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TnDax

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  1. The code is written by a neural network, but no matter how much I try to do damage or fire effect, either everything stops working, or the particles stop pointing at creatures. package net.tndax.thaumcraft.item.custom; import net.minecraft.core.Holder; import net.minecraft.core.particles.ParticleTypes; import net.minecraft.world.InteractionHand; import net.minecraft.world.InteractionResult; import net.minecraft.world.InteractionResultHolder; import net.minecraft.world.entity.Entity; import net.minecraft.world.entity.LivingEntity; import net.minecraft.world.entity.player.Player; import net.minecraft.world.item.Item; import net.minecraft.world.item.ItemStack; import net.minecraft.world.level.Level; import net.minecraft.world.damagesource.DamageSource; import java.util.List; import net.minecraft.world.damagesource.DamageType; public class ProtectiveItem extends Item { public ProtectiveItem(Properties pProperties) { super(pProperties); } @Override public InteractionResultHolder<ItemStack> use(Level level, Player player, InteractionHand hand) { if (level.isClientSide()) { new Thread(() -> { double radius = 2.0; // Радиус вращения double heightOffset = 1.5; // Высота вращения частиц относительно игрока int duration = 20000; // Продолжительность эффекта в миллисекундах int steps = 200; // Количество шагов в одном круге (увеличено для большей плотности частиц) long startTime = System.currentTimeMillis(); while (System.currentTimeMillis() - startTime < duration) { for (int step = 0; step < steps; step++) { try { Thread.sleep(5); // Время между шагами уменьшено для увеличения скорости } catch (InterruptedException e) { e.printStackTrace(); } double angle = 2 * Math.PI * step / steps; for (int i = 0; i < 5; i++) { // Добавляем несколько частиц с небольшими смещениями double offset = i * 0.1; double randomFactorX = Math.sin(Math.toRadians(step * 7 % 360 + offset)); double randomFactorY = Math.sin(Math.toRadians(step * 13 % 360 + offset)); double randomFactorZ = Math.sin(Math.toRadians(step * 17 % 360 + offset)); double x = player.getX() + radius * Math.cos(angle) * randomFactorX; double y = player.getY() + heightOffset + radius * Math.sin(angle) * randomFactorY; double z = player.getZ() + radius * Math.sin(angle) * randomFactorZ; level.addParticle(ParticleTypes.FLAME, x, y, z, 0, 0, 0); } // Проверяем наличие сущностей в радиусе 5 блоков List<Entity> nearbyEntities = level.getEntities(player, player.getBoundingBox().inflate(10), entity -> entity instanceof LivingEntity && entity != player); if (!nearbyEntities.isEmpty()) { Entity target = nearbyEntities.get(0); // Берём первую ближайшую сущность double targetX = target.getX(); double targetY = target.getY() + target.getEyeHeight(); double targetZ = target.getZ(); // Направляем частицы к цели for (int i = 0; i < 20; i++) { double t = i / 20.0; double particleX = player.getX() + t * (targetX - player.getX()); double particleY = player.getY() + heightOffset + t * (targetY - (player.getY() + heightOffset)); double particleZ = player.getZ() + t * (targetZ - player.getZ()); level.addParticle(ParticleTypes.FLAME, particleX, particleY, particleZ, 0, 0, 0); try { Thread.sleep(5); // Пауза между частицами } catch (InterruptedException e) { e.printStackTrace(); } } // Возвращаем частицы обратно к игроку for (int i = 0; i < 20; i++) { double t = i / 20.0; double particleX = targetX + t * (player.getX() - targetX); double particleY = targetY + t * (player.getY() + heightOffset - targetY); double particleZ = targetZ + t * (player.getZ() - targetZ); level.addParticle(ParticleTypes.FLAME, particleX, particleY, particleZ, 0, 0, 0); try { Thread.sleep(5); // Пауза между частицами } catch (InterruptedException e) { e.printStackTrace(); } } } } } }).start(); } return new InteractionResultHolder<>(InteractionResult.SUCCESS, player.getItemInHand(hand)); } }
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