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author | Tiger Wang <ziwei.tiger@outlook.com> | 2020-09-22 12:08:12 +0200 |
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committer | Tiger Wang <ziwei.tiger@outlook.com> | 2020-09-23 15:34:15 +0200 |
commit | 71b96ab921bed0371d7c75ac4a2db99b94591de2 (patch) | |
tree | 618e9e37799cbf07a55f4a3950071e067358753f /src/Blocks/BlockOre.h | |
parent | Added dtEnvitonment to player damage text (#4925) (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Blocks/BlockOre.h | 27 |
1 files changed, 15 insertions, 12 deletions
diff --git a/src/Blocks/BlockOre.h b/src/Blocks/BlockOre.h index 6c01a6a27..5dbeac268 100644 --- a/src/Blocks/BlockOre.h +++ b/src/Blocks/BlockOre.h @@ -3,6 +3,10 @@ #include "BlockHandler.h" + + + + class cBlockOreHandler: public cBlockHandler { @@ -21,26 +25,25 @@ private: { switch (m_BlockType) { - // If it was a glowing redstone ore, drop a normal redstone ore + // If it was a glowing redstone ore, drop a normal redstone ore: case E_BLOCK_REDSTONE_ORE_GLOWING: return cItem(E_BLOCK_REDSTONE_ORE); default: return cItem(m_BlockType); } } - auto & random = GetRandomProvider(); - const unsigned int FortuneLevel = ToolFortuneLevel(a_Tool); - // Clamp to 10 to prevent server crash if thing are mined with extremely high level fortune pick - const unsigned int DropMult = std::clamp<unsigned int>(FloorC(random.RandReal(FortuneLevel + 2.0)), 1, 10); + auto & Random = GetRandomProvider(); + const auto FortuneLevel = ToolFortuneLevel(a_Tool); + const auto Drops = std::max(static_cast<char>(1), FloorC<char>(Random.RandReal(FortuneLevel + 2.0))); switch (m_BlockType) { - case E_BLOCK_LAPIS_ORE: return cItem(E_ITEM_DYE, DropMult * random.RandInt<char>(4, 9), 4); - case E_BLOCK_REDSTONE_ORE: // handled by next case (glowing redstone), no dropMult - case E_BLOCK_REDSTONE_ORE_GLOWING: return cItem(E_ITEM_REDSTONE_DUST, random.RandInt<char>(4, 5 + FortuneLevel), 0); - case E_BLOCK_DIAMOND_ORE: return cItem(E_ITEM_DIAMOND, DropMult); - case E_BLOCK_EMERALD_ORE: return cItem(E_ITEM_EMERALD, DropMult); - case E_BLOCK_COAL_ORE: return cItem(E_ITEM_COAL, DropMult); - case E_BLOCK_NETHER_QUARTZ_ORE: return cItem(E_ITEM_NETHER_QUARTZ, DropMult); + case E_BLOCK_LAPIS_ORE: return cItem(E_ITEM_DYE, Drops * Random.RandInt<char>(4, 9), 4); + case E_BLOCK_REDSTONE_ORE: // Handled by next case (glowing redstone) + case E_BLOCK_REDSTONE_ORE_GLOWING: return cItem(E_ITEM_REDSTONE_DUST, Random.RandInt<char>(4, 5 + FortuneLevel)); + case E_BLOCK_DIAMOND_ORE: return cItem(E_ITEM_DIAMOND, Drops); + case E_BLOCK_EMERALD_ORE: return cItem(E_ITEM_EMERALD, Drops); + case E_BLOCK_COAL_ORE: return cItem(E_ITEM_COAL, Drops); + case E_BLOCK_NETHER_QUARTZ_ORE: return cItem(E_ITEM_NETHER_QUARTZ, Drops); case E_BLOCK_CLAY: return cItem(E_ITEM_CLAY, 4); default: { |