b6b7fb1a65
* Implemented fortune for ores, glowstone and sea lanterns (but nothing organic or flint). * Cleanup printf * Stopped playing golf, gave the Camels a FirstHump and moved the FortuneDropMult comment. Thanks for the review :). * Got rid of FortuneDropMult and replaced with Peter's massive optimization/simplification. * Fixed default lapis max droprate (8 -> 9). * Clamp max drops for non-redstone ores to 10. * Comment justifying the clamp.
37 lines
742 B
C++
37 lines
742 B
C++
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#pragma once
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#include "BlockHandler.h"
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class cBlockSeaLanternHandler :
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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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using Super::Super;
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private:
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virtual cItems ConvertToPickups(NIBBLETYPE a_BlockMeta, cBlockEntity * a_BlockEntity, const cEntity * a_Digger, const cItem * a_Tool) const override
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{
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// Drop self only when using silk-touch:
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if (ToolHasSilkTouch(a_Tool))
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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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}
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} ;
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