自定义战利品对象(Custom Loot Entry Types)
自定义战利品对象(Custom Loot Entry Types)
由于战利品表系统的复杂性,系统中有多个注册表,模组开发者可以利用这些注册表来添加更多行为。
所有与战利品表相关的注册表都遵循类似的模式。要添加一个新的注册表条目,通常需要扩展某个类或实现某个接口来定义功能。然后,定义一个用于序列化的编解码器(codec),并使用 DeferredRegister 将其注册到相应的注册表中。这与大多数注册表(例如方块/方块状态和物品/物品堆栈)使用的“一个基础对象,多个实例”方法一致。
自定义战利品条目类型
要创建自定义战利品条目类型,可以扩展 LootPoolEntryContainer 或其两个直接子类之一:LootPoolSingletonContainer 或 CompositeEntryBase。以下是一个示例,创建一个返回实体掉落物的战利品条目类型(仅为示例,实际应用中更推荐直接引用其他战利品表):
// 我们扩展 LootPoolSingletonContainer,因为我们有一组“有限”的掉落物。
public class EntityLootEntry extends LootPoolSingletonContainer {
private final Holder<EntityType<?>> entity;
private EntityLootEntry(Holder<EntityType<?>> entity, int weight, int quality, List<LootItemCondition> conditions, List<LootItemFunction> functions) {
super(weight, quality, conditions, functions);
this.entity = entity;
}
public static LootPoolSingletonContainer.Builder<?> entityLoot(Holder<EntityType<?>> entity) {
return simpleBuilder((weight, quality, conditions, functions) -> new EntityLootEntry(entity, weight, quality, conditions, functions));
}
@Override
public void createItemStack(Consumer<ItemStack> consumer, LootContext context) {
LootTable table = context.getLevel().reloadableRegistries().getLootTable(entity.value().getDefaultLootTable());
table.getRandomItemsRaw(context, consumer);
}
}接下来,我们为战利品条目创建一个 MapCodec:
public static final MapCodec<EntityLootEntry> CODEC = RecordCodecBuilder.mapCodec(inst ->
inst.group(
BuiltInRegistries.ENTITY_TYPE.holderByNameCodec().fieldOf("entity").forGetter(e -> e.entity)
)
.and(singletonFields(inst))
.apply(inst, EntityLootEntry::new)
);然后,使用此编解码器进行注册:
public static final DeferredRegister<LootPoolEntryType> LOOT_POOL_ENTRY_TYPES =
DeferredRegister.create(Registries.LOOT_POOL_ENTRY_TYPE, ExampleMod.MOD_ID);
public static final Supplier<LootPoolEntryType> ENTITY_LOOT =
LOOT_POOL_ENTRY_TYPES.register("entity_loot", () -> new LootPoolEntryType(EntityLootEntry.CODEC));最后,在战利品条目类中重写 getType():
@Override
public LootPoolEntryType getType() {
return ENTITY_LOOT.get();
}自定义数字提供器
要创建自定义数字提供器,可以实现 NumberProvider 接口。以下是一个示例,创建一个反转数字符号的数字提供器:
public record InvertedSignProvider(NumberProvider base) implements NumberProvider {
public static final MapCodec<InvertedSignProvider> CODEC = RecordCodecBuilder.mapCodec(inst -> inst.group(
NumberProviders.CODEC.fieldOf("base").forGetter(InvertedSignProvider::base)
).apply(inst, InvertedSignProvider::new));
@Override
public float getFloat(LootContext context) {
return -this.base.getFloat(context);
}
@Override
public int getInt(LootContext context) {
return -this.base.getInt(context);
}
@Override
public Set<LootContextParam<?>> getReferencedContextParams() {
return this.base.getReferencedContextParams();
}
}注册数字提供器:
public static final DeferredRegister<LootNumberProviderType> LOOT_NUMBER_PROVIDER_TYPES =
DeferredRegister.create(Registries.LOOT_NUMBER_PROVIDER_TYPE, ExampleMod.MOD_ID);
public static final Supplier<LootNumberProviderType> INVERTED_SIGN =
LOOT_NUMBER_PROVIDER_TYPES.register("inverted_sign", () -> new LootNumberProviderType(InvertedSignProvider.CODEC));在数字提供器类中重写 getType():
@Override
public LootNumberProviderType getType() {
return INVERTED_SIGN.get();
}自定义基于等级的值
可以通过实现 LevelBasedValue 接口来创建自定义基于等级的值。以下是一个示例,创建一个反转另一个 LevelBasedValue 输出的值:
public record InvertedSignLevelBasedValue(LevelBasedValue base) implements LevelBasedValue {
public static final MapCodec<InvertedSignLevelBasedValue> CODEC = RecordCodecBuilder.mapCodec(inst -> inst.group(
LevelBasedValue.CODEC.fieldOf("base").forGetter(InvertedSignLevelBasedValue::base)
).apply(inst, InvertedSignLevelBasedValue::new));
@Override
public float calculate(int level) {
return -this.base.calculate(level);
}
@Override
public MapCodec<InvertedSignLevelBasedValue> codec() {
return CODEC;
}
}注册基于等级的值:
public static final DeferredRegister<MapCodec<? extends LevelBasedValue>> LEVEL_BASED_VALUES =
DeferredRegister.create(Registries.ENCHANTMENT_LEVEL_BASED_VALUE_TYPE, ExampleMod.MOD_ID);
public static final Supplier<MapCodec<? extends LevelBasedValue>> INVERTED_SIGN =
LEVEL_BASED_VALUES.register("inverted_sign", () -> InvertedSignLevelBasedValue.CODEC);自定义战利品条件
要创建自定义战利品条件,可以实现 LootItemCondition 接口。以下是一个示例,创建一个仅在玩家具有特定经验等级时通过的条件:
public record HasXpLevelCondition(int level) implements LootItemCondition {
public static final MapCodec<HasXpLevelCondition> CODEC = RecordCodecBuilder.mapCodec(inst -> inst.group(
Codec.INT.fieldOf("level").forGetter(HasXpLevelCondition::level)
).apply(inst, HasXpLevelCondition::new));
@Override
public boolean test(LootContext context) {
Entity entity = context.getParamOrNull(LootContextParams.KILLER_ENTITY);
return entity instanceof Player player && player.experienceLevel >= level;
}
@Override
public Set<LootContextParam<?>> getReferencedContextParams() {
return ImmutableSet.of(LootContextParams.KILLER_ENTITY);
}
}注册战利品条件类型:
public static final DeferredRegister<LootItemConditionType> LOOT_CONDITION_TYPES =
DeferredRegister.create(Registries.LOOT_CONDITION_TYPE, ExampleMod.MOD_ID);
public static final Supplier<LootItemConditionType> MIN_XP_LEVEL =
LOOT_CONDITION_TYPES.register("min_xp_level", () -> new LootItemConditionType(HasXpLevelCondition.CODEC));在战利品条件类中重写 getType():
@Override
public LootItemConditionType getType() {
return MIN_XP_LEVEL.get();
}自定义战利品函数
要创建自定义战利品函数,可以扩展 LootItemFunction 类。以下是一个示例,创建一个为物品随机附魔的函数:
public class RandomEnchantmentWithLevelFunction extends LootItemConditionalFunction {
private final Optional<HolderSet<Enchantment>> enchantments;
private final int level;
public static final MapCodec<RandomEnchantmentWithLevelFunction> CODEC =
RecordCodecBuilder.mapCodec(inst -> commonFields(inst).and(inst.group(
RegistryCodecs.homogeneousList(Registries.ENCHANTMENT).optionalFieldOf("enchantments").forGetter(e -> e.enchantments),
Codec.INT.fieldOf("level").forGetter(e -> e.level)
).apply(inst, RandomEnchantmentWithLevelFunction::new));
public RandomEnchantmentWithLevelFunction(List<LootItemCondition> conditions, Optional<HolderSet<Enchantment>> enchantments, int level) {
super(conditions);
this.enchantments = enchantments;
this.level = level;
}
@Override
public ItemStack run(ItemStack stack, LootContext context) {
RandomSource random = context.getRandom();
List<Holder<Enchantment>> stream = this.enchantments
.map(HolderSet::stream)
.orElseGet(() -> context.getLevel().registryAccess().registryOrThrow(Registries.ENCHANTMENT).holders().map(Function.identity()))
.filter(e -> e.value().canEnchant(stack))
.toList();
Optional<Holder<Enchantment>> optional = Util.getRandomSafe(list, random);
if (optional.isEmpty()) {
LOGGER.warn("Couldn't find a compatible enchantment for {}", stack);
} else {
if (stack.is(Items.BOOK)) {
stack = new ItemStack(Items.ENCHANTED_BOOK);
}
stack.enchant(enchantment, Mth.nextInt(random, enchantment.value().getMinLevel(), enchantment.value().getMaxLevel()));
}
return stack;
}
}注册战利品函数类型:
public static final DeferredRegister<LootItemFunctionType<?>> LOOT_FUNCTION_TYPES =
DeferredRegister.create(Registries.LOOT_FUNCTION_TYPE, ExampleMod.MOD_ID);
public static final Supplier<LootItemFunctionType<RandomEnchantmentWithLevelFunction>> RANDOM_ENCHANTMENT_WITH_LEVEL =
LOOT_FUNCTION_TYPES.register("random_enchantment_with_level", () -> new LootItemFunctionType(RandomEnchantmentWithLevelFunction.CODEC));在战利品函数类中重写 getType():
@Override
public LootItemFunctionType getType() {
return RANDOM_ENCHANTMENT_WITH_LEVEL.get();
}