diff options
Diffstat (limited to '')
-rw-r--r-- | src/Blocks/BlockLeaves.h | 59 |
1 files changed, 44 insertions, 15 deletions
diff --git a/src/Blocks/BlockLeaves.h b/src/Blocks/BlockLeaves.h index c08f1b6bb..1f726f779 100644 --- a/src/Blocks/BlockLeaves.h +++ b/src/Blocks/BlockLeaves.h @@ -25,6 +25,23 @@ public: private: + static double FortuneDropProbability(unsigned char a_DefaultDenominator, unsigned char a_FirstDenominatorReduction, unsigned char a_FortuneLevel) + { + // Fortune 3 behaves like fortune 4 for some reason + if (a_FortuneLevel == 3) + { + a_FortuneLevel++; + } + + // Denominator, capped at minimum of 10. + const auto Denominator = std::max<unsigned char>(10, a_DefaultDenominator - a_FortuneLevel * a_FirstDenominatorReduction); + return 1.0 / Denominator; + } + + + + + /** Returns true if the area contains a continous path from the specified block to a log block entirely made out of leaves blocks. */ static bool HasNearLog(cBlockArea & a_Area, const Vector3i a_BlockPos) { @@ -98,44 +115,56 @@ private: // If breaking with shears, drop self: if ((a_Tool != nullptr) && (a_Tool->m_ItemType == E_ITEM_SHEARS)) { - return cItem(m_BlockType, a_BlockMeta & 0x03); + return cItem(m_BlockType, 1, a_BlockMeta & 0x03); } // There is a chance to drop a sapling that varies depending on the type of leaf broken. // Note: It is possible (though very rare) for a single leaves block to drop both a sapling and an apple - // TODO: Take into account fortune for sapling drops. - double chance = 0.0; - auto & rand = GetRandomProvider(); - cItems res; + double DropProbability; + const auto FortuneLevel = ToolFortuneLevel(a_Tool); + auto & Random = GetRandomProvider(); + cItems Res; + if ((m_BlockType == E_BLOCK_LEAVES) && ((a_BlockMeta & 0x03) == E_META_LEAVES_JUNGLE)) { - // Jungle leaves have a 2.5% chance of dropping a sapling. - chance = 0.025; + // Jungle leaves have a 2.5% default chance of dropping a sapling. + DropProbability = FortuneDropProbability(40, 4, FortuneLevel); } else { - // Other leaves have a 5% chance of dropping a sapling. - chance = 0.05; + // Other leaves have a 5% default chance of dropping a sapling. + DropProbability = FortuneDropProbability(20, 4, FortuneLevel); } - if (rand.RandBool(chance)) + + if (Random.RandBool(DropProbability)) { - res.Add( + Res.Add( E_BLOCK_SAPLING, 1, (m_BlockType == E_BLOCK_LEAVES) ? (a_BlockMeta & 0x03) : static_cast<short>(4 + (a_BlockMeta & 0x01)) ); } - // 0.5 % chance of dropping an apple, if the leaves' type is Apple Leaves + // 0.5 % chance of dropping an apple, increased by fortune, if the leaves' type is Apple Leaves if ((m_BlockType == E_BLOCK_LEAVES) && ((a_BlockMeta & 0x03) == E_META_LEAVES_APPLE)) { - if (rand.RandBool(0.005)) + DropProbability = FortuneDropProbability(200, 20, FortuneLevel); + if (Random.RandBool(DropProbability)) { - res.Add(E_ITEM_RED_APPLE, 1, 0); + Res.Add(E_ITEM_RED_APPLE); } } - return res; + + // 2% chance of dropping sticks (yuck) in 1.14 + DropProbability = FortuneDropProbability(50, 5, FortuneLevel); + if (Random.RandBool(DropProbability)) + { + // 1 or 2 sticks are dropped on success: + Res.Add(E_ITEM_STICK, Random.RandInt<char>(1, 2)); + } + + return Res; } |