#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; } } ;