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Posted

Possibly something like this, using reflect. Where ChestGenHooks.EnumType is passed through

private ItemStack[] getDungeonLoot(ChestGenHooks cgh) {
	try {
		Field field = cgh.getClass().getDeclaredField("contents");

		if (!Modifier.isPublic(field.getModifiers()) || !Modifier.isPublic(field.getDeclaringClass().getModifiers())) {
			field.setAccessible(true);

			ArrayList<WeightedRandomChestContent> list = (ArrayList<WeightedRandomChestContent>) field.get(cgh);
			ArrayList<ItemStack> isl = new ArrayList<ItemStack>();

			for (WeightedRandomChestContent wrcc: list) {
				isl.add(wrcc.theItemId);
			}

			return isl.toArray(new ItemStack[isl.size()]);
		}
	} catch (NoSuchFieldException e) {
		e.printStackTrace();
	} catch (SecurityException e) {
		e.printStackTrace();
	} catch (IllegalArgumentException e) {
		e.printStackTrace();
	} catch (IllegalAccessException e) {
		e.printStackTrace();
	}

	return null;
}

 

NOTE: I've never used reflect in Minecraft and I'm not sure if it'll work. Also, I'm not the best at using it. Just putting it up as a suggestion.

Posted

Reflection will work with this since it's a class that is added by Forge. Therefore, when the classes are reobfuscated, these classes' members are not changed. However, attempting to use reflection on Minecraft source will cause problems outside of MCP. Just want to make this clear for future reference. :)

Posted

getItems(Random) will not work since it only generates a random selection of loot. He wants a list of ALL loot that could spawn there.

And that's exactly what he would get with getItems(Random).

It isn't a random selection of loot. It is a complete array of randomized loots. Read the code, don't just assume by the name or argument.

 

By the way, one can also use WorldGenDungeons.field_111189_a (though this list is incomplete, as the enchanted book item is added later to the chests list).

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