Files
Pumpkin/crates/pumpkin/src/entity/projectile/snowball.rs
Demetrius Kanios 24ae9faa4f chore(bedrock): Update most of the packets to mirror the official docs (#3044)
* chore(bedrock): Update most of the packets to mirror the official docs
more closely.

* Fix typo

* Fix CCreativeContent

* Undo unrelated `registry.rs` change

* Update WIT to merged PR

---------

Signed-off-by: Demetrius Kanios <demetrius@kanios.net>
2026-08-25 09:06:23 -07:00

91 lines
2.7 KiB
Rust

use std::sync::Arc;
use std::sync::atomic::AtomicBool;
use crate::entity::projectile::ProjectileHit;
use crate::{
entity::{Entity, EntityBase, EntityBaseFuture, projectile::ThrownItemEntity},
server::Server,
};
use pumpkin_data::damage::DamageType;
use pumpkin_data::entity::{EntityStatus, EntityType};
use pumpkin_protocol::bedrock::server::actor_event::ActorEventID;
use pumpkin_util::math::vector3::Vector3;
const GRAVITY: f64 = 0.03;
pub struct SnowballEntity {
pub thrown: ThrownItemEntity,
}
impl SnowballEntity {
pub fn new(entity: Entity) -> Self {
// Keep the velocity initialization
entity.set_velocity(Vector3::new(0.0, 0.1, 0.0));
// Initialize without owner
let thrown = ThrownItemEntity {
entity,
owner_id: None,
collides_with_projectiles: false,
has_hit: AtomicBool::new(false),
gravity: GRAVITY,
};
Self { thrown }
}
pub fn new_shot(entity: Entity, shooter: &Entity) -> Self {
let thrown = ThrownItemEntity::new(entity, shooter, GRAVITY);
thrown.entity.set_velocity(Vector3::new(0.0, 0.1, 0.0));
Self { thrown }
}
}
impl EntityBase for SnowballEntity {
fn tick<'a>(
&'a self,
caller: &'a Arc<dyn EntityBase>,
server: &'a Server,
) -> EntityBaseFuture<'a, ()> {
Box::pin(async move { self.thrown.process_tick(caller, server).await })
}
fn get_entity(&self) -> &Entity {
self.thrown.get_entity()
}
fn get_living_entity(&self) -> Option<&crate::entity::living::LivingEntity> {
None
}
fn cast_any(&self) -> &dyn std::any::Any {
self
}
fn on_hit(&self, hit: crate::entity::projectile::ProjectileHit) -> EntityBaseFuture<'_, ()> {
Box::pin(async move {
let world = self.get_entity().world.load();
// Always send particle status regardless of what was hit
world.send_entity_status(
self.get_entity(),
EntityStatus::Death,
Some(ActorEventID::Death),
);
// Handle entity-specific damage
if let ProjectileHit::Entity { ref entity, .. } = hit {
let entity_clone = entity.clone();
tokio::spawn(async move {
let is_blaze = entity_clone.get_entity().entity_type.id == EntityType::BLAZE.id;
let damage = if is_blaze { 3.0 } else { 0.0 }; // Only damage blazes
entity_clone
.damage(entity_clone.as_ref(), damage, DamageType::THROWN)
.await;
});
}
})
}
}