hello,
i'm trying to make a sword that when used, fires a sonic boom (the one the warden makes) in the direction the player is facing, dealing damage in the process.
my current code is able to create particles, but it only creates one, at the location of the player. also, i'm not sure how to damage the enemies caught in the boom. previously, i used AABB to find the targets, but as far as i know, it only works with cubes, not lines. if you could give me a hand on either, i would really appreciate it.
my code:
package net.grandfish.mod.item.custom;
import net.minecraft.core.particles.ParticleTypes;
import net.minecraft.network.protocol.game.ClientboundLevelParticlesPacket;
import net.minecraft.server.level.ServerPlayer;
import net.minecraft.world.InteractionHand;
import net.minecraft.world.InteractionResultHolder;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.item.Tier;
import net.minecraft.world.level.Level;
import net.minecraft.world.phys.Vec3;
public class WardenSwordItem extends LightningSwordItem {
public WardenSwordItem(Tier pTier, int pAttackDamageModifier, float pAttackSpeedModifier, Properties properties) {
super(pTier, pAttackDamageModifier, pAttackSpeedModifier, properties);
}
private void locateTargetExecute(LivingEntity player, Level level, InteractionHand hand) {
if (!level.isClientSide()) {
Vec3 pos = player.getEyePosition(1.0f);
Vec3 dir = player.getLookAngle();
for (int i = 0; i < 40; i++) {
Vec3 particlePos = pos.add(dir.scale(i));
level.addParticle(ParticleTypes.SONIC_BOOM, particlePos.x(), particlePos.y(), particlePos.z(), 0.0, 0.0, 0.0);
}
ClientboundLevelParticlesPacket particlePacket = new ClientboundLevelParticlesPacket(
ParticleTypes.SONIC_BOOM,
true,
(float) pos.x(),
(float) pos.y(),
(float) pos.z(),
0.0f,
0.0f,
0.0f,
0.0f,
8
);
((ServerPlayer) player).connection.send(particlePacket);
}
}
public InteractionResultHolder<ItemStack> use (Level level, Player player, InteractionHand hand){
if (!level.isClientSide() && hand == InteractionHand.MAIN_HAND) {
locateTargetExecute(player, level, hand);
player.getCooldowns().addCooldown(this, 40);
}
return (super.use(level, player, hand));
}
}
thank you for taking a look at my post ❤️