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#pragma once
#include "BlockHandler.h"
class cBlockOreHandler:
public cBlockHandler
{
using Super = cBlockHandler;
public:
using Super::Super;
private:
virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, const cEntity * a_Digger, const cItem * a_Tool) const override
{
// If using silk-touch, drop self rather than the resource:
if (ToolHasSilkTouch(a_Tool))
{
switch (m_BlockType)
{
// 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);
}
}
const auto FortuneLevel = ToolFortuneLevel(a_Tool);
if ((m_BlockType == E_BLOCK_REDSTONE_ORE) || (m_BlockType == E_BLOCK_REDSTONE_ORE_GLOWING))
{ // Redstone follows the discrete random distribution, unlike other ores
const auto DropNum = FortuneDiscreteRandom(4, 5, FortuneLevel);
return cItem(E_ITEM_REDSTONE_DUST, DropNum);
}
auto & Random = GetRandomProvider();
const auto DropMult = 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_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_CLAY: return cItem(E_ITEM_CLAY, 4);
default:
{
return cItem(m_BlockType);
}
}
}
virtual void OnPlayerBrokeBlock(
cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface,
cPlayer & a_Player, Vector3i a_BlockPos,
BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta
) const override
{
if (!a_Player.IsGameModeSurvival())
{
// Don't drop XP unless the player is in survival mode.
return;
}
if (a_Player.GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchSilkTouch) != 0)
{
// Don't drop XP when the ore is mined with the Silk Touch enchantment
return;
}
auto & random = GetRandomProvider();
int reward = 0;
switch (a_OldBlockType)
{
case E_BLOCK_NETHER_QUARTZ_ORE:
case E_BLOCK_LAPIS_ORE:
{
// Lapis and nether quartz get 2 - 5 experience
reward = random.RandInt(2, 5);
break;
}
case E_BLOCK_REDSTONE_ORE:
case E_BLOCK_REDSTONE_ORE_GLOWING:
{
// Redstone gets 1 - 5 experience
reward = random.RandInt(1, 5);
break;
}
case E_BLOCK_DIAMOND_ORE:
case E_BLOCK_EMERALD_ORE:
{
// Diamond and emerald get 3 - 7 experience
reward = random.RandInt(3, 7);
break;
}
case E_BLOCK_COAL_ORE:
{
// Coal gets 0 - 2 experience
reward = random.RandInt(2);
break;
}
default: break;
}
if (reward > 0)
{
a_WorldInterface.SpawnSplitExperienceOrbs(Vector3d(0.5, 0.5, 0.5) + a_BlockPos, reward);
}
}
} ;
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