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-rw-r--r--patches/server/0202-Configurable-Alternative-LootPool-Luck-Formula.patch78
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diff --git a/patches/server/0202-Configurable-Alternative-LootPool-Luck-Formula.patch b/patches/server/0202-Configurable-Alternative-LootPool-Luck-Formula.patch
new file mode 100644
index 0000000000..20b7414cd7
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+++ b/patches/server/0202-Configurable-Alternative-LootPool-Luck-Formula.patch
@@ -0,0 +1,78 @@
+From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
+From: Aikar <[email protected]>
+Date: Fri, 15 Jun 2018 00:30:32 -0400
+Subject: [PATCH] Configurable Alternative LootPool Luck Formula
+
+Rewrites the Vanilla luck application formula so that luck can be
+applied to items that do not have any quality defined.
+
+See: https://luckformula.emc.gs for data and details
+-----------
+
+The rough summary is:
+My goal was that in a pool, when luck was applied, the pool
+rebalances so the percentages for bigger items is
+lowered and smaller items is boosted.
+
+Do this by boosting and then reducing the weight value,
+so that larger numbers are penalized more than smaller numbers.
+resulting in a larger reduction of entries for more common
+items than the reduction on small weights,
+giving smaller weights more of a chance
+
+-----------
+
+This work kind of obsoletes quality, but quality would be useful
+for 2 items with same weight that you want luck to impact
+in varying directions.
+
+Fishing still falls into that as the weights are closer, so luck
+will invalidate junk more.
+
+This change will result in some major changes to fishing formulas.
+
+-----------
+
+I would love to see this change in Vanilla, so Mojang please pull :)
+
+diff --git a/src/main/java/net/minecraft/world/level/storage/loot/entries/LootPoolSingletonContainer.java b/src/main/java/net/minecraft/world/level/storage/loot/entries/LootPoolSingletonContainer.java
+index 6d5a2806345ff86e143e16ecedc2f1e8d80f5b85..d3de18b1f856a99aa4f2a556956af7e5511164bf 100644
+--- a/src/main/java/net/minecraft/world/level/storage/loot/entries/LootPoolSingletonContainer.java
++++ b/src/main/java/net/minecraft/world/level/storage/loot/entries/LootPoolSingletonContainer.java
+@@ -122,9 +122,35 @@ public abstract class LootPoolSingletonContainer extends LootPoolEntryContainer
+ protected abstract class EntryBase implements LootPoolEntry {
+ @Override
+ public int getWeight(float luck) {
+- return Math.max(Mth.floor((float)LootPoolSingletonContainer.this.weight + (float)LootPoolSingletonContainer.this.quality * luck), 0);
++ // Paper start - Offer an alternative loot formula to refactor how luck bonus applies
++ // SEE: https://luckformula.emc.gs for details and data
++ if (LootPoolSingletonContainer.this.lastLuck != null && LootPoolSingletonContainer.this.lastLuck == luck) {
++ return lastWeight;
++ }
++ // This is vanilla
++ float qualityModifer = (float) LootPoolSingletonContainer.this.quality * luck;
++ double baseWeight = (LootPoolSingletonContainer.this.weight + qualityModifer);
++ if (io.papermc.paper.configuration.GlobalConfiguration.get().misc.useAlternativeLuckFormula) {
++ // Random boost to avoid losing precision in the final int cast on return
++ final int weightBoost = 100;
++ baseWeight *= weightBoost;
++ // If we have vanilla 1, bump that down to 0 so nothing is is impacted
++ // vanilla 3 = 300, 200 basis = impact 2%
++ // =($B2*(($B2-100)/100/100))
++ double impacted = baseWeight * ((baseWeight - weightBoost) / weightBoost / 100);
++ // =($B$7/100)
++ float luckModifier = Math.min(100, luck * 10) / 100;
++ // =B2 - (C2 *($B$7/100))
++ baseWeight = Math.ceil(baseWeight - (impacted * luckModifier));
++ }
++ LootPoolSingletonContainer.this.lastLuck = luck;
++ LootPoolSingletonContainer.this.lastWeight = (int) Math.max(Math.floor(baseWeight), 0);
++ return lastWeight;
+ }
+ }
++ private Float lastLuck = null;
++ private int lastWeight = 0;
++ // Paper end
+
+ @FunctionalInterface
+ protected interface EntryConstructor {