Limit fortune level, style fixes
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a0dd311d02
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@ -66,7 +66,7 @@ public:
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virtual bool OnHandshake (cClientHandle & a_Client, const AString & a_Username) = 0;
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virtual bool OnHopperPullingItem (cWorld & a_World, cHopperEntity & a_Hopper, int a_DstSlotNum, cBlockEntityWithItems & a_SrcEntity, int a_SrcSlotNum) = 0;
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virtual bool OnHopperPushingItem (cWorld & a_World, cHopperEntity & a_Hopper, int a_SrcSlotNum, cBlockEntityWithItems & a_DstEntity, int a_DstSlotNum) = 0;
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virtual bool OnDropSpense (cWorld & a_World, cDropSpenserEntity & a_DropSpenser, int a_SlotNum) = 0;
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virtual bool OnDropSpense (cWorld & a_World, cDropSpenserEntity & a_DropSpenser, int a_SlotNum) = 0;
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virtual bool OnKilled (cEntity & a_Victim, TakeDamageInfo & a_TDI, AString & a_DeathMessage) = 0;
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virtual bool OnKilling (cEntity & a_Victim, cEntity * a_Killer, TakeDamageInfo & a_TDI) = 0;
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virtual bool OnLogin (cClientHandle & a_Client, UInt32 a_ProtocolVersion, const AString & a_Username) = 0;
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@ -87,7 +87,7 @@ public:
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virtual bool OnHandshake (cClientHandle & a_Client, const AString & a_Username) override;
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virtual bool OnHopperPullingItem (cWorld & a_World, cHopperEntity & a_Hopper, int a_DstSlotNum, cBlockEntityWithItems & a_SrcEntity, int a_SrcSlotNum) override;
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virtual bool OnHopperPushingItem (cWorld & a_World, cHopperEntity & a_Hopper, int a_SrcSlotNum, cBlockEntityWithItems & a_DstEntity, int a_DstSlotNum) override;
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virtual bool OnDropSpense (cWorld & a_World, cDropSpenserEntity & a_DropSpenser, int a_SlotNum) override;
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virtual bool OnDropSpense (cWorld & a_World, cDropSpenserEntity & a_DropSpenser, int a_SlotNum) override;
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virtual bool OnKilled (cEntity & a_Victim, TakeDamageInfo & a_TDI, AString & a_DeathMessage) override;
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virtual bool OnKilling (cEntity & a_Victim, cEntity * a_Killer, TakeDamageInfo & a_TDI) override;
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virtual bool OnLogin (cClientHandle & a_Client, UInt32 a_ProtocolVersion, const AString & a_Username) override;
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@ -79,9 +79,8 @@ void cDropSpenserEntity::DropSpense(cChunk & a_Chunk)
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return;
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}
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int RandomSlot = m_World->GetTickRandomNumber(SlotsCnt - 1);
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int SpenseSlot = OccupiedSlots[RandomSlot];
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const int RandomSlot = m_World->GetTickRandomNumber(SlotsCnt - 1);
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const int SpenseSlot = OccupiedSlots[RandomSlot];
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if (cPluginManager::Get()->CallHookDropSpense(*m_World, *this, SpenseSlot))
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{
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@ -6,6 +6,7 @@
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class cBlockGlowstoneHandler :
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public cBlockHandler
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{
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@ -22,13 +23,14 @@ private:
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{
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return cItem(E_BLOCK_GLOWSTONE, 1, 0);
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}
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else
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{
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unsigned int DropNum = GetRandomProvider().RandInt<char>(2, 4 + ToolFortuneLevel(a_Tool));
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// cap the dropnum to the max amount of 4
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DropNum = std::min<unsigned int>(DropNum, 4);
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return cItem(E_ITEM_GLOWSTONE_DUST, DropNum, 0);
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}
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// Number of dust to drop, capped at the max amount of 4.
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const auto Drops = std::min(
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static_cast<char>(4),
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GetRandomProvider().RandInt<char>(2, 4 + ToolFortuneLevel(a_Tool))
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);
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return cItem(E_ITEM_GLOWSTONE_DUST, Drops);
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}
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@ -649,16 +649,16 @@ bool cBlockHandler::ToolHasSilkTouch(const cItem * a_Tool)
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unsigned int cBlockHandler::ToolFortuneLevel(const cItem * a_Tool)
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unsigned char cBlockHandler::ToolFortuneLevel(const cItem * a_Tool)
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{
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if (a_Tool != nullptr)
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if ((a_Tool != nullptr) && ItemCategory::IsTool(a_Tool->m_ItemType))
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{
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return a_Tool->m_Enchantments.GetLevel(cEnchantments::enchFortune);
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}
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else // Not a tool
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{
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return 0;
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// Return enchantment level, limited to avoid spawning excessive pickups (crashing the server) when modified items are used:
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return std::min(8U, a_Tool->m_Enchantments.GetLevel(cEnchantments::enchFortune));
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}
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// Not a tool:
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return 0;
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}
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@ -232,7 +232,7 @@ public:
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/** Returns the fortune level of a tool, if it is a valid tool.
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Can be used in ConvertToPickups() implementations. */
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static unsigned int ToolFortuneLevel(const cItem * a_Tool);
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static unsigned char ToolFortuneLevel(const cItem * a_Tool);
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// Gets the blockhandler for the given block type.
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static const cBlockHandler & For(BLOCKTYPE a_BlockType);
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@ -3,6 +3,10 @@
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#include "BlockHandler.h"
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class cBlockOreHandler:
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public cBlockHandler
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{
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@ -21,26 +25,25 @@ private:
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{
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switch (m_BlockType)
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{
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// If it was a glowing redstone ore, drop a normal redstone ore
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// If it was a glowing redstone ore, drop a normal redstone ore:
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case E_BLOCK_REDSTONE_ORE_GLOWING: return cItem(E_BLOCK_REDSTONE_ORE);
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default: return cItem(m_BlockType);
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}
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}
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auto & random = GetRandomProvider();
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const unsigned int FortuneLevel = ToolFortuneLevel(a_Tool);
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// Clamp to 10 to prevent server crash if thing are mined with extremely high level fortune pick
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const unsigned int DropMult = std::clamp<unsigned int>(FloorC(random.RandReal(FortuneLevel + 2.0)), 1, 10);
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auto & Random = GetRandomProvider();
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const auto FortuneLevel = ToolFortuneLevel(a_Tool);
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const auto Drops = std::max(static_cast<char>(1), FloorC<char>(Random.RandReal(FortuneLevel + 2.0)));
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switch (m_BlockType)
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{
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case E_BLOCK_LAPIS_ORE: return cItem(E_ITEM_DYE, DropMult * random.RandInt<char>(4, 9), 4);
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case E_BLOCK_REDSTONE_ORE: // handled by next case (glowing redstone), no dropMult
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case E_BLOCK_REDSTONE_ORE_GLOWING: return cItem(E_ITEM_REDSTONE_DUST, random.RandInt<char>(4, 5 + FortuneLevel), 0);
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case E_BLOCK_DIAMOND_ORE: return cItem(E_ITEM_DIAMOND, DropMult);
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case E_BLOCK_EMERALD_ORE: return cItem(E_ITEM_EMERALD, DropMult);
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case E_BLOCK_COAL_ORE: return cItem(E_ITEM_COAL, DropMult);
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case E_BLOCK_NETHER_QUARTZ_ORE: return cItem(E_ITEM_NETHER_QUARTZ, DropMult);
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case E_BLOCK_LAPIS_ORE: return cItem(E_ITEM_DYE, Drops * Random.RandInt<char>(4, 9), 4);
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case E_BLOCK_REDSTONE_ORE: // Handled by next case (glowing redstone)
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case E_BLOCK_REDSTONE_ORE_GLOWING: return cItem(E_ITEM_REDSTONE_DUST, Random.RandInt<char>(4, 5 + FortuneLevel));
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case E_BLOCK_DIAMOND_ORE: return cItem(E_ITEM_DIAMOND, Drops);
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case E_BLOCK_EMERALD_ORE: return cItem(E_ITEM_EMERALD, Drops);
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case E_BLOCK_COAL_ORE: return cItem(E_ITEM_COAL, Drops);
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case E_BLOCK_NETHER_QUARTZ_ORE: return cItem(E_ITEM_NETHER_QUARTZ, Drops);
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case E_BLOCK_CLAY: return cItem(E_ITEM_CLAY, 4);
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default:
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{
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@ -6,6 +6,7 @@
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class cBlockSeaLanternHandler :
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public cBlockHandler
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{
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@ -24,13 +25,13 @@ private:
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{
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return cItem(E_BLOCK_SEA_LANTERN, 1, 0);
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}
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else
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{
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unsigned int DropNum = GetRandomProvider().RandInt<char>(2, 3 + ToolFortuneLevel(a_Tool));
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// cap the dropnum to the max amount of 5
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DropNum = std::min<unsigned int>(DropNum, 5);
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// Reset meta to 0
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return cItem(E_ITEM_PRISMARINE_CRYSTALS, DropNum, 0);
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}
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// Number of crystals to drop, capped at the max amount of 5.
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const auto Drops = std::min(
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static_cast<char>(5),
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GetRandomProvider().RandInt<char>(2, 3 + ToolFortuneLevel(a_Tool))
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);
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return cItem(E_ITEM_PRISMARINE_CRYSTALS, Drops);
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}
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} ;
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