diff --git a/.github/workflows/ci_build_1.21.yml b/.github/workflows/ci_build.yml
similarity index 100%
rename from .github/workflows/ci_build_1.21.yml
rename to .github/workflows/ci_build.yml
diff --git a/.idea/runConfigurations/Minecraft_Server.xml b/.idea/runConfigurations/Minecraft_Server.xml
index aff153d..c1b3bf6 100644
--- a/.idea/runConfigurations/Minecraft_Server.xml
+++ b/.idea/runConfigurations/Minecraft_Server.xml
@@ -12,5 +12,5 @@
-
+
\ No newline at end of file
diff --git a/src/main/java/com/expvintl/mctools/commands/CAutoToolCommand.java b/src/main/java/com/expvintl/mctools/commands/CAutoToolCommand.java
index 97b4bfc..3e6deb4 100644
--- a/src/main/java/com/expvintl/mctools/commands/CAutoToolCommand.java
+++ b/src/main/java/com/expvintl/mctools/commands/CAutoToolCommand.java
@@ -19,6 +19,7 @@ import net.minecraft.block.BambooShootBlock;
import net.minecraft.block.BlockState;
import net.minecraft.client.MinecraftClient;
import net.minecraft.component.DataComponentTypes;
+import net.minecraft.enchantment.EnchantmentHelper;
import net.minecraft.enchantment.Enchantments;
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.PlayerEntity;
@@ -66,7 +67,7 @@ public class CAutoToolCommand {
float bestScore=-1;
int slot=-1;
for(int i=0;i<9;i++) {
- float score=getWeaponScore(event.player,event.target,i);
+ float score=getWeaponScore(event.player,i);
if(score<0) continue;
//选出最好分数的工具
if(score>bestScore){
@@ -135,13 +136,16 @@ public class CAutoToolCommand {
score+=Utils.GetEnchantLevel(Enchantments.EFFICIENCY,item);
//经验修补
score+=Utils.GetEnchantLevel(Enchantments.MENDING,item);
- if (item.getItem() instanceof SwordItem item1 && (state.getBlock() instanceof BambooBlock|| state.getBlock() instanceof BambooShootBlock))
- //根据挖掘等级加分
- score += 90 + (item1.getComponents().get(DataComponentTypes.TOOL).getSpeed(state) * 10);
+ if (item.getItem() instanceof SwordItem item1 && (state.getBlock() instanceof BambooBlock|| state.getBlock() instanceof BambooShootBlock)) {
+ if((item1.getComponents().get(DataComponentTypes.TOOL)!=null)){
+ //根据挖掘等级加分
+ score += 90 + (item1.getComponents().get(DataComponentTypes.TOOL).getSpeed(state) * 10);
+ }
+ }
}
return score;
}
- public float getWeaponScore(PlayerEntity player,Entity target,int slot) {
+ public float getWeaponScore(PlayerEntity player,int slot) {
float damageScore = 0;
ItemStack item = player.getInventory().getStack(slot);
//剑优先