120 lines
2.6 KiB
C++
120 lines
2.6 KiB
C++
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#pragma once
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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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using Super = cBlockHandler;
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public:
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cBlockOreHandler(BLOCKTYPE a_BlockType):
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Super(a_BlockType)
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{
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}
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virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) override
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{
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// If using silk-touch, drop self rather than the resource:
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if (ToolHasSilkTouch(a_Tool))
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{
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return cItem(m_BlockType);
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}
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// TODO: Handle the Fortune enchantment here
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auto & random = GetRandomProvider();
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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, random.RandInt<char>(4, 8), 4);
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case E_BLOCK_REDSTONE_ORE: return cItem(E_ITEM_REDSTONE_DUST, random.RandInt<char>(4, 5), 0);
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case E_BLOCK_REDSTONE_ORE_GLOWING: return cItem(E_ITEM_REDSTONE_DUST, random.RandInt<char>(4, 5), 0);
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case E_BLOCK_DIAMOND_ORE: return cItem(E_ITEM_DIAMOND);
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case E_BLOCK_EMERALD_ORE: return cItem(E_ITEM_EMERALD);
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case E_BLOCK_COAL_ORE: return cItem(E_ITEM_COAL);
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case E_BLOCK_NETHER_QUARTZ_ORE: return cItem(E_ITEM_NETHER_QUARTZ);
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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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return cItem(m_BlockType);
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}
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}
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}
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virtual void OnPlayerBrokeBlock(
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cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface,
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cPlayer & a_Player, Vector3i a_BlockPos,
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BLOCKTYPE a_OldBlockType, NIBBLETYPE a_OldBlockMeta
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) override
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{
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if (!a_Player.IsGameModeSurvival())
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{
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// Don't drop XP unless the player is in survival mode.
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return;
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}
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if (a_Player.GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchSilkTouch) != 0)
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{
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// Don't drop XP when the ore is mined with the Silk Touch enchantment
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return;
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}
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auto & random = GetRandomProvider();
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int reward = 0;
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switch (a_OldBlockType)
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{
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case E_BLOCK_NETHER_QUARTZ_ORE:
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case E_BLOCK_LAPIS_ORE:
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{
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// Lapis and nether quartz get 2 - 5 experience
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reward = random.RandInt(2, 5);
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break;
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}
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case E_BLOCK_REDSTONE_ORE:
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case E_BLOCK_REDSTONE_ORE_GLOWING:
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{
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// Redstone gets 1 - 5 experience
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reward = random.RandInt(1, 5);
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break;
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}
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case E_BLOCK_DIAMOND_ORE:
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case E_BLOCK_EMERALD_ORE:
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{
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// Diamond and emerald get 3 - 7 experience
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reward = random.RandInt(3, 7);
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break;
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}
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case E_BLOCK_COAL_ORE:
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{
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// Coal gets 0 - 2 experience
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reward = random.RandInt(2);
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break;
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}
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default: break;
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}
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if (reward > 0)
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{
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a_WorldInterface.SpawnSplitExperienceOrbs(Vector3d(0.5, 0.5, 0.5) + a_BlockPos, reward);
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}
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}
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} ;
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