j1b1x / loottables
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dev-master
2023-08-29 00:12 UTC
Requires (Dev)
- pocketmine/pocketmine-mp: ^5.0
This package is auto-updated.
Last update: 2024-12-29 02:48:37 UTC
README
LootTables is a PocketMine-MP library for spreading certain loots in inventories. This can be used for mini-games, such as SkyWars, JumpLeague etc.
Categories
Loot
Loot construction
public function __construct( Item $item, //The loots item int $chance, //The loots chance of being generated int $minCount = 1, //The min count of the item int $maxCount = 1, //The max count of the item ?Closure $isCompatible = null, //Compatibility with other items ){}
Compatibilities
Loot::equalsSelf() //Checks if the generated item does not equal the loot item (so the loot can't be generated twice) Loot::equalsArmor() //Checks if the generated item does not have the same armor slot as the loot item (so it won't generate multiple armor pieces with the same slot, like chestplates for example) //You can also make your own compatibility function, just like this function (Item $generated, Item $lootItem): bool{ return true; //Put your own check in here }
LootTable
LootTable construction
public function __construct( int $minLootAmount, //The min amount of loots this table can generate int $maxLootAmount, //The max amount of loots this table can generate bool $generateOnce, //Weather the table can generate loots multiple times array $loots //The array of Loot objects for this table ){}
Loot generating
This is actually supposed to be used by the LootTableMap only
//$loots is the array of loots that got generated already //$amount is the amount of loots that get generated, use null to make it a random amount between $minLootAmount and $maxLootAmount public function generateLoots(array &$loots = [], ?int $amount = null): Generator{}
LootTableMap
LootTableMap construction
public function __construct( string $name, //The name of the loot table map (for example "easy", "medium", "hard") array $lootTables //The array of LootTables ){}
Spreading
//$fillMultiplier is a percentage value of how much the inventory is gonna get filled //$inventories is the array of inventory objects where the loots get put in //$shuffle is weather the inventory contents gonna get shuffled (use this when you fill the invs for the first time to make the loots look more randomized) public function spread(float $fillMultiplier, array $inventories, bool $shuffle = false): void{}
Use example
This is an example of how to use this library for mini-games like SkyWars
class Example{ private const FILL_MULTIPLIER = 0.4; private const MULTIPLIER_RANDOMIZER = 0.2; private LootTable $table; public function initialize(): void{ $this->table = new LootTable( new Loot(VanillaBlocks::OAK_PLANKS()->asItem(), 70, 20, 50), new Loot(VanillaBlocks::STONE()->asItem(), 70, 20, 50), new Loot(VanillaBlocks::BRICKS()->asItem(), 65, 20, 50), new Loot(VanillaItems::APPLE(), 55, 1, 3), new Loot(VanillaItems::BREAD(), 55, 1, 4), new Loot(VanillaBlocks::CAKE()->asItem(), 30), new Loot(VanillaItems::RAW_FISH(), 55, 1, 3), new Loot(VanillaItems::COOKED_FISH(), 50, 1, 3), new Loot(VanillaItems::RAW_CHICKEN(), 55, 1, 3), new Loot(VanillaItems::COOKED_CHICKEN(), 50, 1, 3), new Loot(VanillaItems::GOLDEN_APPLE(), 2, 1, 2), new Loot(VanillaItems::EGG(), 40, 1, 16), new Loot(VanillaItems::SNOWBALL(), 40, 1, 16), new Loot(VanillaItems::STONE_SWORD(), 27, 1, 1, Loot::equalsSelf()), //Only one stone sword per "island". new Loot(VanillaItems::IRON_HELMET(), 20, 1, 1, Loot::equalsArmor()), //Only one helmet per "island". ); } /** * Function spread * @param Inventory[] $inventories * @param bool $shuffle * @return void */ public function spread(array $inventories, bool $shuffle = true): void{ $this->table->spread( self::FILL_MULTIPLIER + random_float(-self::MULTIPLIER_RANDOMOIZER, self::MULTIPLIER_RANDOMOIZER, $inventories, $shuffle ), } }