Свалки у дорог: бочки серые/синие/красные и ящики еды как блоки, лут по детерминированным таблицам, синие на кольце дают продвинутые фрагменты
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@@ -33,9 +33,17 @@ public final class Blocks {
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/** The surface of the high and cold places. */
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public static final byte SNOW = 9;
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/** A barrel that may be broken for what is in it. */
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public static final byte BARREL = 10;
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public static final byte BARREL_BLUE = 11;
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public static final byte BARREL_RED = 12;
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/** A wooden box of food, standing with the barrels. */
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public static final byte CRATE = 13;
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/** Lowest and highest legal block id. */
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public static final byte MIN = AIR;
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public static final byte MAX = SNOW;
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public static final byte MAX = CRATE;
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private Blocks() {
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}
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@@ -52,6 +60,10 @@ public final class Blocks {
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case LEAVES: return "leaves";
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case ASPHALT: return "asphalt";
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case SNOW: return "snow";
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case BARREL: return "barrel";
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case BARREL_BLUE: return "barrel_blue";
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case BARREL_RED: return "barrel_red";
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case CRATE: return "crate";
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default: return "unknown(" + id + ")";
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}
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}
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@@ -66,6 +78,18 @@ public final class Blocks {
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return id == AIR || id == WATER;
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}
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/**
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* True when breaking it gives what is inside instead of nothing.
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*
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* The barrels and the crates are the loot of the roads: a broken one
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* empties its content into the hands of whoever broke it, whatever the
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* game mode says.
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*/
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public static boolean isLootable(byte id) {
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return id == BARREL || id == BARREL_BLUE || id == BARREL_RED
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|| id == CRATE;
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}
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public static boolean isValid(byte id) {
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return id >= MIN && id <= MAX;
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}
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@@ -178,8 +178,9 @@ public final class ItemRegistry {
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define(ItemType.of(HIGH_QUALITY_METAL, "High Quality Metal").rid("hqm"));
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define(ItemType.of(SULFUR, "Sulfur Ore").rid("sulfur_ore"));
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define(ItemType.of(SCRAP, "Scrap").rid("scrap"));
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// The fragments of the blueprints. The remake does not know them: they
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// come out of the loot crates, and the crates are still to come.
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// The fragments of the blueprints. They come out of the blue barrels
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// of the junk piles on the roads, and the advanced ones out of the
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// barrels on the ring road.
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define(ItemType.of(BASIC_FRAGMENT, "Basic Blueprint Fragment"));
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define(ItemType.of(ADVANCED_FRAGMENT, "Advanced Blueprint Fragment"));
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define(ItemType.of(METAL_PIPE, "Metal Pipe").rid("metalpipe"));
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