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trove

license standard-readme compliant javadocs

Trove is a versatile loot table library. Although a lot of the base concepts here are similar to Minecraft's loot table system, Trove is much more flexible, permitting the usage of multiple different loot types (e.g. items and experience). Plus, it has a convenient API, emphasizes immutable data structures, and supports full serialization and deserialization of all formats supported by Configurate, including JSON and YAML.

The two modules are core and minestom. The core module contains the basic functioning pieces of the library, while minestom contains a nearly full implementation for Minecraft's loot tables for Minestom.


Table of Contents


Install

To install, simply add the library via JitPack:

Details for how to add this library with other build tools (such as Maven) can be found on the page linked above.

repositories {
    ...
    maven(url = "https://jitpack.io")
}

dependencies {
    ...
    // Minestom and Configurate versions
    // (you can replace Minestom with Minestom-ce if you want)
    implementation("com.github.minestom.minestom:Minestom:VERSION")
    implementation("org.spongepowered:configurate-gson:VERSION")
    
    implementation("com.github.GoldenStack.trove:MODULE:VERSION")
}

Trove relies on Minestom and Configurate, so make sure to add them.

Just replace MODULE with the desired module of Trove, and replace VERSION with the desired version or commit hash.

Trove currently uses


Usage

Setup

This setup currently only explains how to set up the Minestom module.

You can use the TroveMinestom class for a very easy setup. Just provide a folder path, and it will recursively parse every JSON file inside it.

Path lootTableFolder = ...; // Replace with the path to the folder of loot tables

var tableRegistry = TroveMinestom.readTables(lootTableFolder,
        () -> GsonConfigurationLoader.builder().defaultOptions(options -> options.serializers(builder -> builder.registerAll(TroveMinestom.DEFAULT_COLLECTION))));

Each table will be stored via a NamespaceID in the tables object. For example, if the parsed loot table has the path "blocks/barrel.json" relative to the loot table folder, its ID will be minecraft:blocks/barrel.

Generation

Actual loot generation is fairly simple - you just need to call LootTable#generate(LootContext, Consumer<Object>). The consumer can be a LootProcessor if that makes it easier.

Importantly, if you want some of the vanilla features that aren't implemented here, you should implement the VanillaInterface interface and pass it in as a key to your context. A partial implementation of it that doesn't throw any exceptions is FallbackVanillaInterface. You may also have to implement some type serializers.

Here's an example that uses the tableRegistry variable from the last code snippet:

LootTable table = tableRegistry.getTable(NamespaceID.from("minecraft:blocks/stone"));

// You can use the LootContext class to provide important information during generation.
LootContext context = LootContext.builder()
        .random(...) // Random instance here
        .with(..., ...) // Loot context keys and values added with Builder#with
        .build();

// Generate the loot
table.generate(context, loot -> ...); // Do something with the loot

You can also use a LootProcessor to make this processing easier. For example:

var processor = LootProcessor.processClass(ItemStack.class, item -> {
    // Perform some arbitrary action with the item
});

You can also handle multiple classes at once, or even use a custom predicate:

var processor = LootProcessor.builder()
        .processClass(ItemStack.class, item -> {
            // Perform some calculation
        }).processClass(String.class, string -> {
            // Perform another calculation
        }).process(object -> true, object -> {
            // Perform some calculation with the object
        }).build();

Then, you can just provide the processor to the generator:

table.generate(context, processor);

Contributing

Feel free to open a PR or an issue.

Before starting large PRs, make sure to check that it's actually needed; try asking a maintainer.

By contributing to the Trove project you agree that the entirety of your contribution is licensed identically to Trove, which is currently under the MIT license.


License

This project is licensed under the MIT license.