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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
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16 changed files with 259 additions and 10 deletions
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package com.destroystokyo.paper.loottable;
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import org.bukkit.block.Block;
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import org.jspecify.annotations.NullMarked;
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/**
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* Represents an Inventory that can generate loot, such as Chests inside of Fortresses and Mineshafts
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*/
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@NullMarked
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public interface LootableBlockInventory extends LootableInventory {
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/**
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* Gets the block that is lootable
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* @return The Block
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*/
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Block getBlock();
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}
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package com.destroystokyo.paper.loottable;
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import org.bukkit.entity.Entity;
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import org.jspecify.annotations.NullMarked;
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/**
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* Represents an Inventory that can generate loot, such as Minecarts inside of Mineshafts
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*/
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@NullMarked
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public interface LootableEntityInventory extends LootableInventory {
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/**
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* Gets the entity that is lootable
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* @return The Entity
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*/
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Entity getEntity();
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}
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package com.destroystokyo.paper.loottable;
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import java.util.UUID;
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import org.bukkit.entity.Player;
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import org.bukkit.loot.Lootable;
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import org.jspecify.annotations.NullMarked;
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import org.jspecify.annotations.Nullable;
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/**
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* Represents an Inventory that contains a Loot Table associated to it that will
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* automatically fill on first open.
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* <p>
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* A new feature and API is provided to support automatically refreshing the contents
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* of the inventory based on that Loot Table after a configurable amount of time has passed.
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* <p>
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* The behavior of how the Inventory is filled based on the loot table may vary based
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* on Minecraft versions and the Loot Table feature.
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*/
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@NullMarked
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public interface LootableInventory extends Lootable {
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/**
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* Server owners have to enable whether an object in a world should refill
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*
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* @return If the world this inventory is currently in has Replenishable Lootables enabled
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*/
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boolean isRefillEnabled();
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/**
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* Whether this object has ever been filled
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*
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* @return Has ever been filled
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*/
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boolean hasBeenFilled();
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/**
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* Has this player ever looted this block
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*
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* @param player The player to check
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* @return Whether this player has looted this block
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*/
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default boolean hasPlayerLooted(final Player player) {
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return this.hasPlayerLooted(player.getUniqueId());
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}
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/**
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* Checks if this player can loot this block. Takes into account the "restrict player reloot" settings
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*
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* @param player the player to check
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* @return Whether this player can loot this block
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*/
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boolean canPlayerLoot(UUID player);
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/**
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* Has this player ever looted this block
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*
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* @param player The player to check
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* @return Whether this player has looted this block
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*/
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boolean hasPlayerLooted(UUID player);
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/**
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* Gets the timestamp, in milliseconds, of when the player last looted this object
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*
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* @param player The player to check
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* @return Timestamp last looted, or null if player has not looted this object
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*/
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default @Nullable Long getLastLooted(final Player player) {
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return this.getLastLooted(player.getUniqueId());
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}
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/**
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* Gets the timestamp, in milliseconds, of when the player last looted this object
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*
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* @param player The player to check
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* @return Timestamp last looted, or null if player has not looted this object
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*/
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@Nullable Long getLastLooted(UUID player);
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/**
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* Change the state of whether a player has looted this block
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*
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* @param player The player to change state for
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* @param looted true to add player to looted list, false to remove
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* @return The previous state of whether the player had looted this or not
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*/
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default boolean setHasPlayerLooted(final Player player, final boolean looted) {
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return this.setHasPlayerLooted(player.getUniqueId(), looted);
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}
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/**
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* Change the state of whether a player has looted this block
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*
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* @param player The player to change state for
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* @param looted true to add player to looted list, false to remove
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* @return The previous state of whether the player had looted this or not
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*/
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boolean setHasPlayerLooted(UUID player, boolean looted);
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/**
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* Returns Whether this object has been filled and now has a pending refill
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*
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* @return Has pending refill
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*/
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boolean hasPendingRefill();
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/**
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* Gets the timestamp in milliseconds that the Lootable object was last refilled
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*
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* @return -1 if it was never refilled, or timestamp in milliseconds
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*/
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long getLastFilled();
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/**
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* Gets the timestamp in milliseconds that the Lootable object will refill
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*
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* @return -1 if it is not scheduled for refill, or timestamp in milliseconds
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*/
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long getNextRefill();
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/**
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* Sets the timestamp in milliseconds of the next refill for this object
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*
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* @param refillAt timestamp in milliseconds. -1 to clear next refill
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* @return The previous scheduled time to refill, or -1 if was not scheduled
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*/
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long setNextRefill(long refillAt);
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}
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package com.destroystokyo.paper.loottable;
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import org.bukkit.entity.Player;
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import org.bukkit.event.Cancellable;
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import org.bukkit.event.HandlerList;
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import org.bukkit.event.player.PlayerEvent;
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import org.jetbrains.annotations.ApiStatus;
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import org.jspecify.annotations.NullMarked;
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@NullMarked
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public class LootableInventoryReplenishEvent extends PlayerEvent implements Cancellable {
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private static final HandlerList HANDLER_LIST = new HandlerList();
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private final LootableInventory inventory;
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private boolean cancelled;
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@ApiStatus.Internal
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public LootableInventoryReplenishEvent(final Player player, final LootableInventory inventory) {
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super(player);
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this.inventory = inventory;
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}
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public LootableInventory getInventory() {
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return this.inventory;
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}
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@Override
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public boolean isCancelled() {
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return this.cancelled;
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}
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@Override
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public void setCancelled(final boolean cancel) {
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this.cancelled = cancel;
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}
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@Override
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public HandlerList getHandlers() {
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return HANDLER_LIST;
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}
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public static HandlerList getHandlerList() {
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return HANDLER_LIST;
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}
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}
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@ -5,4 +5,4 @@ import org.bukkit.loot.Lootable;
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/**
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* Represents a captured state of a Barrel.
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*/
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public interface Barrel extends Container, Lootable, Lidded { }
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public interface Barrel extends Container, com.destroystokyo.paper.loottable.LootableBlockInventory, Lidded { } // Paper
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package org.bukkit.block;
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import com.destroystokyo.paper.loottable.LootableBlockInventory; // Paper
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import org.bukkit.Nameable; // Paper
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import org.bukkit.inventory.Inventory;
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import org.bukkit.loot.Lootable;
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import org.jetbrains.annotations.NotNull;
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/**
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* Represents a captured state of a chest.
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*/
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public interface Chest extends Container, Lootable, Lidded {
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public interface Chest extends Container, LootableBlockInventory, Lidded { // Paper
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/**
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* Gets the inventory of the chest block represented by this block state.
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* Represents a captured state of a crafter.
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*/
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@ApiStatus.Experimental
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public interface Crafter extends Container, Lootable {
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public interface Crafter extends Container, com.destroystokyo.paper.loottable.LootableBlockInventory { // Paper - LootTable API
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/**
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* Gets the number of ticks which this block will remain in the crafting
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package org.bukkit.block;
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import com.destroystokyo.paper.loottable.LootableBlockInventory;
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import org.bukkit.Nameable;
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import org.bukkit.loot.Lootable;
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import org.bukkit.projectiles.BlockProjectileSource;
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/**
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* Represents a captured state of a dispenser.
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*/
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public interface Dispenser extends Container, Nameable, Lootable {
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public interface Dispenser extends Container, Nameable, LootableBlockInventory { // Paper
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/**
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* Gets the BlockProjectileSource object for the dispenser.
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package org.bukkit.block;
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import com.destroystokyo.paper.loottable.LootableBlockInventory;
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import org.bukkit.loot.Lootable;
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/**
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* Represents a captured state of a dropper.
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*/
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public interface Dropper extends Container, Lootable {
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public interface Dropper extends Container, LootableBlockInventory { // Paper
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/**
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* Tries to drop a randomly selected item from the dropper's inventory,
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package org.bukkit.block;
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import com.destroystokyo.paper.loottable.LootableBlockInventory;
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import org.bukkit.loot.Lootable;
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/**
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* Represents a captured state of a hopper.
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*/
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public interface Hopper extends Container, Lootable { }
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public interface Hopper extends Container, LootableBlockInventory { } // Paper
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package org.bukkit.block;
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import com.destroystokyo.paper.loottable.LootableBlockInventory;
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import org.bukkit.DyeColor;
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import org.bukkit.loot.Lootable;
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import org.jetbrains.annotations.Nullable;
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/**
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* Represents a captured state of a ShulkerBox.
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*/
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public interface ShulkerBox extends Container, Lootable, Lidded {
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public interface ShulkerBox extends Container, LootableBlockInventory, Lidded { // Paper
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/**
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* Get the {@link DyeColor} corresponding to this ShulkerBox
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/**
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* A {@link Boat} with a chest.
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*/
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public interface ChestBoat extends Boat, InventoryHolder, Lootable {
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public interface ChestBoat extends Boat, InventoryHolder, com.destroystokyo.paper.loottable.LootableEntityInventory { // Paper
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}
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*/
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@Nullable
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public Sound getAmbientSound();
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// Paper start - LootTable API
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@Override
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default void setLootTable(final @Nullable org.bukkit.loot.LootTable table, final long seed) {
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this.setLootTable(table);
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this.setSeed(seed);
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}
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// Paper end - LootTable API
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}
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package org.bukkit.entity.minecart;
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import com.destroystokyo.paper.loottable.LootableEntityInventory;
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import org.bukkit.entity.Minecart;
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import org.bukkit.inventory.InventoryHolder;
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import org.bukkit.loot.Lootable;
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/**
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* Represents a Minecart with a Hopper inside it
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*/
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public interface HopperMinecart extends Minecart, InventoryHolder, Lootable {
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public interface HopperMinecart extends Minecart, InventoryHolder, LootableEntityInventory {
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/**
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* Checks whether or not this Minecart will pick up
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package org.bukkit.entity.minecart;
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import com.destroystokyo.paper.loottable.LootableEntityInventory;
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import org.bukkit.entity.Minecart;
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import org.bukkit.inventory.InventoryHolder;
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import org.bukkit.loot.Lootable;
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* minecarts} have their own inventory that can be accessed using methods
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* from the {@link InventoryHolder} interface.
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*/
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public interface StorageMinecart extends Minecart, InventoryHolder, Lootable {
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public interface StorageMinecart extends Minecart, InventoryHolder, LootableEntityInventory { // Paper
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}
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@ -35,6 +35,31 @@ public interface Lootable {
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@Nullable
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LootTable getLootTable();
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// Paper start
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/**
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* Set the loot table and seed for a container or entity at the same time.
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*
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* @param table the Loot Table this {@link org.bukkit.block.Container} or {@link org.bukkit.entity.Mob} will have.
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* @param seed the seed to used to generate loot. Default is 0.
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*/
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void setLootTable(final @Nullable LootTable table, final long seed);
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/**
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* Returns whether or not this object has a Loot Table
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* @return Has a loot table
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*/
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default boolean hasLootTable() {
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return this.getLootTable() != null;
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}
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/**
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* Clears the associated Loot Table to this object
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*/
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default void clearLootTable() {
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this.setLootTable(null);
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}
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// Paper end
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/**
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* Set the seed used when this Loot Table generates loot.
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*
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