Some patches (#4494)

Fixed blocks being dropped from blast mining even if yield was set to 0.
Tree feller not working entirely if one fake block break event is cancelled. (Fixes #4189)
Fixes no woodcutting xp being rewarded if a tree is too big while using tree feller.
This commit is contained in:
Warrior 2021-04-16 19:03:57 +02:00 committed by GitHub
parent 04459f1ea7
commit 7393421607
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 13 additions and 2 deletions

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@ -941,6 +941,10 @@ public class McMMOPlayer implements Identified {
//Sounds
SoundManager.worldSendSound(player.getWorld(), player.getLocation(), SoundType.ABILITY_ACTIVATED_GENERIC);
//If the current item is still buffed somehow, remove it to prevent enchantments from stacking.
if (superAbilityType == SuperAbilityType.SUPER_BREAKER || superAbilityType == SuperAbilityType.GIGA_DRILL_BREAKER)
SkillUtils.removeAbilityBuff(player.getInventory().getItemInMainHand());
// Enable the ability
profile.setAbilityDATS(superAbilityType, System.currentTimeMillis() + (ticks * Misc.TIME_CONVERSION_FACTOR));
setAbilityMode(superAbilityType, true);

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@ -157,8 +157,10 @@ public class MiningManager extends SkillManager {
//TODO: Rewrite this garbage
//TODO: Rewrite this garbage
public void blastMiningDropProcessing(float yield, EntityExplodeEvent event) {
//Strip out only stuff that gives mining XP
if (yield == 0)
return;
//Strip out only stuff that gives mining XP
List<BlockState> ores = new ArrayList<>();
List<BlockState> notOres = new ArrayList<>();

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@ -107,6 +107,11 @@ public class WoodcuttingManager extends SkillManager {
treeFellerReachedThreshold = false;
NotificationManager.sendPlayerInformation(player, NotificationType.SUBSKILL_MESSAGE_FAILED, "Woodcutting.Skills.TreeFeller.Threshold");
//Tree feller won't be activated for this block, award normal xp.
processWoodcuttingBlockXP(blockState);
processHarvestLumber(blockState);
return;
}
@ -282,7 +287,7 @@ public class WoodcuttingManager extends SkillManager {
Block block = blockState.getBlock();
if (!EventUtils.simulateBlockBreak(block, player, true)) {
break; // TODO: Shouldn't we use continue instead?
continue;
}
/*