<?php
namespace CItems\customs;
use customiesdevs\customies\item\component\IconComponent;
use customiesdevs\customies\item\component\RenderOffsetsComponent;
use customiesdevs\customies\item\component\UseAnimationComponent;
use customiesdevs\customies\item\CreativeInventoryInfo;
use customiesdevs\customies\item\ItemComponents;
use customiesdevs\customies\item\ItemComponentsTrait;
use pocketmine\entity\Location;
use pocketmine\inventory\CreativeInventory;
use pocketmine\item\Bow;
use pocketmine\entity\projectile\Arrow as ArrowEntity;
use pocketmine\entity\projectile\Projectile;
use pocketmine\event\entity\EntityShootBowEvent;
use pocketmine\event\entity\ProjectileLaunchEvent;
use pocketmine\item\enchantment\VanillaEnchantments;
use pocketmine\item\Item;
use pocketmine\item\ItemIdentifier;
use pocketmine\player\Player;
use pocketmine\item\ItemUseResult;
use pocketmine\item\VanillaItems;
use pocketmine\world\sound\BowShootSound;
class CBow extends Bow implements ItemComponents {
use ItemComponentsTrait;
public function getFuelTime() : int{
return 200;
}
public function getMaxDurability() : int{
return 385;
}
public function __construct(ItemIdentifier $id, string $name = "unknown")
{
parent::__construct($id, $name);
$renderOffsets = new RenderOffsetsComponent(16, 16);
$this->initComponent("poisonbow", new CreativeInventoryInfo(CreativeInventoryInfo::CATEGORY_EQUIPMENT));
}
public function onReleaseUsing(Player $player, array &$returnedItems): ItemUseResult
{
$arrow = VanillaItems::ARROW();
$inventory = match(true){
$player->getOffHandInventory()->contains($arrow) => $player->getOffHandInventory(),
$player->getInventory()->contains($arrow) => $player->getInventory(),
default => null
};
if($player->hasFiniteResources() && $inventory === null){
return ItemUseResult::FAIL();
}
$location = $player->getLocation();
$diff = $player->getItemUseDuration();
$p = $diff / 20;
$baseForce = min((($p ** 2) + $p * 2) / 3, 1);
$entity = new ArrowEntity(Location::fromObject(
$player->getEyePos(),
$player->getWorld(),
($location->yaw > 180 ? 360 : 0) - $location->yaw,
-$location->pitch
), $player, $baseForce >= 1);
$entity->setMotion($player->getDirectionVector());
$infinity = $this->hasEnchantment(VanillaEnchantments::INFINITY());
if($infinity){
$entity->setPickupMode(ArrowEntity::PICKUP_CREATIVE);
}
if(($punchLevel = $this->getEnchantmentLevel(VanillaEnchantments::PUNCH())) > 0){
$entity->setPunchKnockback($punchLevel);
}
if(($powerLevel = $this->getEnchantmentLevel(VanillaEnchantments::POWER())) > 0){
$entity->setBaseDamage($entity->getBaseDamage() + (($powerLevel + 1) / 2));
}
if($this->hasEnchantment(VanillaEnchantments::FLAME())){
$entity->setOnFire(intdiv($entity->getFireTicks(), 20) + 100);
}
$ev = new EntityShootBowEvent($player, $this, $entity, $baseForce * 3);
if($baseForce < 0.1 || $diff < 5 || $player->isSpectator()){
$ev->cancel();
}
$ev->call();
$entity = $ev->getProjectile(); //This might have been changed by plugins
if($ev->isCancelled()){
$entity->flagForDespawn();
return ItemUseResult::FAIL();
}
$entity->setMotion($entity->getMotion()->multiply($ev->getForce()));
if($entity instanceof Projectile){
$projectileEv = new ProjectileLaunchEvent($entity);
$projectileEv->call();
if($projectileEv->isCancelled()){
$ev->getProjectile()->flagForDespawn();
return ItemUseResult::FAIL();
}
$ev->getProjectile()->spawnToAll();
$location->getWorld()->addSound($location, new BowShootSound());
}else{
$entity->spawnToAll();
}
if($player->hasFiniteResources()){
if(!$infinity){ //TODO: tipped arrows are still consumed when Infinity is applied
$inventory?->removeItem($arrow);
}
$this->applyDamage(1);
}
echo "LMAO";
return ItemUseResult::SUCCESS();
}
public function canStartUsingItem(Player $player) : bool{
return !$player->hasFiniteResources() || $player->getOffHandInventory()->contains($arrow = VanillaItems::ARROW()) || $player->getInventory()->contains($arrow);
}
}