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#pragma once

#include "BlockHandler.h"





class cBlockGravelHandler :
	public cBlockHandler
{
public:
	cBlockGravelHandler(BLOCKTYPE a_BlockType)
		: cBlockHandler(a_BlockType)
	{
	}





	virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override
	{
		// TODO: Handle the Fortune and Silk touch enchantments here
		if (GetRandomProvider().RandBool(0.10))
		{
			return cItem(E_ITEM_FLINT, 1, 0);
		}
		else
		{
			return cItem(E_BLOCK_GRAVEL, 1, 0);
		}
	}





	virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) override
	{
		UNUSED(a_Meta);
		return 11;
	}
} ;