BetterGen/src/Ad5001/BetterGen/loot/LootTable.php
2017-05-16 12:14:20 +02:00

170 lines
5.2 KiB
PHP

<?php
/**
* ____ __ __ ____
* /\ _`\ /\ \__ /\ \__ /\ _`\
* \ \ \L\ \ __ \ \ ,_\\ \ ,_\ __ _ __ \ \ \L\_\ __ ___
* \ \ _ <' /'__`\\ \ \/ \ \ \/ /'__`\/\`'__\\ \ \L_L /'__`\ /' _ `\
* \ \ \L\ \/\ __/ \ \ \_ \ \ \_ /\ __/\ \ \/ \ \ \/, \/\ __/ /\ \/\ \
* \ \____/\ \____\ \ \__\ \ \__\\ \____\\ \_\ \ \____/\ \____\\ \_\ \_\
* \/___/ \/____/ \/__/ \/__/ \/____/ \/_/ \/___/ \/____/ \/_/\/_/
* Tomorrow's pocketmine generator.
* @author Ad5001
* @link https://github.com/Ad5001/BetterGen
*/
namespace Ad5001\BetterGen\loot;
use Ad5001\BetterGen\Main;
use pocketmine\item\Item;
use pocketmine\item\Tool;
use pocketmine\utils\Config;
use pocketmine\utils\Random;
class LootTable {
/**
* @var null|Config The lootfile (.json) thats used
*/
private $lootFile = null;
/**
* LootTable constructor.
* @param Config $lootFile
*/
public function __construct(Config $lootFile) {
$this->lootFile = $lootFile;
}
/**
* Public function to generate loot. A {@link: \pocketmine\utils\Random} can be passed. Serves as file reader + sub-table loader
* Do _NOT_ use this in the source, use LootTable::createLoot instead
* @param Random|null $random
* @return Item[]
*/
public function getRandomLoot(Random $random = null) {
if (is_null($random)) $random = new Random();
$items = [];
foreach ($this->lootFile->get("pools") as $rolls) {
if (isset($rolls["rolls"]["min"]) && isset($rolls["rolls"]["max"])) $maxrolls = $random->nextRange($rolls["rolls"]["min"], $rolls["rolls"]["max"]);
else $maxrolls = $rolls["rolls"];//TODO: $rolls["conditions"] //Example: looting swords
while ($maxrolls > 0) {
$array = [];
$maxrolls--;
foreach ($rolls["entries"] as $index => $entries) {
$array[] = $entries["weight"]??1;
}
$val = $rolls["entries"][$this->getRandomWeightedElement($array)];
//typecheck
if ($val["type"] == "loot_table") {
$loottable = new LootTable(new Config(Main::getInstance()->getDataFolder() . 'addon\\' . $val["name"] . ".json", Config::DETECT, []));
$items = array_merge($items, $loottable->getRandomLoot($random));
unset($loottable);
} elseif ($val["type"] == "item") {
//name fix
$val["name"] = self::fixItemName($val["name"]);
$item = Item::fromString($val["name"]);
if (isset($val["functions"])) {
foreach ($val["functions"] as $function) {
switch ($functionname = $function["function"]) {
case "set_damage": {
if ($item instanceof Tool) $item->setDamage($random->nextRange($function["damage"]["min"] * $item->getMaxDurability(), $function["damage"]["max"] * $item->getMaxDurability()));
else $item->setDamage($random->nextRange($function["damage"]["min"], $function["damage"]["max"]));
}
break;
case "set_data": {
//fish fix, blame mojang
if ($item->getId() == Item::RAW_FISH) {
switch ($function["data"]) {
case 1:
$item = Item::get(Item::RAW_SALMON, $item->getDamage(), $item->getCount(), $item->getCompoundTag());
break;
case 2:
$item = Item::get(Item::CLOWN_FISH, $item->getDamage(), $item->getCount(), $item->getCompoundTag());
break;
case 3:
$item = Item::get(Item::PUFFER_FISH, $item->getDamage(), $item->getCount(), $item->getCompoundTag());
break;
default:
break;
}
} else $item->setDamage($function["data"]);
}
break;
case "set_count": {
$item->setCount($random->nextRange($function["count"]["min"], $function["count"]["max"]));
}
break;
case "furnace_smelt": {
/* TODO
Mostly bound to conditions (burning)
"conditions": [
{
"condition": "entity_properties",
"entity": "this",
"properties": {
"on_fire": true
}
}
]
*/
}
break;
case "enchant_randomly": {
//TODO
}
break;
case "enchant_with_levels": {
//TODO
}
break;
case "looting_enchant": {
//TODO
}
break;
default:
assert("Unknown looting table function $functionname, skipping");
}
}
}
$items[] = $item;
}
}
}
return $items;
}
/**
* TODO: Make Random::class actually useful here.
* @param array $weightedValues
* @return mixed
*/
private function getRandomWeightedElement(array $weightedValues) {
$array = array();
foreach ($weightedValues as $key => $weight) {
$array = array_merge(array_fill(0, $weight, $key), $array);
}
return $array[array_rand($array)];
}
/**
* Fixes the item names because #BlameMojang for not changing the id's from PC -> PE
* @param $name
* @return mixed
*/
private static function fixItemName($name) {
switch ($name) {
case 'minecraft:horsearmoriron':
$name = 'minecraft:iron_horse_armor';
break;
case 'minecraft:horsearmorgold':
$name = 'minecraft:gold_horse_armor';
break;
case 'minecraft:horsearmordiamond':
$name = 'minecraft:diamond_horse_armor';
break;
default: {
}
}
return $name;
}
}