geforkt von Mirrors/Paper
SPIGOT-6901: Add Support for Random in methods for LootTable
By: Doc <nachito94@msn.com>
Dieser Commit ist enthalten in:
Ursprung
ce2ac2868b
Commit
4c024e72f9
@ -41,7 +41,7 @@ public class CraftLootTable implements org.bukkit.loot.LootTable {
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@Override
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@Override
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public Collection<ItemStack> populateLoot(Random random, LootContext context) {
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public Collection<ItemStack> populateLoot(Random random, LootContext context) {
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LootTableInfo nmsContext = convertContext(context);
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LootTableInfo nmsContext = convertContext(context, random);
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List<net.minecraft.world.item.ItemStack> nmsItems = handle.getRandomItems(nmsContext);
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List<net.minecraft.world.item.ItemStack> nmsItems = handle.getRandomItems(nmsContext);
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Collection<ItemStack> bukkit = new ArrayList<>(nmsItems.size());
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Collection<ItemStack> bukkit = new ArrayList<>(nmsItems.size());
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@ -57,7 +57,7 @@ public class CraftLootTable implements org.bukkit.loot.LootTable {
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@Override
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@Override
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public void fillInventory(Inventory inventory, Random random, LootContext context) {
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public void fillInventory(Inventory inventory, Random random, LootContext context) {
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LootTableInfo nmsContext = convertContext(context);
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LootTableInfo nmsContext = convertContext(context, random);
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CraftInventory craftInventory = (CraftInventory) inventory;
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CraftInventory craftInventory = (CraftInventory) inventory;
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IInventory handle = craftInventory.getInventory();
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IInventory handle = craftInventory.getInventory();
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@ -70,11 +70,14 @@ public class CraftLootTable implements org.bukkit.loot.LootTable {
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return key;
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return key;
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}
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}
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private LootTableInfo convertContext(LootContext context) {
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private LootTableInfo convertContext(LootContext context, Random random) {
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Location loc = context.getLocation();
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Location loc = context.getLocation();
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WorldServer handle = ((CraftWorld) loc.getWorld()).getHandle();
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WorldServer handle = ((CraftWorld) loc.getWorld()).getHandle();
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LootTableInfo.Builder builder = new LootTableInfo.Builder(handle);
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LootTableInfo.Builder builder = new LootTableInfo.Builder(handle);
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if (random != null) {
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builder = builder.withRandom(random);
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}
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setMaybe(builder, LootContextParameters.ORIGIN, new Vec3D(loc.getX(), loc.getY(), loc.getZ()));
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setMaybe(builder, LootContextParameters.ORIGIN, new Vec3D(loc.getX(), loc.getY(), loc.getZ()));
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if (getHandle() != LootTable.EMPTY) {
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if (getHandle() != LootTable.EMPTY) {
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// builder.luck(context.getLuck());
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// builder.luck(context.getLuck());
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