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Wooden doors + efficiency + wrong tool [more ugly].
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@ -713,18 +713,35 @@ public class BlockProperties {
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// (sword vs web already counted)
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if (isValidTool || blockProps.tool.toolType == ToolType.NONE){
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if (inWater && ! aquaAffinity)
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duration *= 5;
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if (!onGround)
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duration *= 5;
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long mult = 1;
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if (inWater && !aquaAffinity) mult *= 5;
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if (!onGround) mult *= 5;
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duration *= mult;
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// Efficiency level.
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if (efficiency > 0){
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if (efficiency > 0) {
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// Workarounds ...
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if (blockId == Material.WOODEN_DOOR.getId() && toolProps.toolType != ToolType.AXE) {
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// Heck [Cleanup pending]...
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switch (efficiency) {
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case 1:
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return 1500 * mult;
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case 2:
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return 750 * mult;
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case 3:
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return 450 * mult;
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case 4:
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return 250 * mult;
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case 5:
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return 150 * mult;
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}
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}
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// This seems roughly correct.
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for (int i = 0; i < efficiency; i++){
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duration /= 1.33; // Matches well with obsidian.
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}
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// More Workarounds:
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if (toolProps.materialBase == MaterialBase.WOOD){
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if (toolProps.materialBase == MaterialBase.WOOD){
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if (blockId == Material.LOG.getId()) duration -= efficiency >= 4 ? 250 : 400;
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else if (blockProps.tool.toolType == toolProps.toolType) duration -= 250;
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else duration -= efficiency * 30;
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@ -753,6 +770,7 @@ public class BlockProperties {
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// (wood, sand, gravel, ice)
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if (blockId == Material.SNOW.getId()) return toolProps.toolType == ToolType.SPADE;
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if (blockId == Material.WOOL.getId()) return true;
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if (blockId == Material.WOODEN_DOOR.getId()) return true;
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if (blockProps.hardness <= 2
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&& (blockProps.tool.toolType == ToolType.AXE
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|| blockProps.tool.toolType == ToolType.SPADE
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