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Loonium with data-driven structure loot (#4639)
Implementation for structure detection and structure-specific loot tables and mob spawning pools, customizable via data packs. - structure-specific loot tables are identified by the structure ID (e.g. for `minecraft:pillager_outpost` the custom Loonium loot table is located at `data/botania/loot_tables/loonium/minecraft/pillager_outpost.json`), with a default loot table corresponding to dungeon loot (located at `data/botania/loot_tables/loonium/default.json`) - default loot tables are created with Datagen - loot tables usually just reference original chest or entity loot tables related to each structure, so Loonium loot can be modified separately from the loot found in those structures - structure-specific Loonium configurations are identified the same way (e.g. for `minecraft:pillager_outpost` the custom configuration is located at `data/minecraft/loonium_config/pillager_outpost.json`) with a default configuration (located at `data/botania/loonium_config/default.json`) acting as fallback - default configurations are created via Datagen - configurations can reference a parent configuration and only override individual aspects of the referenced configuration - configurations consist of mana cost to spawn a mob, how many mobs of spawnable types are allowed around the flower, whether the Loonium must be placed in the overall bounding box or an individual piece of the structure, the weighted list of mobs to spawn, a list of potion effects to apply to spawned mobs, and a list of attribute modifiers to apply to the mobs - attribute and effect lists can be overridden for individual mobs - custom NBT data can be defined for individual mobs (used to make a Creeper spawn charged) - equipment loot tables can be specified for each spawnable mob (this will be a vanilla feature in later Minecraft versions, although the implementation here is slightly tweaked from what Trial Chambers use) - expanded wand HUD to indicate whether a Loonium generates structure-specific loot - added lexicon mention of the structure-specific behavior - fixed the mob location selection logic to prevent mobs from immediately starting to suffocate - added a new challenge advancement for killing every mob type in the structure configurations added with this change - mobs spawned by the Loonium are put onto a unique team so they don't just start attacking each other (because there are zoglins in some of the mob spawn pools; Heisei Dream may need a future upgrade to support overriding teams allegiances) --------- Co-authored-by: Artemis System <[email protected]>
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