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Loot — Teaching

Teachable panels for the Loot system.

Panels

Both live in HostileConsumers/. There is no Demos/ folder here, because neither panel needs to attach a helper or rewire a service to teach — the same as Inventory and Pickups. Demos/ exists for the five systems whose panels do: Crafting, Currency, Health, StatusEffects and Attributes.

Panel Teaches
LootRollPanel Rolling: the two roll models, relative weights, seeds and reproducibility, and sampling a table to prove its real drop rates.
LootDeliveryPanel Delivery: which adapters are bound, the difference between rolling and granting, and which of the three outcomes — granted, spawned, undelivered — each award actually reached.

The split is deliberate. LootRollPanel calls LootRoller directly and needs no service, no owner and no Play Mode — which is not a demo shortcut but the actual design, and the clearest way to show that rolling is pure. LootDeliveryPanel is where a service, an owner and real state come in.

Where to start

Open the Loot sample scene and press Play. LootRollPanel is the one to read first: roll a table a few times, then sample it a few thousand and compare the observed rates against the weights you authored. Weights state intent; only sampling states behaviour.

Status

Both panels are written and pre-placed in Samples/Systems/Loot/Scenes/00_Loot_Quickstart, already wired to the example tables. Open that scene and press Play.

Notes

  • Compiles only when both REV_TEACHABLES and REV_LOOT_PRESENT are defined.
  • Teaching content never ships in a player build: the build guard refuses it while REV_TEACHABLES is set, which is intended — a debug overlay in a shipped game is always a mistake.
  • LootDeliveryPanel mutates real inventory and currency state through whatever adapters are assigned on the LootService. Sandbox scenes only.