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LootTable

Struct LootTable 

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pub struct LootTable {
    pub key: Identifier,
    pub loot_type: LootType,
    pub pools: &'static [LootPool],
    pub functions: &'static [ConditionalLootFunction],
    pub random_sequence: Option<Identifier>,
}
Expand description

A complete loot table definition.

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§key: Identifier§loot_type: LootType§pools: &'static [LootPool]§functions: &'static [ConditionalLootFunction]§random_sequence: Option<Identifier>

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impl LootTable

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pub fn get_random_items<R: Rng>( &self, ctx: &mut LootContext<'_, R>, ) -> Vec<ItemStack>

Generate random items from this loot table.

§Arguments
  • ctx - The loot context containing RNG, luck, block state, tool, etc.

This follows vanilla’s approach:

  1. For each pool, check conditions
  2. Roll rolls + floor(bonus_rolls * luck) times
  3. Each roll does weighted random selection among valid entries
  4. Apply entry-level functions to each item
  5. Apply pool-level functions to all items from that pool
  6. Apply table-level functions to all items from the table

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impl Debug for LootTable

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl RegistryEntry for LootTable

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fn key(&self) -> &Identifier

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fn try_id(&self) -> Option<usize>

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fn id(&self) -> usize

Panics Read more

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impl<T> Any for T
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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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Immutably borrows from an owned value. Read more
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fn borrow_mut(&mut self) -> &mut T

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fn instrument(self, span: Span) -> Instrumented<Self>

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