package net.minecraft.world.item; import net.minecraft.core.Direction; import net.minecraft.core.Position; import net.minecraft.server.level.ServerLevel; import net.minecraft.sounds.SoundEvents; import net.minecraft.sounds.SoundSource; import net.minecraft.stats.Stats; import net.minecraft.util.RandomSource; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.entity.player.Player; import net.minecraft.world.entity.projectile.Projectile; import net.minecraft.world.entity.projectile.hurtingprojectile.windcharge.WindCharge; import net.minecraft.world.level.Level; import net.minecraft.world.level.block.DispenserBlock; import net.minecraft.world.phys.Vec3; public class WindChargeItem extends Item implements ProjectileItem { public static final float PROJECTILE_SHOOT_POWER = 1.5F; public WindChargeItem(final Item.Properties properties) { super(properties); } @Override public InteractionResult use(final Level level, final Player player, final InteractionHand hand) { ItemStack stack = player.getItemInHand(hand); if (level instanceof ServerLevel serverLevel) { Projectile.spawnProjectileFromRotation( (source, l, itemStack) -> new WindCharge(player, level, player.position().x(), player.getEyePosition().y(), player.position().z()), serverLevel, stack, player, 0.0F, 1.5F, 1.0F ); } level.playSound( null, player.getX(), player.getY(), player.getZ(), SoundEvents.WIND_CHARGE_THROW, SoundSource.NEUTRAL, 0.5F, 0.4F / (level.getRandom().nextFloat() * 0.4F + 0.8F) ); player.awardStat(Stats.ITEM_USED.get(this)); stack.consume(1, player); return InteractionResult.SUCCESS; } @Override public Projectile asProjectile(final Level level, final Position position, final ItemStack itemStack, final Direction direction) { RandomSource random = level.getRandom(); double dirX = random.triangle((double)direction.getStepX(), 0.11485000000000001); double dirY = random.triangle((double)direction.getStepY(), 0.11485000000000001); double dirZ = random.triangle((double)direction.getStepZ(), 0.11485000000000001); Vec3 dir = new Vec3(dirX, dirY, dirZ); WindCharge windCharge = new WindCharge(level, position.x(), position.y(), position.z(), dir); windCharge.setDeltaMovement(dir); return windCharge; } @Override public void shoot(final Projectile projectile, final double xd, final double yd, final double zd, final float pow, final float uncertainty) { } @Override public ProjectileItem.DispenseConfig createDispenseConfig() { return ProjectileItem.DispenseConfig.builder() .positionFunction((source, direction) -> DispenserBlock.getDispensePosition(source, 1.0, Vec3.ZERO)) .uncertainty(6.6666665F) .power(1.0F) .overrideDispenseEvent(1051) .build(); } }