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#pragma once
#include "BlockHandler.h"
class cBlockOreHandler:
public cBlockHandler
{
using Super = cBlockHandler;
public:
cBlockOreHandler(BLOCKTYPE a_BlockType):
Super(a_BlockType)
{
}
virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) 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);
}
}
// TODO: Handle the Fortune enchantment here
auto & random = GetRandomProvider();
switch (m_BlockType)
{
case E_BLOCK_LAPIS_ORE: return cItem(E_ITEM_DYE, random.RandInt<char>(4, 8), 4);
case E_BLOCK_REDSTONE_ORE: return cItem(E_ITEM_REDSTONE_DUST, random.RandInt<char>(4, 5), 0);
case E_BLOCK_REDSTONE_ORE_GLOWING: return cItem(E_ITEM_REDSTONE_DUST, random.RandInt<char>(4, 5), 0);
case E_BLOCK_DIAMOND_ORE: return cItem(E_ITEM_DIAMOND);
case E_BLOCK_EMERALD_ORE: return cItem(E_ITEM_EMERALD);
case E_BLOCK_COAL_ORE: return cItem(E_ITEM_COAL);
case E_BLOCK_NETHER_QUARTZ_ORE: return cItem(E_ITEM_NETHER_QUARTZ);
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
) 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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