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.windcharge.WindCharge; import net.minecraft.world.item.ProjectileItem.DispenseConfig; 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 float PROJECTILE_SHOOT_POWER = 1.5F; public WindChargeItem(Item.Properties properties) { super(properties); } @Override public InteractionResult use(Level level, Player player, InteractionHand hand) { ItemStack itemStack = player.getItemInHand(hand); if (level instanceof ServerLevel serverLevel) { Projectile.spawnProjectileFromRotation( (serverLevelx, livingEntity, itemStackx) -> new WindCharge(player, level, player.position().x(), player.getEyePosition().y(), player.position().z()), serverLevel, itemStack, player, 0.0F, PROJECTILE_SHOOT_POWER, 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)); itemStack.consume(1, player); return InteractionResult.SUCCESS; } @Override public Projectile asProjectile(Level level, Position pos, ItemStack stack, Direction direction) { RandomSource randomSource = level.getRandom(); double d = randomSource.triangle((double)direction.getStepX(), 0.11485000000000001); double e = randomSource.triangle((double)direction.getStepY(), 0.11485000000000001); double f = randomSource.triangle((double)direction.getStepZ(), 0.11485000000000001); Vec3 vec3 = new Vec3(d, e, f); WindCharge windCharge = new WindCharge(level, pos.x(), pos.y(), pos.z(), vec3); windCharge.setDeltaMovement(vec3); return windCharge; } @Override public void shoot(Projectile projectile, double x, double y, double z, float velocity, float inaccuracy) { } @Override public DispenseConfig createDispenseConfig() { return DispenseConfig.builder() .positionFunction((blockSource, direction) -> DispenserBlock.getDispensePosition(blockSource, 1.0, Vec3.ZERO)) .uncertainty(6.6666665F) .power(1.0F) .overrideDispenseEvent(1051) .build(); } }