Set loot chests to generate 6 stacks of items instead of 5 stacks. Increased the maximum amount of World Thread per stack from 8 to 12 threads. Increased the chance of encountering a grave chest to 1 in 6 instead of 1 in 7.
298 lines
11 KiB
Java
298 lines
11 KiB
Java
package StevenDimDoors.mod_pocketDim;
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import java.util.ArrayList;
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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.nbt.NBTTagCompound;
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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.config.DDProperties;
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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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private static final String[] SPECIAL_SKULL_OWNERS = new String[] { "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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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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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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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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private DDLoot() { }
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public static void registerInfo(DDProperties properties)
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{
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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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ArrayList<WeightedRandomChestContent> items = new ArrayList<WeightedRandomChestContent>();
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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.FabricOfRealityLootEnabled, items, mod_pocketDim.blockDimWall.blockID, 20, 16, 64);
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addContent(properties.WorldThreadLootEnabled, items, mod_pocketDim.itemWorldThread.itemID, 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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}
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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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if (include)
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items.add(new WeightedRandomChestContent(itemID, 0, 1, 1, weight));
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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, 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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}
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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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}
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private static void fillChest(ArrayList<ItemStack> stacks, IInventory inventory, Random random)
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{
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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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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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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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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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// 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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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
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// 40% chance for a name tag, 35% chance for a glass bottle
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// 30% chance for an ender pearl, 5% chance for record 11
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// 30% chance for a ghast tear
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addItemWithChance(stacks, random, 40, Item.nameTag, 1);
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addItemWithChance(stacks, random, 35, Item.glassBottle, 1);
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addItemWithChance(stacks, random, 30, Item.enderPearl, 1);
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addItemWithChance(stacks, random, 30, Item.ghastTear, 1);
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addItemWithChance(stacks, random, 5, Item.record11, 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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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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}
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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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}
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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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}
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private static void addModifiedBow(ArrayList<ItemStack> stacks, Random random)
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{
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stacks.add( getModifiedItem(Item.bow, random, new Enchantment[] { 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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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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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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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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}
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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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}
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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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}
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private static void addGraveSkull(ArrayList<ItemStack> stacks, Random random)
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{
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final int PLAYER_SKULL_METADATA = 3;
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DeathTracker deathTracker = mod_pocketDim.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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ItemStack skull = new ItemStack(Item.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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stacks.add(skull);
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}
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}
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