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Dealing damage


TnDax

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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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you need a damage source and use it to hurt the entity thing 

	 DamageSource damagesource;
                //damagesource = level.damageSources().playerAttack((Player) le);//.trident(le, thing);
                damagesource = level.damageSources().mobAttack(player);
                if (thing.hurt(damagesource, damage)) {
                    thing.setLastHurtMob(player);
                }
	

 
 

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