PocketMine-MP/src/block/utils/FortuneDropHelper.php
2023-07-17 11:13:45 +01:00

151 lines
5.6 KiB
PHP

<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
declare(strict_types=1);
namespace pocketmine\block\utils;
use pocketmine\item\enchantment\VanillaEnchantments;
use pocketmine\item\Item;
use pocketmine\item\VanillaItems;
use function max;
use function min;
use function mt_getrandmax;
use function mt_rand;
final class FortuneDropHelper{
/**
* If a random number between 0-1 is greater than 2/(level+2), this multiplies the max drop amount by level+1, and
* picks a random amount between the minimum and multiplied maximum. Each level of fortune increases the chance of
* fortune activation, and also increases the maximum drop limit when activated.
*
* Otherwise, returns a random amount of the item between the minimum and original maximum.
*
* @param Item $usedItem The item used to break the block
* @param int $min Minimum amount
* @param int $maxBase Maximum amount, as if fortune level was 0
*
* @return int the number of items to drop
*/
public static function weighted(Item $usedItem, int $min, int $maxBase) : int{
if($maxBase < $min){
throw new \InvalidArgumentException("Maximum drop amount must be greater than or equal to minimum drop amount");
}
$fortuneLevel = $usedItem->getEnchantmentLevel(VanillaEnchantments::FORTUNE());
return mt_rand($min,
$fortuneLevel > 0 && mt_rand() / mt_getrandmax() > 2 / ($fortuneLevel + 2) ?
$maxBase * ($fortuneLevel + 1) :
$maxBase
);
}
/**
* Increases the drop amount according to a binomial distribution. The function will roll maxBase+level times, and add 1
* if a random number between 0-1 is less than the given probability. Each level of fortune adds one extra roll.
*
* As many as maxBase+level items can be dropped. This applies even if the fortune level is 0.
*
* @param float $chance The chance of adding 1 to the amount for each roll, must be in the range 0-1
* @param int $min Minimum amount
* @param int $minRolls Number of rolls if fortune level is 0, added to fortune level to calculate total rolls
*
* @return int the number of items to drop
*/
public static function binomial(Item $usedItem, int $min, int $minRolls = 3, float $chance = 4 / 7) : int{
$fortuneLevel = $usedItem->getEnchantmentLevel(VanillaEnchantments::FORTUNE());
$count = $min;
$rolls = $minRolls + $fortuneLevel;
for($i = 0; $i < $rolls; ++$i){
if(mt_rand() / mt_getrandmax() < $chance){
++$count;
}
}
return $count;
}
/**
* Grass have a fixed chance to drop wheat seed.
* Fortune level increases the maximum number of seeds that can be dropped.
* A discrete uniform distribution is used to determine the number of seeds dropped.
*
* TODO: I'm not sure this really belongs here, but it's preferable not to duplicate this code between grass and
* tall grass.
*
* @return Item[]
*/
public static function grass(Item $usedItem) : array{
if(FortuneDropHelper::bonusChanceDivisor($usedItem, 8, 2)){
return [
VanillaItems::WHEAT_SEEDS()
];
}
return [];
}
/**
* Adds the fortune level to the base max and picks a random number between the minimim and adjusted maximum.
* Each amount in the range has an equal chance of being picked.
*
* @param int $maxBase Maximum base amount, as if the fortune level was 0
*
* @return int the number of items to drop
*/
public static function discrete(Item $usedItem, int $min, int $maxBase) : int{
if($maxBase < $min){
throw new \InvalidArgumentException("Minimum base drop amount must be less than or equal to maximum base drop amount");
}
$max = $maxBase + $usedItem->getEnchantmentLevel(VanillaEnchantments::FORTUNE());
return mt_rand($min, $max);
}
/**
* Calculates a chance of getting an extra bonus drop by reducing the chance divisor by a given amount per fortune
* level.
*
* @param int $divisorBase The number to divide 1 by to get the chance, as if the fortune level was 0
* @param int $divisorSubtractPerLevel The amount to subtract from the divisor for each level of fortune
*
* @return bool whether the bonus drop should be added
*/
public static function bonusChanceDivisor(Item $usedItem, int $divisorBase, int $divisorSubtractPerLevel) : bool{
$fortuneLevel = $usedItem->getEnchantmentLevel(VanillaEnchantments::FORTUNE());
return mt_rand(1, max(1, $divisorBase - ($fortuneLevel * $divisorSubtractPerLevel))) === 1;
}
/**
* Calculates a chance of getting an extra bonus drop by increasing the chance by a fixed amount per fortune level.
*
* @param float $chanceBase The base chance of getting a bonus drop, as if the fortune level was 0
* @param float $addedChancePerLevel The amount to add to the chance for each level of fortune
*/
public static function bonusChanceFixed(Item $usedItem, float $chanceBase, float $addedChancePerLevel) : bool{
$fortuneLevel = $usedItem->getEnchantmentLevel(VanillaEnchantments::FORTUNE());
$chance = min(1, $chanceBase + ($fortuneLevel * $addedChancePerLevel));
return mt_rand() / mt_getrandmax() < $chance;
}
}