package appeng.loot; import net.minecraft.world.storage.loot.LootEntry; import net.minecraft.world.storage.loot.LootEntryItem; import net.minecraft.world.storage.loot.LootPool; import net.minecraft.world.storage.loot.LootTableList; import net.minecraft.world.storage.loot.RandomValueRange; import net.minecraft.world.storage.loot.conditions.LootCondition; import net.minecraft.world.storage.loot.conditions.RandomChance; import net.minecraft.world.storage.loot.functions.LootFunction; import net.minecraft.world.storage.loot.functions.SetMetadata; import net.minecraftforge.event.LootTableLoadEvent; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import appeng.api.AEApi; import appeng.api.definitions.IMaterials; public class ChestLoot { @SubscribeEvent public void loadLootTable( LootTableLoadEvent event ){ if( event.getName() == LootTableList.CHESTS_ABANDONED_MINESHAFT ) { //TODO 1.9.4 aftermath - All these loot quality, pools and stuff. Figure it out and balance it. final IMaterials materials = AEApi.instance().definitions().materials(); materials.certusQuartzCrystal().maybeStack( 1 ).ifPresent( is -> { event.getTable().addPool( new LootPool( new LootEntry[] { new LootEntryItem( is.getItem(), 2, 3, new LootFunction[] { new SetMetadata( null, new RandomValueRange( is.getItemDamage() ) ) }, new LootCondition[] { new RandomChance( 1 ) }, "AE2 Crystal_" + is.getItemDamage() ) }, new LootCondition[0], new RandomValueRange( 1, 4 ), new RandomValueRange( 0, 2 ), "AE2 Crystals" ) ); } ); materials.certusQuartzDust().maybeStack( 1 ).ifPresent( is -> { event.getTable().addPool( new LootPool( new LootEntryItem[] { new LootEntryItem( is.getItem(), 2, 3, new LootFunction[] { new SetMetadata( null, new RandomValueRange( is.getItemDamage() ) ) }, new LootCondition[] { new RandomChance( 1 ) }, "AE2 Dust_" + is.getItemDamage() ) }, new LootCondition[0], new RandomValueRange( 1, 4 ), new RandomValueRange( 0, 2 ), "AE2 Dusts" ) ); } ); } } }