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Leaves: remove ItemFactory dependency
this is ugly, but it should only be temporary while we liberate the core from legacy nastiness. Once the liberation is complete, we'll be able to do a lot of cool stuff like making wood types dynamic.
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@ -29,12 +29,11 @@ use pocketmine\block\utils\SupportType;
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use pocketmine\block\utils\TreeType;
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use pocketmine\block\utils\TreeType;
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use pocketmine\event\block\LeavesDecayEvent;
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use pocketmine\event\block\LeavesDecayEvent;
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use pocketmine\item\Item;
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use pocketmine\item\Item;
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use pocketmine\item\ItemFactory;
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use pocketmine\item\ItemIds;
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use pocketmine\item\VanillaItems;
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use pocketmine\item\VanillaItems;
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use pocketmine\math\Facing;
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use pocketmine\math\Facing;
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use pocketmine\math\Vector3;
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use pocketmine\math\Vector3;
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use pocketmine\player\Player;
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use pocketmine\player\Player;
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use pocketmine\utils\AssumptionFailedError;
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use pocketmine\world\BlockTransaction;
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use pocketmine\world\BlockTransaction;
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use pocketmine\world\World;
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use pocketmine\world\World;
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use function mt_rand;
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use function mt_rand;
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@ -144,7 +143,15 @@ class Leaves extends Transparent{
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$drops = [];
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$drops = [];
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if(mt_rand(1, 20) === 1){ //Saplings
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if(mt_rand(1, 20) === 1){ //Saplings
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$drops[] = ItemFactory::getInstance()->get(ItemIds::SAPLING, $this->treeType->getMagicNumber());
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$drops[] = match($this->treeType){
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TreeType::ACACIA() => VanillaBlocks::ACACIA_SAPLING(),
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TreeType::BIRCH() => VanillaBlocks::BIRCH_SAPLING(),
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TreeType::DARK_OAK() => VanillaBlocks::DARK_OAK_SAPLING(),
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TreeType::JUNGLE() => VanillaBlocks::JUNGLE_SAPLING(),
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TreeType::OAK() => VanillaBlocks::OAK_SAPLING(),
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TreeType::SPRUCE() => VanillaBlocks::SPRUCE_SAPLING(),
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default => throw new AssumptionFailedError("Unreachable")
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};
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}
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}
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if(($this->treeType->equals(TreeType::OAK()) || $this->treeType->equals(TreeType::DARK_OAK())) && mt_rand(1, 200) === 1){ //Apples
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if(($this->treeType->equals(TreeType::OAK()) || $this->treeType->equals(TreeType::DARK_OAK())) && mt_rand(1, 200) === 1){ //Apples
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$drops[] = VanillaItems::APPLE();
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$drops[] = VanillaItems::APPLE();
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