package net.minecraft.world.item; import java.util.OptionalInt; import net.minecraft.core.Direction; import net.minecraft.core.Position; import net.minecraft.core.dispenser.BlockSource; import net.minecraft.world.entity.projectile.Projectile; import net.minecraft.world.level.Level; import net.minecraft.world.level.block.DispenserBlock; import net.minecraft.world.phys.Vec3; public interface ProjectileItem { Projectile asProjectile(Level level, Position pos, ItemStack stack, Direction direction); default ProjectileItem.DispenseConfig createDispenseConfig() { return ProjectileItem.DispenseConfig.DEFAULT; } default void shoot(Projectile projectile, double x, double y, double z, float velocity, float inaccuracy) { projectile.shoot(x, y, z, velocity, inaccuracy); } public record DispenseConfig(ProjectileItem.PositionFunction positionFunction, float uncertainty, float power, OptionalInt overrideDispenseEvent) { public static final ProjectileItem.DispenseConfig DEFAULT = builder().build(); public static ProjectileItem.DispenseConfig.Builder builder() { return new ProjectileItem.DispenseConfig.Builder(); } public static class Builder { private ProjectileItem.PositionFunction positionFunction = (blockSource, direction) -> DispenserBlock.getDispensePosition( blockSource, 0.7, new Vec3(0.0, 0.1, 0.0) ); private float uncertainty = 6.0F; private float power = 1.1F; private OptionalInt overrideDispenseEvent = OptionalInt.empty(); public ProjectileItem.DispenseConfig.Builder positionFunction(ProjectileItem.PositionFunction positionFunction) { this.positionFunction = positionFunction; return this; } public ProjectileItem.DispenseConfig.Builder uncertainty(float uncertainty) { this.uncertainty = uncertainty; return this; } public ProjectileItem.DispenseConfig.Builder power(float power) { this.power = power; return this; } public ProjectileItem.DispenseConfig.Builder overrideDispenseEvent(int overrideDispenseEvent) { this.overrideDispenseEvent = OptionalInt.of(overrideDispenseEvent); return this; } public ProjectileItem.DispenseConfig build() { return new ProjectileItem.DispenseConfig(this.positionFunction, this.uncertainty, this.power, this.overrideDispenseEvent); } } } @FunctionalInterface public interface PositionFunction { Position getDispensePosition(BlockSource blockSource, Direction direction); } }