Java 类net.minecraft.world.storage.loot.conditions.LootConditionManager 实例源码

项目:BetterThanWeagles    文件:CommonProxy.java   
public void init(FMLInitializationEvent event)
{
    // Register custom loot tables and auxiliaries
    LootConditionManager.registerCondition(new LootIsModLoaded.Serializer());
    LootTableList.register(new ResourceLocation(BetterThanWeagles.MODID, "custom/simple_dungeon_chest"));

    ModVillagers.registerVillagerTrades();

    // Set up integration with other mods
    if (Loader.isModLoaded("actuallyadditions"))
    {
        IntegrationAAdditions.init();
    }

    if (Loader.isModLoaded("immersiveengineering"))
    {
        IntegrationIEngineering.init();
    }

    if (Loader.isModLoaded("tconstruct"))
    {
        IntegrationTinkers.init();
    }

    if (Loader.isModLoaded("thermalexpansion"))
    {
        IntegrationThermal.init();
    }
}
项目:Backmemed    文件:LootPool.java   
/**
 * generates the contents for a single roll.
 * The first for loop calculates the sum of all the lootentries
 * and the second for loop adds a random item
 * with items with higher weights being more probable.
 */
protected void createLootRoll(Collection<ItemStack> stacks, Random rand, LootContext context)
{
    List<LootEntry> list = Lists.<LootEntry>newArrayList();
    int i = 0;

    for (LootEntry lootentry : this.lootEntries)
    {
        if (LootConditionManager.testAllConditions(lootentry.conditions, rand, context))
        {
            int j = lootentry.getEffectiveWeight(context.getLuck());

            if (j > 0)
            {
                list.add(lootentry);
                i += j;
            }
        }
    }

    if (i != 0 && !list.isEmpty())
    {
        int k = rand.nextInt(i);

        for (LootEntry lootentry1 : list)
        {
            k -= lootentry1.getEffectiveWeight(context.getLuck());

            if (k < 0)
            {
                lootentry1.addLoot(stacks, rand, context);
                return;
            }
        }
    }
}
项目:Backmemed    文件:LootPool.java   
/**
 * generates loot and puts it in an inventory
 */
public void generateLoot(Collection<ItemStack> stacks, Random rand, LootContext context)
{
    if (LootConditionManager.testAllConditions(this.poolConditions, rand, context))
    {
        int i = this.rolls.generateInt(rand) + MathHelper.floor(this.bonusRolls.generateFloat(rand) * context.getLuck());

        for (int j = 0; j < i; ++j)
        {
            this.createLootRoll(stacks, rand, context);
        }
    }
}
项目:Backmemed    文件:LootEntryItem.java   
public void addLoot(Collection<ItemStack> stacks, Random rand, LootContext context)
{
    ItemStack itemstack = new ItemStack(this.item);

    for (LootFunction lootfunction : this.functions)
    {
        if (LootConditionManager.testAllConditions(lootfunction.getConditions(), rand, context))
        {
            itemstack = lootfunction.apply(itemstack, rand, context);
        }
    }

    if (!itemstack.func_190926_b())
    {
        if (itemstack.func_190916_E() < this.item.getItemStackLimit())
        {
            stacks.add(itemstack);
        }
        else
        {
            int i = itemstack.func_190916_E();

            while (i > 0)
            {
                ItemStack itemstack1 = itemstack.copy();
                itemstack1.func_190920_e(Math.min(itemstack.getMaxStackSize(), i));
                i -= itemstack1.func_190916_E();
                stacks.add(itemstack1);
            }
        }
    }
}
项目:CustomWorldGen    文件:LootPool.java   
/**
 * generates the contents for a single roll. 
 * The first for loop calculates the sum of all the lootentries
 * and the second for loop adds a random item
 * with items with higher weights being more probable.
 */
protected void createLootRoll(Collection<ItemStack> stacks, Random rand, LootContext context)
{
    List<LootEntry> list = Lists.<LootEntry>newArrayList();
    int i = 0;

    for (LootEntry lootentry : this.lootEntries)
    {
        if (LootConditionManager.testAllConditions(lootentry.conditions, rand, context))
        {
            int j = lootentry.getEffectiveWeight(context.getLuck());

            if (j > 0)
            {
                list.add(lootentry);
                i += j;
            }
        }
    }

    if (i != 0 && !list.isEmpty())
    {
        int k = rand.nextInt(i);

        for (LootEntry lootentry1 : list)
        {
            k -= lootentry1.getEffectiveWeight(context.getLuck());

            if (k < 0)
            {
                lootentry1.addLoot(stacks, rand, context);
                return;
            }
        }
    }
}
项目:CustomWorldGen    文件:LootPool.java   
/**
 * generates loot and puts it in an inventory
 */
public void generateLoot(Collection<ItemStack> stacks, Random rand, LootContext context)
{
    if (LootConditionManager.testAllConditions(this.poolConditions, rand, context))
    {
        int i = this.rolls.generateInt(rand) + MathHelper.floor_float(this.bonusRolls.generateFloat(rand) * context.getLuck());

        for (int j = 0; j < i; ++j)
        {
            this.createLootRoll(stacks, rand, context);
        }
    }
}
项目:CustomWorldGen    文件:LootEntryItem.java   
public void addLoot(Collection<ItemStack> stacks, Random rand, LootContext context)
{
    ItemStack itemstack = new ItemStack(this.item);

    for (LootFunction lootfunction : this.functions)
    {
        if (LootConditionManager.testAllConditions(lootfunction.getConditions(), rand, context))
        {
            itemstack = lootfunction.apply(itemstack, rand, context);
        }
    }

    if (itemstack.stackSize > 0)
    {
        if (itemstack.stackSize < this.item.getItemStackLimit(itemstack))
        {
            stacks.add(itemstack);
        }
        else
        {
            int i = itemstack.stackSize;

            while (i > 0)
            {
                ItemStack itemstack1 = itemstack.copy();
                itemstack1.stackSize = Math.min(itemstack.getMaxStackSize(), i);
                i -= itemstack1.stackSize;
                stacks.add(itemstack1);
            }
        }
    }
}