#pragma once
#include "BlockHandler.h"
class cBlockOreHandler :
public cBlockHandler
{
using Super = cBlockHandler;
public:
using Super::Super;
protected:
~cBlockOreHandler() = default;
private:
virtual cItems ConvertToPickups(const NIBBLETYPE a_BlockMeta, const cItem * const 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 OnBroken(
cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface,
Vector3i a_BlockPos,
BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta,
const cEntity * a_Digger
) const override
{
if (a_Digger == nullptr)
{
return;
}
if (!a_Digger->IsPlayer())
{
return;
}
const auto Player = static_cast<const cPlayer *>(a_Digger);
if (!Player->IsGameModeSurvival())
{
// Don't drop XP unless the player is in survival mode.
return;
}
if (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);
}
}
} ;
class cDefaultOreHandler final :
public cBlockOreHandler
{
public:
using cBlockOreHandler::cBlockOreHandler;
};