LootTable API

Provides API to control what Loot Table an object uses.

Also provides an Event to control if a lootable inventory should
auto replenish for a player.

Provides methods to determine players looted state for an object
This commit is contained in:
Aikar
2016-05-01 15:19:49 -04:00
parent 391451207f
commit 397d3cac4b
16 changed files with 259 additions and 10 deletions

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package com.destroystokyo.paper.loottable;
import org.bukkit.block.Block;
import org.jspecify.annotations.NullMarked;
/**
* Represents an Inventory that can generate loot, such as Chests inside of Fortresses and Mineshafts
*/
@NullMarked
public interface LootableBlockInventory extends LootableInventory {
/**
* Gets the block that is lootable
* @return The Block
*/
Block getBlock();
}

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package com.destroystokyo.paper.loottable;
import org.bukkit.entity.Entity;
import org.jspecify.annotations.NullMarked;
/**
* Represents an Inventory that can generate loot, such as Minecarts inside of Mineshafts
*/
@NullMarked
public interface LootableEntityInventory extends LootableInventory {
/**
* Gets the entity that is lootable
* @return The Entity
*/
Entity getEntity();
}

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package com.destroystokyo.paper.loottable;
import java.util.UUID;
import org.bukkit.entity.Player;
import org.bukkit.loot.Lootable;
import org.jspecify.annotations.NullMarked;
import org.jspecify.annotations.Nullable;
/**
* Represents an Inventory that contains a Loot Table associated to it that will
* automatically fill on first open.
* <p>
* A new feature and API is provided to support automatically refreshing the contents
* of the inventory based on that Loot Table after a configurable amount of time has passed.
* <p>
* The behavior of how the Inventory is filled based on the loot table may vary based
* on Minecraft versions and the Loot Table feature.
*/
@NullMarked
public interface LootableInventory extends Lootable {
/**
* Server owners have to enable whether an object in a world should refill
*
* @return If the world this inventory is currently in has Replenishable Lootables enabled
*/
boolean isRefillEnabled();
/**
* Whether this object has ever been filled
*
* @return Has ever been filled
*/
boolean hasBeenFilled();
/**
* Has this player ever looted this block
*
* @param player The player to check
* @return Whether this player has looted this block
*/
default boolean hasPlayerLooted(final Player player) {
return this.hasPlayerLooted(player.getUniqueId());
}
/**
* Checks if this player can loot this block. Takes into account the "restrict player reloot" settings
*
* @param player the player to check
* @return Whether this player can loot this block
*/
boolean canPlayerLoot(UUID player);
/**
* Has this player ever looted this block
*
* @param player The player to check
* @return Whether this player has looted this block
*/
boolean hasPlayerLooted(UUID player);
/**
* Gets the timestamp, in milliseconds, of when the player last looted this object
*
* @param player The player to check
* @return Timestamp last looted, or null if player has not looted this object
*/
default @Nullable Long getLastLooted(final Player player) {
return this.getLastLooted(player.getUniqueId());
}
/**
* Gets the timestamp, in milliseconds, of when the player last looted this object
*
* @param player The player to check
* @return Timestamp last looted, or null if player has not looted this object
*/
@Nullable Long getLastLooted(UUID player);
/**
* Change the state of whether a player has looted this block
*
* @param player The player to change state for
* @param looted true to add player to looted list, false to remove
* @return The previous state of whether the player had looted this or not
*/
default boolean setHasPlayerLooted(final Player player, final boolean looted) {
return this.setHasPlayerLooted(player.getUniqueId(), looted);
}
/**
* Change the state of whether a player has looted this block
*
* @param player The player to change state for
* @param looted true to add player to looted list, false to remove
* @return The previous state of whether the player had looted this or not
*/
boolean setHasPlayerLooted(UUID player, boolean looted);
/**
* Returns Whether this object has been filled and now has a pending refill
*
* @return Has pending refill
*/
boolean hasPendingRefill();
/**
* Gets the timestamp in milliseconds that the Lootable object was last refilled
*
* @return -1 if it was never refilled, or timestamp in milliseconds
*/
long getLastFilled();
/**
* Gets the timestamp in milliseconds that the Lootable object will refill
*
* @return -1 if it is not scheduled for refill, or timestamp in milliseconds
*/
long getNextRefill();
/**
* Sets the timestamp in milliseconds of the next refill for this object
*
* @param refillAt timestamp in milliseconds. -1 to clear next refill
* @return The previous scheduled time to refill, or -1 if was not scheduled
*/
long setNextRefill(long refillAt);
}

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package com.destroystokyo.paper.loottable;
import org.bukkit.entity.Player;
import org.bukkit.event.Cancellable;
import org.bukkit.event.HandlerList;
import org.bukkit.event.player.PlayerEvent;
import org.jetbrains.annotations.ApiStatus;
import org.jspecify.annotations.NullMarked;
@NullMarked
public class LootableInventoryReplenishEvent extends PlayerEvent implements Cancellable {
private static final HandlerList HANDLER_LIST = new HandlerList();
private final LootableInventory inventory;
private boolean cancelled;
@ApiStatus.Internal
public LootableInventoryReplenishEvent(final Player player, final LootableInventory inventory) {
super(player);
this.inventory = inventory;
}
public LootableInventory getInventory() {
return this.inventory;
}
@Override
public boolean isCancelled() {
return this.cancelled;
}
@Override
public void setCancelled(final boolean cancel) {
this.cancelled = cancel;
}
@Override
public HandlerList getHandlers() {
return HANDLER_LIST;
}
public static HandlerList getHandlerList() {
return HANDLER_LIST;
}
}