Posted August 25, 20214 yr Hello! I am looking to use ray tracing to find the position of the block the player is looking at. Then, when the player right clicks the item, it summons a lightning bolt at that block's location. I have created my own code for this, but nothing is currently working (not summoning lightning at all). I am new to ray tracing but apparently this is not how it is done (question mark?). I am just looking to see what I have done wrong and to build on knowledge for the future. import net.minecraft.block.Block; import net.minecraft.block.Blocks; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityType; import net.minecraft.entity.effect.LightningBoltEntity; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.stats.Stats; import net.minecraft.util.ActionResult; import net.minecraft.util.ActionResultType; import net.minecraft.util.Hand; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.BlockRayTraceResult; import net.minecraft.util.math.EntityRayTraceResult; import net.minecraft.util.math.MathHelper; import net.minecraft.util.math.RayTraceContext; import net.minecraft.util.math.RayTraceContext.FluidMode; import net.minecraft.util.math.RayTraceResult; import net.minecraft.util.math.vector.Vector3d; import net.minecraft.world.World; import net.minecraft.world.server.ServerWorld; public class LightningWandItem extends Item { public LightningWandItem(Properties properties) { super(properties); } private RayTraceResult rayTrace(World world, PlayerEntity player) { float rotationPitch = player.getYHeadRot(); float rotationYaw = player.xRot; Vector3d eyePosition = player.getEyePosition(1.0F); // look vector float f2 = MathHelper.cos(-rotationYaw * ((float)Math.PI / 180F) - (float)Math.PI); float f3 = MathHelper.sin(-rotationYaw * ((float)Math.PI / 180F) - (float)Math.PI); float f4 = -MathHelper.cos(-rotationPitch * ((float)Math.PI / 180F)); float f5 = MathHelper.sin(-rotationPitch * ((float)Math.PI / 180F)); float f6 = f3 * f4; float f7 = f2 * f4; double rayTraceDistance = 54; // from start pos, add look vector multiplied by rayTraceDistance Vector3d endPosition = eyePosition.add((double)f6 * rayTraceDistance, (double)f5 * rayTraceDistance, (double)f7 * rayTraceDistance); return world.clip(new RayTraceContext(eyePosition, endPosition, RayTraceContext.BlockMode.OUTLINE, FluidMode.NONE, player)); } public ActionResult<ItemStack> onItemRightClick(World worldIn, PlayerEntity playerIn, Hand handIn) { if(!worldIn.isClientSide) { ItemStack stack = playerIn.getItemInHand(handIn); RayTraceResult result = this.rayTrace(worldIn, playerIn); if(result instanceof BlockRayTraceResult) { BlockPos pos = ((BlockRayTraceResult) result).getBlockPos(); Block block = worldIn.getBlockState(pos).getBlock(); if(block != Blocks.AIR) { if(worldIn instanceof ServerWorld) { LightningBoltEntity lightningEntity = new LightningBoltEntity(EntityType.LIGHTNING_BOLT, worldIn); lightningEntity.setPos(pos.getX(), pos.getY(), pos.getZ()); playerIn.awardStat(Stats.ITEM_USED.get(this)); if (!playerIn.abilities.mayfly) { stack.hurtAndBreak(1, playerIn, (p_219998_1_) -> { p_219998_1_.broadcastBreakEvent(handIn); }); } } } return new ActionResult<ItemStack>(ActionResultType.SUCCESS, stack); } else if(result instanceof EntityRayTraceResult) { Entity entity = ((EntityRayTraceResult) result).getEntity(); if(worldIn instanceof ServerWorld) { Vector3d entityPos = entity.position(); LightningBoltEntity lightningEntity = new LightningBoltEntity(EntityType.LIGHTNING_BOLT, worldIn); lightningEntity.setPos(entityPos.x(), entityPos.y(), entityPos.z()); playerIn.awardStat(Stats.ITEM_USED.get(this)); if (!playerIn.abilities.mayfly) { stack.hurtAndBreak(1, playerIn, (p_219998_1_) -> { p_219998_1_.broadcastBreakEvent(handIn); }); } } return new ActionResult<ItemStack>(ActionResultType.SUCCESS, stack); } playerIn.getItemInHand(handIn); } return super.use(worldIn, playerIn, handIn); } }
August 25, 20214 yr I can't tell if you are doing ray tracing right, but there's already a method in Entity called getLookVec or something similar. Secondly, you've create the lightning entities but had never add them to the world. Use World#addEntity
August 26, 20214 yr Author I do now realize that I wasn't using the correct method. I have changed "onItemRightClick" to "use" and now the item does function. It functions because I also added the entity to the world, as you had mentioned that I had not added it (oops). Now, it does summon lightning, but only whenever I look certain ways and my ray tracing does not work well because the lightning is not summoned where I am looking. I will try to use getLookVec (or whatever the name is) to trace instead and see how that goes.
August 27, 20214 yr Author I have changed the code so that it now overrides the method. However, I think there are some problems with my raytracing method. It does not properly trace where the player is looking and grabbing that block pos.
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