Add loot tables
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@@ -14,6 +14,7 @@ import net.minecraft.entity.EntityType;
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import net.minecraft.entity.SpawnGroup;
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import net.minecraft.entity.effect.StatusEffect;
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import net.minecraft.item.Item;
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import net.minecraft.loot.LootTables;
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import net.minecraft.registry.Registries;
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import net.minecraft.registry.Registry;
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import net.minecraft.registry.entry.RegistryEntry;
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@@ -57,6 +58,8 @@ public class PlasticGun implements ModInitializer {
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public static final ArrayList<CraftingItem> craftingItems = new ArrayList<>();
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public static final ArrayList<WeaponArmor> weaponArmors = new ArrayList<>();
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public static Map<Item, Gun> itemGunMap;
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public static Map<Item, BulletItem> itemBulletItemMap;
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public static Map<Item, GrenadeItem> itemGrenadeItemMap;
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@@ -74,8 +77,6 @@ public class PlasticGun implements ModInitializer {
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EntityType.Builder.<GrenadeEntity>create(GrenadeEntity::new, SpawnGroup.MISC).build()
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);
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public static final ArrayList<WeaponArmor> weaponArmors = new ArrayList<>();
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public static final EntityType<ShurikenEntity> SHURIKEN_ENTITY_TYPE = Registry.register(
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Registries.ENTITY_TYPE,
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id("shuriken"),
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@@ -183,6 +184,129 @@ public class PlasticGun implements ModInitializer {
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craftingItems.add(new CraftingItem("titanium_alloy"));
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craftingItems.add(new CraftingItem("trigger_mechanism"));
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for (Item craftingItem : craftingItems) {
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addItemToLootTable(LootTables.ABANDONED_MINESHAFT_CHEST, craftingItem, 2);
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addItemToLootTable(LootTables.ANCIENT_CITY_CHEST, craftingItem, 6);
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addItemToLootTable(LootTables.ANCIENT_CITY_ICE_BOX_CHEST, craftingItem, 6);
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addItemToLootTable(LootTables.END_CITY_TREASURE_CHEST, craftingItem, 5);
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addItemToLootTable(LootTables.BASTION_BRIDGE_CHEST, craftingItem, 4);
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addItemToLootTable(LootTables.BASTION_HOGLIN_STABLE_CHEST, craftingItem, 4);
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addItemToLootTable(LootTables.BASTION_OTHER_CHEST, craftingItem, 4);
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addItemToLootTable(LootTables.BASTION_TREASURE_CHEST, craftingItem, 4);
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addItemToLootTable(LootTables.BURIED_TREASURE_CHEST, craftingItem, 2);
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addItemToLootTable(LootTables.HERO_OF_THE_VILLAGE_ARMORER_GIFT_GAMEPLAY, craftingItem, 1);
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addItemToLootTable(LootTables.HERO_OF_THE_VILLAGE_WEAPONSMITH_GIFT_GAMEPLAY, craftingItem, 2);
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addItemToLootTable(LootTables.VILLAGE_WEAPONSMITH_CHEST, craftingItem, 10);
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addItemToLootTable(LootTables.VILLAGE_ARMORER_CHEST, craftingItem, 4);
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addItemToLootTable(LootTables.DESERT_PYRAMID_CHEST, craftingItem, 4);
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addItemToLootTable(LootTables.WOODLAND_MANSION_CHEST, craftingItem, 4);
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addItemToLootTable(LootTables.TRIAL_CHAMBERS_REWARD_CHEST, craftingItem, 4);
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}
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int i = 0;
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for (Item shuriken : shurikens) {
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float weightCoeff = (float) i / shurikens.size();
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addItemToLootTable(LootTables.ABANDONED_MINESHAFT_CHEST, shuriken, getAfterWeight(weightCoeff, 2));
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addItemToLootTable(LootTables.ANCIENT_CITY_CHEST, shuriken, getAfterWeight(weightCoeff, 6));
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addItemToLootTable(LootTables.ANCIENT_CITY_ICE_BOX_CHEST, shuriken, getAfterWeight(weightCoeff, 6));
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addItemToLootTable(LootTables.END_CITY_TREASURE_CHEST, shuriken, getAfterWeight(weightCoeff, 5));
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addItemToLootTable(LootTables.BASTION_BRIDGE_CHEST, shuriken, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BASTION_HOGLIN_STABLE_CHEST, shuriken, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BASTION_OTHER_CHEST, shuriken, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BASTION_TREASURE_CHEST, shuriken, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BURIED_TREASURE_CHEST, shuriken, getAfterWeight(weightCoeff, 2));
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addItemToLootTable(LootTables.HERO_OF_THE_VILLAGE_WEAPONSMITH_GIFT_GAMEPLAY, shuriken, getAfterWeight(weightCoeff, 2));
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addItemToLootTable(LootTables.VILLAGE_WEAPONSMITH_CHEST, shuriken, getAfterWeight(weightCoeff, 10));
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addItemToLootTable(LootTables.VILLAGE_ARMORER_CHEST, shuriken, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.DESERT_PYRAMID_CHEST, shuriken, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.WOODLAND_MANSION_CHEST, shuriken, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.TRIAL_CHAMBERS_REWARD_CHEST, shuriken, getAfterWeight(weightCoeff, 4));
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i++;
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}
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for (Item weaponArmor : weaponArmors) {
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addItemToLootTable(LootTables.ABANDONED_MINESHAFT_CHEST, weaponArmor, 4);
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addItemToLootTable(LootTables.ANCIENT_CITY_CHEST, weaponArmor, 12);
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addItemToLootTable(LootTables.ANCIENT_CITY_ICE_BOX_CHEST, weaponArmor, 12);
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addItemToLootTable(LootTables.END_CITY_TREASURE_CHEST, weaponArmor, 10);
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addItemToLootTable(LootTables.BASTION_BRIDGE_CHEST, weaponArmor, 8);
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addItemToLootTable(LootTables.BASTION_HOGLIN_STABLE_CHEST, weaponArmor, 2);
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addItemToLootTable(LootTables.BASTION_OTHER_CHEST, weaponArmor, 4);
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addItemToLootTable(LootTables.BASTION_TREASURE_CHEST, weaponArmor, 4);
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addItemToLootTable(LootTables.BURIED_TREASURE_CHEST, weaponArmor, 2);
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addItemToLootTable(LootTables.HERO_OF_THE_VILLAGE_ARMORER_GIFT_GAMEPLAY, weaponArmor, 10);
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addItemToLootTable(LootTables.HERO_OF_THE_VILLAGE_WEAPONSMITH_GIFT_GAMEPLAY, weaponArmor, 2);
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addItemToLootTable(LootTables.VILLAGE_WEAPONSMITH_CHEST, weaponArmor, 10);
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addItemToLootTable(LootTables.VILLAGE_ARMORER_CHEST, weaponArmor, 20);
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addItemToLootTable(LootTables.DESERT_PYRAMID_CHEST, weaponArmor, 4);
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addItemToLootTable(LootTables.WOODLAND_MANSION_CHEST, weaponArmor, 4);
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addItemToLootTable(LootTables.TRIAL_CHAMBERS_REWARD_CHEST, weaponArmor, 4);
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}
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i = 0;
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for (Item gun : guns) {
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float weightCoeff = (float) i / guns.size();
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weightCoeff *= 5;
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addItemToLootTable(LootTables.ABANDONED_MINESHAFT_CHEST, gun, getAfterWeight(weightCoeff, 2));
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addItemToLootTable(LootTables.ANCIENT_CITY_CHEST, gun, getAfterWeight(weightCoeff, 6));
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addItemToLootTable(LootTables.ANCIENT_CITY_ICE_BOX_CHEST, gun, getAfterWeight(weightCoeff, 6));
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addItemToLootTable(LootTables.END_CITY_TREASURE_CHEST, gun, getAfterWeight(weightCoeff, 5));
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addItemToLootTable(LootTables.BASTION_BRIDGE_CHEST, gun, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BASTION_HOGLIN_STABLE_CHEST, gun, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BASTION_OTHER_CHEST, gun, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BASTION_TREASURE_CHEST, gun, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BURIED_TREASURE_CHEST, gun, getAfterWeight(weightCoeff, 2));
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addItemToLootTable(LootTables.HERO_OF_THE_VILLAGE_WEAPONSMITH_GIFT_GAMEPLAY, gun, getAfterWeight(weightCoeff, 2));
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addItemToLootTable(LootTables.VILLAGE_WEAPONSMITH_CHEST, gun, getAfterWeight(weightCoeff, 10));
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addItemToLootTable(LootTables.DESERT_PYRAMID_CHEST, gun, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.WOODLAND_MANSION_CHEST, gun, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.TRIAL_CHAMBERS_REWARD_CHEST, gun, getAfterWeight(weightCoeff, 4));
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i++;
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}
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i = 0;
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for (Item grenade : grenades) {
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float weightCoeff = (float) i / grenades.size();
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weightCoeff *= 6;
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addItemToLootTable(LootTables.ABANDONED_MINESHAFT_CHEST, grenade, getAfterWeight(weightCoeff, 2));
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addItemToLootTable(LootTables.ANCIENT_CITY_CHEST, grenade, getAfterWeight(weightCoeff, 6));
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addItemToLootTable(LootTables.ANCIENT_CITY_ICE_BOX_CHEST, grenade, getAfterWeight(weightCoeff, 6));
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addItemToLootTable(LootTables.END_CITY_TREASURE_CHEST, grenade, getAfterWeight(weightCoeff, 5));
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addItemToLootTable(LootTables.BASTION_BRIDGE_CHEST, grenade, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BASTION_HOGLIN_STABLE_CHEST, grenade, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BASTION_OTHER_CHEST, grenade, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BASTION_TREASURE_CHEST, grenade, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BURIED_TREASURE_CHEST, grenade, getAfterWeight(weightCoeff, 2));
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addItemToLootTable(LootTables.HERO_OF_THE_VILLAGE_WEAPONSMITH_GIFT_GAMEPLAY, grenade, getAfterWeight(weightCoeff, 2));
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addItemToLootTable(LootTables.VILLAGE_WEAPONSMITH_CHEST, grenade, getAfterWeight(weightCoeff, 10));
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addItemToLootTable(LootTables.DESERT_PYRAMID_CHEST, grenade, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.WOODLAND_MANSION_CHEST, grenade, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.TRIAL_CHAMBERS_REWARD_CHEST, grenade, getAfterWeight(weightCoeff, 4));
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i++;
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}
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i = 0;
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for (Item bullet : bullets) {
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float weightCoeff = (float) i / bullets.size();
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weightCoeff *= 8;
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addItemToLootTable(LootTables.ABANDONED_MINESHAFT_CHEST, bullet, getAfterWeight(weightCoeff, 2));
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addItemToLootTable(LootTables.ANCIENT_CITY_CHEST, bullet, getAfterWeight(weightCoeff, 6));
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addItemToLootTable(LootTables.ANCIENT_CITY_ICE_BOX_CHEST, bullet, getAfterWeight(weightCoeff, 6));
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addItemToLootTable(LootTables.END_CITY_TREASURE_CHEST, bullet, getAfterWeight(weightCoeff, 5));
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addItemToLootTable(LootTables.BASTION_BRIDGE_CHEST, bullet, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BASTION_HOGLIN_STABLE_CHEST, bullet, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BASTION_OTHER_CHEST, bullet, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BASTION_TREASURE_CHEST, bullet, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.BURIED_TREASURE_CHEST, bullet, getAfterWeight(weightCoeff, 2));
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addItemToLootTable(LootTables.HERO_OF_THE_VILLAGE_WEAPONSMITH_GIFT_GAMEPLAY, bullet, getAfterWeight(weightCoeff, 2));
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addItemToLootTable(LootTables.VILLAGE_WEAPONSMITH_CHEST, bullet, getAfterWeight(weightCoeff, 10));
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addItemToLootTable(LootTables.DESERT_PYRAMID_CHEST, bullet, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.WOODLAND_MANSION_CHEST, bullet, getAfterWeight(weightCoeff, 4));
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addItemToLootTable(LootTables.TRIAL_CHAMBERS_REWARD_CHEST, bullet, getAfterWeight(weightCoeff, 4));
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i++;
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}
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itemGunMap = generateItemMap(guns);
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itemBulletItemMap = generateItemMap(bullets);
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itemGrenadeItemMap = generateItemMap(grenades);
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@@ -227,4 +351,4 @@ public class PlasticGun implements ModInitializer {
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PolymerResourcePackUtils.markAsRequired();
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logger.info("Guns are loaded");
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}
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}
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}
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@@ -5,6 +5,7 @@ import dev.emi.trinkets.api.TrinketComponent;
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import dev.emi.trinkets.api.TrinketInventory;
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import dev.emi.trinkets.api.TrinketsApi;
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import eu.pb4.polymer.virtualentity.api.tracker.DisplayTrackedData;
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import net.fabricmc.fabric.api.loot.v3.LootTableEvents;
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import net.minecraft.block.BlockState;
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import net.minecraft.block.Blocks;
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import net.minecraft.client.render.model.json.ModelTransformationMode;
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@@ -17,8 +18,11 @@ import net.minecraft.entity.player.PlayerInventory;
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import net.minecraft.inventory.Inventory;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.loot.LootTable;
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import net.minecraft.loot.entry.ItemEntry;
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import net.minecraft.particle.BlockStateParticleEffect;
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import net.minecraft.particle.ParticleTypes;
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import net.minecraft.registry.RegistryKey;
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import net.minecraft.server.network.ServerPlayerEntity;
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import net.minecraft.server.world.ServerWorld;
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import net.minecraft.sound.SoundEvents;
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@@ -300,4 +304,14 @@ public class Util {
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}
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}
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}
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}
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public static void addItemToLootTable(RegistryKey<LootTable> tableId, Item item, Integer weight) {
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LootTableEvents.MODIFY.register((key, tableBuilder, source, wrapperLookup) -> {
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if (source.isBuiltin() && tableId.equals(key)) {
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tableBuilder.modifyPools(poolBuilder -> poolBuilder.with(ItemEntry.builder(item).weight(weight)));
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}
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});
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}
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public static int getAfterWeight(float coeff, int weight) {
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return (int) Math.ceil(coeff * weight);
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}
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}
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