mcl_loottables.register_entry = mcl_util.registration_function(mcl_loottables.entries) mcl_loottables.register_table = mcl_util.registration_function(mcl_loottables.tables, function(name, def) local function set_parents(parent) for _, child in ipairs(parent.children or parent.entries or parent.pools or {}) do child.parent = parent set_parents(child) end end set_parents(def) end) function mcl_loottables.get_entry_type(entry) return mcl_loottables.entries[entry.type] end function mcl_loottables.get_candidates(entries, data, func) local candidates = {} for _, entry in ipairs(entries) do local success = mcl_predicates.do_predicates(entry.conditions, data) if success then local children = entry.children if children then table.insert_all(candidates, mcl_loottables.get_candidates(children, data, mcl_loottables.get_entry_type(entry).preprocess)) else table.insert(candidates, entry) end end if func and func(success, data) then break end end return candidates end function mcl_loottables.do_item_modifiers(itemstack, node, data) if node then mcl_item_modifiers.do_item_modifiers(itemstack, node.functions, data) mcl_loottables.do_item_modifiers(itemstack, node.parent, data) end end function mcl_loottables.do_pools(pools, functions, data) local luck = data.luck or 0 local stacks = {} for _, pool in ipairs(pools or {}) do if mcl_predicates.do_predicates(pool.conditions, data) do local rolls = mcl_numbers.get_number(pool.rolls, data) + mcl_numbers.get_number(pool.bonus_rolls, data) * luck for i = 1, rolls do local candidates = mcl_loottables.get_candidates(pool.entries, data) if #candidates > 0 then local total_weight = 0 local weights = {} for _, candidate in ipairs(candidates) total_weight = total_weight + math.floor((candidate.weight or 1) + (candidate.quality or 0) * luck) table.insert(weights, total_weight) end local selected local rnd = mcl_util.rand(data.pr, 0, weight - 1) for i, w in ipairs(weights) do if rnd < w then selected = candidates[i] break end end local pool_stacks = mcl_loottables.get_entry_type(entry).process(selected, data) for _, stack in ipairs(pool_stacks) do mcl_item_modifiers.do_item_modifiers(stack, selected, data) end table.insert_all(stacks, pool_stacks) end end end end return stacks end function mcl_loottables.get_loot(def, data) if type(def) == "string" then def = mcl_loottables.tables[def] end return mcl_loottables.do_pools(def.pools) end function mcl_loottables.drop_loot(def, data) local loot = mcl_loottables.get_loot(def, data) local old_loot = table.copy(loot) for _, stack in ipairs(old_loot) do local max_stack = stack:get_stack_max() while max_stack < stack:get_count() do table.insert(loot, stack:take_items(max_stack)) end end return loot end