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https://github.com/SimplexDevelopment/FeelingLucky.git
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Minor Update 1.2.1
Adjusted the Luck class to reflect: - SplittableRandom has been replaced with SecureRandom in favor of entropy-based pseudorandom calculations compared to pseudorandom calculations based off the system time. - Adjusted the quickRNG to factor in whether the user has the luck potion effect, and to just apply the multiplier regardless of whether it is the default value. - Also adjusted the values, as the original value still remained at 1024, whereas the randomized number criteria was a percentage of 100. Both the input value and the randomized number criteria now are percentages of 100, based off a total of 1024 possible points.
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@ -4,10 +4,16 @@ import io.github.simplex.api.LuckContainer;
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import io.github.simplex.luck.FeelingLucky;
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import io.github.simplex.luck.FeelingLucky;
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import org.bukkit.Bukkit;
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import org.bukkit.Bukkit;
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import org.bukkit.entity.Player;
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import org.bukkit.entity.Player;
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import org.bukkit.potion.PotionEffectType;
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import org.jetbrains.annotations.Contract;
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import org.jetbrains.annotations.Contract;
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import org.jetbrains.annotations.NotNull;
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import org.jetbrains.annotations.NotNull;
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import java.util.*;
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import java.security.SecureRandom;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.concurrent.atomic.AtomicReference;
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@SuppressWarnings("all")
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@SuppressWarnings("all")
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public class Luck implements LuckContainer {
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public class Luck implements LuckContainer {
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@ -34,10 +40,16 @@ public class Luck implements LuckContainer {
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event = new PlayerLuckChangeEvent(this);
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event = new PlayerLuckChangeEvent(this);
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}
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}
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/**
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* This creates a new instance of a pseudorandom number generator based off entropy provided by the operating system.
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* This will allow for a much purer randomization, due to entropy being different for each call.
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*
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* @return A new instance of SecureRandom. Each time this method is called a new instance is created to provide maximum variation with entropic calculations.
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*/
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@Contract(pure = true,
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@Contract(pure = true,
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value = "-> new")
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value = "-> new")
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public static @NotNull SplittableRandom RNG() {
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public static @NotNull SecureRandom RNG() {
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return new SplittableRandom();
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return new SecureRandom(SecureRandom.getSeed(20));
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}
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}
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public static boolean quickRNGnoMultiplier(double value) {
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public static boolean quickRNGnoMultiplier(double value) {
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@ -53,6 +65,10 @@ public class Luck implements LuckContainer {
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return (value >= actual);
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return (value >= actual);
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}
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}
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public boolean playerHasLuckPE() {
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return player.hasPotionEffect(PotionEffectType.LUCK);
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}
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public FeelingLucky getPlugin() {
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public FeelingLucky getPlugin() {
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return plugin;
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return plugin;
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}
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}
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@ -89,6 +105,12 @@ public class Luck implements LuckContainer {
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return player;
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return player;
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}
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}
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/**
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* Quickly calculate whether or not the player has enough luck to trigger the condition.
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*
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* @param value The players luck value.
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* @return True if the player meets the criteria, false if they do not.
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*/
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public boolean quickRNG(double value) {
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public boolean quickRNG(double value) {
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double rng;
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double rng;
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if (value >= 1024.0) {
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if (value >= 1024.0) {
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@ -97,13 +119,19 @@ public class Luck implements LuckContainer {
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rng = RNG().nextDouble(0.0, 1024.0);
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rng = RNG().nextDouble(0.0, 1024.0);
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}
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}
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AtomicReference<Double> multiplier = new AtomicReference<>(multiplier());
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double actual = Math.round((rng / 1024) * 100);
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double actual = Math.round((rng / 1024) * 100);
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double newVal = Math.round((value / 1024) * 100);
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if (multiplier() > 1.0) {
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if (playerHasLuckPE()) {
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return ((value * multiplier()) >= actual);
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player.getActivePotionEffects()
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.stream()
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.filter(p -> p.getType().equals(PotionEffectType.LUCK))
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.findFirst()
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.ifPresent(p -> multiplier.updateAndGet(v -> new Double((double) (v + p.getAmplifier()))));
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}
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}
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return (value >= actual);
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return ((newVal * multiplier.get()) >= actual);
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}
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}
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public void reset() {
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public void reset() {
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