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[1.14.4] Loot Tables - item gives player random loot


FizixRichard

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Hi all,

 

I'm creating a custom item, which when the player uses it, gives the player random items from a loot table.

 

I'm generating the custom item which appears in game, I have a loot table setup, and can use the item.

 

Where I'm struggling is getting random loot from the loot table and giving it to the player. When I look online I can see how to do it the 1.12 way, which uses loottable.generateLootForPools(). But, this doesn't work in 1.14, generateLootForPools() doesn't appear to exist.

 

Something like this in 1.12:

for (ItemStack itemstack : loottable.generateLootForPools(world.rand, builder.build())){    ItemEntity entityitem = new ItemEntity(world, player.posX, player.posY + 1.5D, player.posZ, itemstack);    world.spawnEntity(entityitem);}
	

 

Does anyone know how to do this in 1.14?

 

 

Here is the relevant code from my custom item's class...

 

I'm setting the loot table resource:

private static final ResourceLocation LOOT_TABLE = new ResourceLocation("mymod:mymod_loot");
	

 

 

I have an action for when  the player right clicks the item in their hand, which destroys the item and calls "generateLoot()"

@Overridepublic ActionResult<ItemStack> onItemRightClick(World worldIn, PlayerEntity playerIn, Hand handIn){    LOGGER.debug("Right Clicked");    ItemStack itemstack = playerIn.getHeldItem(handIn);    // Remove item    itemstack.shrink(1);       if (!worldIn.isRemote)    {        generateLoot(worldIn, playerIn);    }    return new ActionResult<>(ActionResultType.SUCCESS, itemstack);}
	

 

 

The generateLoot method:

 

    private void generateLoot(World world,PlayerEntity player)    {        LootTable table = ServerLifecycleHooks.getCurrentServer().getLootTableManager().getLootTableFromLocation(LOOT_TABLE);        LootContext.Builder builder = new LootContext.Builder((ServerWorld) world);        // Here is where I need to generate random loot from loot table and give to player(???)           }
	

 

 

Any help would be greatly appreciated :)

 

Edited by FizixRichard
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Thanks for the reply.

 

I'm a beginner so I'm struggling a bit here. How do I use LootTable.generate()? I'm not finding any examples or documentation online.

 

Updated code to:

 

LootTable loottable = ServerLifecycleHooks.getCurrentServer().getLootTableManager().getLootTableFromLocation(LOOT_TABLE);
LootContext.Builder builder = new LootContext.Builder((ServerWorld) world);

for (ItemStack itemstack : loottable.generate(world.rand, builder.build()))

 

with:

for (ItemStack itemstack : loottable.generate(world.rand, builder.build()))

 

builder.build() isn't accepted.

Edited by FizixRichard
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But when I pass builder, or builder.build() (the LootContext I created) it says that it's incorrect. I know I'm probablty being really dumb here, but what am I doing wrong?

 

 

for (ItemStack itemstack : loottable.generate(builder.build()))
{

}

 

What does it want?

Edited by FizixRichard
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Thank you. I understand what you're saying now. But, I'm not finding any information anywhere.

 

I can't figure out how to set the LootParameterSet for this. I'm still learning, but I don't think this is something complicated. I'm clearly missing something obvious, but without any documentation or guides, I'm finding myself going around in circles. :/

 

 

Does anyone know how to declare the LootParameterSet for builder.build() to generate the ItemStack?

 

LootContext.Builder builder = new LootContext.Builder((ServerWorld) world);
LootTable loottable = ServerLifecycleHooks.getCurrentServer().getLootTableManager().getLootTableFromLocation(LOOT_TABLE);

for(ItemStack itemstack : loottable.generate(builder.build(???)))
{
    ItemEntity entityitem = new ItemEntity(world, player.posX, player.posY + 1.5D, player.posZ, itemstack);
    world.addEntity(entityitem);
}
Edited by FizixRichard
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Thanks. I have checked the classes, but I'm not sure what to set. Sorry.

 

When I try with EMPTY the for loop doesn't fire. It's just a standard loot table with a list of items.

 

for(ItemStack itemstack : loottable.generate(builder.build(LootParameterSets.EMPTY)))
{
    LOGGER.debug("Spawning Loot");

    ItemEntity entityitem = new ItemEntity(world, player.posX, player.posY + 1.5D, player.posZ, itemstack);
    world.addEntity(entityitem);
}
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I've checked the debugger and it's not throwing any errors.

 

If I check to see whether LOOT_TABLE is set, it's fine.

 

Check 1: reads "Loot table exists"

Check 2: reads "Item Stack List contains 0 records"

 

 

if (LOOT_TABLE == LootTables.EMPTY)
{
    LOGGER.debug("Loot table is empty");
}
else
{
    LOGGER.debug("Loot table exists");
}


LootContext.Builder builder = new LootContext.Builder((ServerWorld) world);
LootTable loottable = ServerLifecycleHooks.getCurrentServer().getLootTableManager().getLootTableFromLocation(LOOT_TABLE);
LootContext lootcontext = builder.withParameter(LootParameters.POSITION, player.getPosition()).withParameter(LootParameters.THIS_ENTITY, player).build(LootParameterSets.GIFT);

List<ItemStack> itemstacklist = loottable.generate(lootcontext);

LOGGER.debug("Item Stack List contains " + itemstacklist.size() + " records");

 

 

I've tried this with various parameter sets and it returns the same. If there is anything wrong with the loot table json, it would throw an error or warning wouldn't it?

 

 

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Done.

 

Could this have something to do with it?

 

lootcontext > lootTableManager > registeredLootTables > {ResourceLocation@18432} "minecraft:empty" -> {LootTable@15258}

lootcontext > lootTables = {LinkedHashSet@18751} size = 0

 

It's registered to minecraft:empty. "LootTable@15258" is the loottable, loot tables under lootcontext is 0, pools is empty, path is empty.

 

 

 

Edited by FizixRichard
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