new ArrayList<WeightedContainer<Item>>();
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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(Item.bone, 1) );
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}
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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(Item.rottenFlesh, 1) );
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}
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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(Item.pickaxeIron, stacks, random);
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}
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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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addModifiedBow(stacks, random);
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stacks.add( new ItemStack(Item.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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{
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stacks.add( new ItemStack(mod_pocketDim.itemRiftBlade, 1) );
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}
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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(Item.swordIron, Item.swordStone, null, 20, 10, random) , stacks, random);
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}
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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(Item.helmetIron, Item.helmetChain, null, 25, 10, random) , stacks, random);
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|
|
addModifiedEquipment( getRandomItem(Item.plateIron, Item.plateChain, null, 25, 10, random) , stacks, random);
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|
|
addModifiedEquipment( getRandomItem(Item.legsIron, Item.legsChain, null, 25, 10, random) , stacks, random);
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|
|
addModifiedEquipment( getRandomItem(Item.bootsIron, Item.bootsChain, null, 25, 10, random) , stacks, random);
|
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|
|
|
|
|
|
|
// Insert other random stuff
|
|
|
|
|
// 40% chance for a name tag, 35% chance for a glass bottle, and 5% chance for record 11
|
|
|
|
|
addItemWithChance(stacks, random, 40, Item.nameTag, 1);
|
|
|
|
|
addItemWithChance(stacks, random, 35, Item.glassBottle, 1);
|
|
|
|
|
addItemWithChance(stacks, random, 5, Item.record11, 1);
|
|
|
|
|
|
|
|
|
|
fillChest(stacks, inventory, random);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void addModifiedEquipment(Item item, ArrayList<ItemStack> stacks, Random random)
|
|
|
|
|
{
|
|
|
|
|
if (item == null)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
stacks.add( getModifiedItem(item, random, new Enchantment[] { Enchantment.blastProtection, Enchantment.fireProtection, Enchantment.protection, Enchantment.projectileProtection }) );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void addModifiedSword(Item item, ArrayList<ItemStack> stacks, Random random)
|
|
|
|
|
{
|
|
|
|
|
if (item == null)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
stacks.add( getModifiedItem(item, random, new Enchantment[] { Enchantment.fireAspect, Enchantment.knockback, Enchantment.sharpness }) );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void addModifiedTool(Item tool, ArrayList<ItemStack> stacks, Random random)
|
|
|
|
|
{
|
|
|
|
|
if (tool == null)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
stacks.add( getModifiedItem(tool, random, new Enchantment[] { Enchantment.efficiency, Enchantment.unbreaking }) );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void addModifiedBow(ArrayList<ItemStack> stacks, Random random)
|
|
|
|
|
{
|
|
|
|
|
stacks.add( getModifiedItem(Item.bow, random, new Enchantment[] { Enchantment.flame, Enchantment.power, Enchantment.punch }) );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static ItemStack getModifiedItem(Item item, Random random, Enchantment[] enchantments)
|
|
|
|
|
{
|
|
|
|
|
ItemStack result = applyRandomDamage(item, random);
|
|
|
|
|
if (enchantments.length > 0 && random.nextInt(MAX_ITEM_ENCHANTMENT_CHANCE) < ITEM_ENCHANTMENT_CHANCE)
|
|
|
|
|
{
|
|
|
|
|
result.addEnchantment(enchantments[ random.nextInt(enchantments.length) ], 1);
|
|
|
|
|
}
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static Item getRandomItem(Item a, Item b, Item c, int weightA, int weightB, Random random)
|
|
|
|
|
{
|
|
|
|
|
int roll = random.nextInt(100);
|
|
|
|
|
if (roll < weightA)
|
|
|
|
|
return a;
|
|
|
|
|
if (roll < weightA + weightB)
|
|
|
|
|
return b;
|
|
|
|
|
return c;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static void addItemWithChance(ArrayList<ItemStack> stacks, Random random, int chance, Item item, int count)
|
|
|
|
|
{
|
|
|
|
|
if (random.nextInt(100) < chance)
|
|
|
|
|
{
|
|
|
|
|
stacks.add(new ItemStack(item, count));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private static ItemStack applyRandomDamage(Item item, Random random)
|
|
|
|
|
{
|
|
|
|
|
int damage = (int) (item.getMaxDamage() * MathHelper.getRandomDoubleInRange(random, MIN_ITEM_DAMAGE, MAX_ITEM_DAMAGE));
|
|
|
|
|
return new ItemStack(item, 1, damage);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|