#pragma once #include "BlockHandler.h" class cBlockGlowstoneHandler : public cBlockHandler { public: using cBlockHandler::cBlockHandler; private: virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) const override { // Drop self only when using silk-touch: if (ToolHasSilkTouch(a_Tool)) { return cItem(E_BLOCK_GLOWSTONE, 1, 0); } else { // TODO: Handle the Fortune enchantment here return cItem(E_ITEM_GLOWSTONE_DUST, GetRandomProvider().RandInt(2, 4), 0); } } virtual ColourID GetMapBaseColourID(NIBBLETYPE a_Meta) const override { UNUSED(a_Meta); return 2; } } ;