Removed HarvestDropsEvent (#7193)
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@ -256,13 +256,6 @@ public class ForgeEventFactory
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return event.getDisplayname();
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}
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public static float fireBlockHarvesting(NonNullList<ItemStack> drops, World world, BlockPos pos, BlockState state, int fortune, float dropChance, boolean silkTouch, PlayerEntity player)
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{
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BlockEvent.HarvestDropsEvent event = new BlockEvent.HarvestDropsEvent(world, pos, state, fortune, dropChance, drops, player, silkTouch);
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MinecraftForge.EVENT_BUS.post(event);
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return event.getDropChance();
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}
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public static BlockState fireFluidPlaceBlockEvent(IWorld world, BlockPos pos, BlockPos liquidPos, BlockState state)
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{
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BlockEvent.FluidPlaceBlockEvent event = new BlockEvent.FluidPlaceBlockEvent(world, pos, liquidPos, state);
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@ -77,43 +77,6 @@ public class BlockEvent extends Event
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return state;
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}
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/**
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* Fired when a block is about to drop it's harvested items. The {@link #drops} array can be amended, as can the {@link #dropChance}.
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* <strong>Note well:</strong> the {@link #harvester} player field is null in a variety of scenarios. Code expecting null.
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*
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* The {@link #dropChance} is used to determine which items in this array will actually drop, compared to a random number. If you wish, you
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* can pre-filter yourself, and set {@link #dropChance} to 1.0f to always drop the contents of the {@link #drops} array.
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*
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* {@link #isSilkTouching} is set if this is considered a silk touch harvesting operation, vs a normal harvesting operation. Act accordingly.
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*
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* @author cpw
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*/
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public static class HarvestDropsEvent extends BlockEvent
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{
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private final int fortuneLevel;
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private final NonNullList<ItemStack> drops;
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private final boolean isSilkTouching;
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private float dropChance; // Change to e.g. 1.0f, if you manipulate the list and want to guarantee it always drops
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private final PlayerEntity harvester; // May be null for non-player harvesting such as explosions or machines
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public HarvestDropsEvent(World world, BlockPos pos, BlockState state, int fortuneLevel, float dropChance, NonNullList<ItemStack> drops, PlayerEntity harvester, boolean isSilkTouching)
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{
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super(world, pos, state);
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this.fortuneLevel = fortuneLevel;
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this.setDropChance(dropChance);
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this.drops = drops;
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this.isSilkTouching = isSilkTouching;
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this.harvester = harvester;
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}
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public int getFortuneLevel() { return fortuneLevel; }
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public List<ItemStack> getDrops() { return drops; }
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public boolean isSilkTouching() { return isSilkTouching; }
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public float getDropChance() { return dropChance; }
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public void setDropChance(float dropChance) { this.dropChance = dropChance; }
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public PlayerEntity getHarvester() { return harvester; }
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}
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/**
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* Event that is fired when an Block is about to be broken by a player
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* Canceling this event will prevent the Block from being broken.
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