#pragma once #include "BlockHandler.h" class cBlockOreHandler: public cBlockHandler { using Super = cBlockHandler; public: using Super::Super; private: virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * 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); } } // TODO: Handle the Fortune enchantment here auto & random = GetRandomProvider(); switch (m_BlockType) { case E_BLOCK_LAPIS_ORE: return cItem(E_ITEM_DYE, random.RandInt(4, 8), 4); case E_BLOCK_REDSTONE_ORE: return cItem(E_ITEM_REDSTONE_DUST, random.RandInt(4, 5), 0); case E_BLOCK_REDSTONE_ORE_GLOWING: return cItem(E_ITEM_REDSTONE_DUST, random.RandInt(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 ) const 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); } } } ;