cn.nukkit.dispenser.ProjectileDispenseBehavior Maven / Gradle / Ivy
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A Minecraft Bedrock Edition server software implementation made in Java from scratch which supports all new features.
package cn.nukkit.dispenser;
import cn.nukkit.api.PowerNukkitDifference;
import cn.nukkit.block.BlockDispenser;
import cn.nukkit.entity.Entity;
import cn.nukkit.entity.projectile.EntityProjectile;
import cn.nukkit.item.Item;
import cn.nukkit.level.Sound;
import cn.nukkit.math.BlockFace;
import cn.nukkit.math.Vector3;
import cn.nukkit.nbt.tag.CompoundTag;
/**
* @author CreeperFace
*/
public class ProjectileDispenseBehavior extends DefaultDispenseBehavior {
private final String entityType;
public ProjectileDispenseBehavior(String entity) {
this.entityType = entity;
}
@Override
@PowerNukkitDifference(info = "Implement sound.", since = "1.4.0.0-PN")
public Item dispense(BlockDispenser source, BlockFace face, Item item) {
Vector3 dispensePos = source.getDispensePosition();
CompoundTag nbt = Entity.getDefaultNBT(dispensePos);
this.correctNBT(nbt);
Entity projectile = Entity.createEntity(getEntityType(), source.level.getChunk(dispensePos.getChunkX(), dispensePos.getChunkZ()), nbt);
if (!(projectile instanceof EntityProjectile)) {
return super.dispense(source, face, item);
}
Vector3 motion = new Vector3(face.getXOffset(), face.getYOffset() + 0.1f, face.getZOffset())
.normalize();
projectile.setMotion(motion);
((EntityProjectile) projectile).inaccurate(getAccuracy());
projectile.setMotion(projectile.getMotion().multiply(getMotion()));
((EntityProjectile) projectile).updateRotation();
projectile.spawnToAll();
source.level.addSound(source, Sound.RANDOM_BOW);
return null;
}
protected double getMotion() {
return 1.1;
}
protected float getAccuracy() {
return 6;
}
protected String getEntityType() {
return this.entityType;
}
/**
* you can add extra data of projectile here
*
* @param nbt tag
*/
protected void correctNBT(CompoundTag nbt) {
}
}