Files
DimDoors/src/main/java/StevenDimDoors/mod_pocketDim/DDLoot.java
SenseiKiwi a6048c6c29 Overhauled Loot
Changed our loot generation. Instead of relying on Minecraft's built-in
loot categories, we now have our own static loot category. There are two
types of chests now. Regular chests contain randomly-picked coal, iron,
gold, diamonds, emeralds, quartz, enchanted books, and golden apples
(very rare). We also have a function for filling out "grave chests",
which occur in 1 out of every 7 chests. Those contain rotten flesh,
bones, and some armor pieces and equipment that are assigned random
damage values and occasionally also get level 1 enchantments. Small
changes were made to various files to incorporate this update.
2013-12-22 18:30:16 -04:00

263 lines
10 KiB
Java

package StevenDimDoors.mod_pocketDim;
import java.util.ArrayList;
import java.util.Random;
import net.minecraft.enchantment.Enchantment;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.MathHelper;
import net.minecraft.util.WeightedRandom;
import net.minecraft.util.WeightedRandomChestContent;
import net.minecraftforge.common.ChestGenHooks;
import StevenDimDoors.mod_pocketDim.util.WeightedContainer;
/*
* Registers a category of loot chests for Dimensional Doors in Forge.
*/
public class DDLoot {
private static final double MIN_ITEM_DAMAGE = 0.3;
private static final double MAX_ITEM_DAMAGE = 0.9;
private static final int ITEM_ENCHANTMENT_CHANCE = 50;
private static final int MAX_ITEM_ENCHANTMENT_CHANCE = 100;
public static final String DIMENSIONAL_DUNGEON_CHEST = "dimensionalDungeonChest";
public static ChestGenHooks DungeonChestInfo = null;
private static final int CHEST_SIZE = 5;
private DDLoot() { }
public static void registerInfo(DDProperties properties)
{
// 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);
ArrayList<WeightedRandomChestContent> items = new ArrayList<WeightedRandomChestContent>();
addContent(true, items, Item.ingotIron.itemID, 160, 1, 3);
addContent(true, items, Item.coal.itemID, 120, 1, 3);
addContent(true, items, Item.netherQuartz.itemID, 120, 1, 3);
addContent(true, items, Item.enchantedBook.itemID, 100);
addContent(true, items, Item.ingotGold.itemID, 80, 1, 3);
addContent(true, items, Item.diamond.itemID, 40, 1, 2);
addContent(true, items, Item.emerald.itemID, 20, 1, 2);
addContent(true, items, Item.appleGold.itemID, 10);
addContent(properties.FabricOfRealityLootEnabled, items, mod_pocketDim.blockDimWall.blockID, 80, 4, 16);
addContent(properties.StableFabricLootEnabled, items, mod_pocketDim.itemStableFabric.itemID, 40);
// Add all the items to our dungeon chest
addItemsToContainer(DungeonChestInfo, items);
}
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 weight, int minAmount, int maxAmount)
{
if (include)
items.add(new WeightedRandomChestContent(itemID, 0, minAmount, maxAmount, weight));
}
private static void addItemsToContainer(ChestGenHooks container, ArrayList<WeightedRandomChestContent> items)
{
for (WeightedRandomChestContent item : items)
{
container.addItem(item);
}
}
private static void fillChest(ArrayList<ItemStack> stacks, IInventory inventory, Random random)
{
// This custom chest-filling function avoids overwriting item stacks
// The prime number below is used for choosing chest slots in a seemingly-random pattern. Its value
// was selected specifically to achieve a spread-out distribution for chests with up to 104 slots.
// Choosing a prime number ensures that our increments are relatively-prime to the chest size, which
// means we'll cover all the slots before repeating any. This is mathematically guaranteed.
final int primeOffset = 239333;
int size = inventory.getSizeInventory();
for (ItemStack item : stacks)
{
int limit = size;
int index = random.nextInt(size);
while (limit > 0 && inventory.getStackInSlot(index) != null)
{
limit--;
index = (index + primeOffset) % size;
}
inventory.setInventorySlotContents(index, item);
}
}
public static void generateChestContents(ChestGenHooks chestInfo, IInventory inventory, Random random)
{
// This is a custom version of net.minecraft.util.WeightedRandomChestContent.generateChestContents()
// It's designed to avoid the following bugs in MC 1.5:
// 1. If multiple enchanted books appear, then they will have the same enchantment
// 2. The randomized filling algorithm will sometimes overwrite item stacks with other stacks
int count = chestInfo.getCount(random);
WeightedRandomChestContent[] content = chestInfo.getItems(random);
ArrayList<ItemStack> allStacks = new ArrayList<ItemStack>();
for (int k = 0; k < count; k++)
{
WeightedRandomChestContent selection = (WeightedRandomChestContent)WeightedRandom.getRandomItem(random, content);
// Call getChestGenBase() to make sure we generate a different enchantment for books.
// Don't just use a condition to check if the item is an instance of ItemEnchantedBook because
// we don't know if other mods might add items that also need to be regenerated.
selection = selection.theItemId.getItem().getChestGenBase(chestInfo, random, selection);
ItemStack[] stacks = ChestGenHooks.generateStacks(random, selection.theItemId, selection.theMinimumChanceToGenerateItem, selection.theMaximumChanceToGenerateItem);
for (int h = 0; h < stacks.length; h++)
{
allStacks.add(stacks[h]);
}
}
fillChest(allStacks, inventory, random);
}
public static void fillGraveChest(IInventory inventory, Random random, DDProperties properties)
{
// This function fills "grave chests", which are chests for dungeons that
// look like a player died in the area and his remains were gathered in
// a chest. Doing this properly requires fine control of loot generation,
// so we use our own function rather than Minecraft's functions.
int k;
int count;
ArrayList<ItemStack> stacks = new ArrayList<ItemStack>();
ArrayList<WeightedContainer<Item>> selection = new ArrayList<WeightedContainer<Item>>();
// Insert bones and rotten flesh
// Make stacks of single items to spread them out
count = MathHelper.getRandomIntegerInRange(random, 2, 5);
for (k = 0; k < count; k++)
{
stacks.add( new ItemStack(Item.bone, 1) );
}
count = MathHelper.getRandomIntegerInRange(random, 2, 4);
for (k = 0; k < count; k++)
{
stacks.add( new ItemStack(Item.rottenFlesh, 1) );
}
// Insert tools
// 30% chance of adding a pickaxe
if (random.nextInt(100) < 30)
{
addModifiedTool(Item.pickaxeIron, stacks, random);
}
// 30% chance of adding a bow and some arrows
if (random.nextInt(100) < 30)
{
addModifiedBow(stacks, random);
stacks.add( new ItemStack(Item.arrow, MathHelper.getRandomIntegerInRange(random, 8, 32)) );
}
// 10% chance of adding a Rift Blade (no enchants)
if (properties.RiftBladeLootEnabled && random.nextInt(100) < 10)
{
stacks.add( new ItemStack(mod_pocketDim.itemRiftBlade, 1) );
}
else
{
// 20% of adding an iron sword, 10% of adding a stone sword
addModifiedSword( getRandomItem(Item.swordIron, Item.swordStone, null, 20, 10, random) , stacks, random);
}
// Insert equipment
// For each piece, 25% of an iron piece, 10% of a chainmail piece
addModifiedEquipment( getRandomItem(Item.helmetIron, Item.helmetChain, null, 25, 10, random) , stacks, random);
addModifiedEquipment( getRandomItem(Item.plateIron, Item.plateChain, null, 25, 10, random) , stacks, random);
addModifiedEquipment( getRandomItem(Item.legsIron, Item.legsChain, null, 25, 10, random) , stacks, random);
addModifiedEquipment( getRandomItem(Item.bootsIron, Item.bootsChain, null, 25, 10, random) , stacks, random);
// 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);
}
}