Introduce LootItem record and refactor loot handling logic to support material-specific max amounts

This commit is contained in:
2026-07-06 00:04:53 +02:00
parent 7324177250
commit 8d05658214
4 changed files with 46 additions and 8 deletions
@@ -1,6 +1,7 @@
package com.alttd.hunger_games.services;
import com.alttd.hunger_games.config.LootItems;
import com.alttd.hunger_games.data_objects.LootItem;
import com.alttd.hunger_games.data_objects.RARITY;
import lombok.extern.slf4j.Slf4j;
import net.kyori.adventure.text.Component;
@@ -38,15 +39,20 @@ public class LootService {
for (int i = 0; i < itemCount; i++) {
int slot = random.nextInt(27);
RARITY rarity = decideRarity();
List<Material> possibleItems = LootItems.ITEMS.get(rarity);
List<LootItem> possibleItems = LootItems.ITEMS.get(rarity);
if (possibleItems == null || possibleItems.isEmpty()) {
log.warn("No items found for rarity: {}", rarity);
continue;
}
Material material = possibleItems.get(random.nextInt(possibleItems.size()));
inventory.setItem(slot, new ItemStack(material));
LootItem lootItem = possibleItems.get(random.nextInt(possibleItems.size()));
if (lootItem == null || lootItem.material() == null) {
log.warn("LootItem or material is null for rarity: {}", rarity);
continue;
}
int amount = lootItem.maxAmount() > 1 ? random.nextInt(lootItem.maxAmount()) + 1 : 1;
inventory.setItem(slot, new ItemStack(lootItem.material(), amount));
}
return inventory;