001 package net.minecraft.entity.item;
002
003 import cpw.mods.fml.relauncher.Side;
004 import cpw.mods.fml.relauncher.SideOnly;
005 import net.minecraft.entity.Entity;
006 import net.minecraft.item.Item;
007 import net.minecraft.item.ItemStack;
008 import net.minecraft.nbt.NBTTagCompound;
009 import net.minecraft.util.MathHelper;
010 import net.minecraft.world.World;
011
012 public class EntityEnderEye extends Entity
013 {
014 public int field_70226_a = 0;
015
016 /** 'x' location the eye should float towards. */
017 private double targetX;
018
019 /** 'y' location the eye should float towards. */
020 private double targetY;
021
022 /** 'z' location the eye should float towards. */
023 private double targetZ;
024 private int despawnTimer;
025 private boolean shatterOrDrop;
026
027 public EntityEnderEye(World par1World)
028 {
029 super(par1World);
030 this.setSize(0.25F, 0.25F);
031 }
032
033 protected void entityInit() {}
034
035 @SideOnly(Side.CLIENT)
036
037 /**
038 * Checks if the entity is in range to render by using the past in distance and comparing it to its average edge
039 * length * 64 * renderDistanceWeight Args: distance
040 */
041 public boolean isInRangeToRenderDist(double par1)
042 {
043 double var3 = this.boundingBox.getAverageEdgeLength() * 4.0D;
044 var3 *= 64.0D;
045 return par1 < var3 * var3;
046 }
047
048 public EntityEnderEye(World par1World, double par2, double par4, double par6)
049 {
050 super(par1World);
051 this.despawnTimer = 0;
052 this.setSize(0.25F, 0.25F);
053 this.setPosition(par2, par4, par6);
054 this.yOffset = 0.0F;
055 }
056
057 /**
058 * The location the eye should float/move towards. Currently used for moving towards the nearest stronghold. Args:
059 * strongholdX, strongholdY, strongholdZ
060 */
061 public void moveTowards(double par1, int par3, double par4)
062 {
063 double var6 = par1 - this.posX;
064 double var8 = par4 - this.posZ;
065 float var10 = MathHelper.sqrt_double(var6 * var6 + var8 * var8);
066
067 if (var10 > 12.0F)
068 {
069 this.targetX = this.posX + var6 / (double)var10 * 12.0D;
070 this.targetZ = this.posZ + var8 / (double)var10 * 12.0D;
071 this.targetY = this.posY + 8.0D;
072 }
073 else
074 {
075 this.targetX = par1;
076 this.targetY = (double)par3;
077 this.targetZ = par4;
078 }
079
080 this.despawnTimer = 0;
081 this.shatterOrDrop = this.rand.nextInt(5) > 0;
082 }
083
084 @SideOnly(Side.CLIENT)
085
086 /**
087 * Sets the velocity to the args. Args: x, y, z
088 */
089 public void setVelocity(double par1, double par3, double par5)
090 {
091 this.motionX = par1;
092 this.motionY = par3;
093 this.motionZ = par5;
094
095 if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
096 {
097 float var7 = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
098 this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
099 this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)var7) * 180.0D / Math.PI);
100 }
101 }
102
103 /**
104 * Called to update the entity's position/logic.
105 */
106 public void onUpdate()
107 {
108 this.lastTickPosX = this.posX;
109 this.lastTickPosY = this.posY;
110 this.lastTickPosZ = this.posZ;
111 super.onUpdate();
112 this.posX += this.motionX;
113 this.posY += this.motionY;
114 this.posZ += this.motionZ;
115 float var1 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
116 this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);
117
118 for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)var1) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F)
119 {
120 ;
121 }
122
123 while (this.rotationPitch - this.prevRotationPitch >= 180.0F)
124 {
125 this.prevRotationPitch += 360.0F;
126 }
127
128 while (this.rotationYaw - this.prevRotationYaw < -180.0F)
129 {
130 this.prevRotationYaw -= 360.0F;
131 }
132
133 while (this.rotationYaw - this.prevRotationYaw >= 180.0F)
134 {
135 this.prevRotationYaw += 360.0F;
136 }
137
138 this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F;
139 this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F;
140
141 if (!this.worldObj.isRemote)
142 {
143 double var2 = this.targetX - this.posX;
144 double var4 = this.targetZ - this.posZ;
145 float var6 = (float)Math.sqrt(var2 * var2 + var4 * var4);
146 float var7 = (float)Math.atan2(var4, var2);
147 double var8 = (double)var1 + (double)(var6 - var1) * 0.0025D;
148
149 if (var6 < 1.0F)
150 {
151 var8 *= 0.8D;
152 this.motionY *= 0.8D;
153 }
154
155 this.motionX = Math.cos((double)var7) * var8;
156 this.motionZ = Math.sin((double)var7) * var8;
157
158 if (this.posY < this.targetY)
159 {
160 this.motionY += (1.0D - this.motionY) * 0.014999999664723873D;
161 }
162 else
163 {
164 this.motionY += (-1.0D - this.motionY) * 0.014999999664723873D;
165 }
166 }
167
168 float var10 = 0.25F;
169
170 if (this.isInWater())
171 {
172 for (int var3 = 0; var3 < 4; ++var3)
173 {
174 this.worldObj.spawnParticle("bubble", this.posX - this.motionX * (double)var10, this.posY - this.motionY * (double)var10, this.posZ - this.motionZ * (double)var10, this.motionX, this.motionY, this.motionZ);
175 }
176 }
177 else
178 {
179 this.worldObj.spawnParticle("portal", this.posX - this.motionX * (double)var10 + this.rand.nextDouble() * 0.6D - 0.3D, this.posY - this.motionY * (double)var10 - 0.5D, this.posZ - this.motionZ * (double)var10 + this.rand.nextDouble() * 0.6D - 0.3D, this.motionX, this.motionY, this.motionZ);
180 }
181
182 if (!this.worldObj.isRemote)
183 {
184 this.setPosition(this.posX, this.posY, this.posZ);
185 ++this.despawnTimer;
186
187 if (this.despawnTimer > 80 && !this.worldObj.isRemote)
188 {
189 this.setDead();
190
191 if (this.shatterOrDrop)
192 {
193 this.worldObj.spawnEntityInWorld(new EntityItem(this.worldObj, this.posX, this.posY, this.posZ, new ItemStack(Item.eyeOfEnder)));
194 }
195 else
196 {
197 this.worldObj.playAuxSFX(2003, (int)Math.round(this.posX), (int)Math.round(this.posY), (int)Math.round(this.posZ), 0);
198 }
199 }
200 }
201 }
202
203 /**
204 * (abstract) Protected helper method to write subclass entity data to NBT.
205 */
206 public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound) {}
207
208 /**
209 * (abstract) Protected helper method to read subclass entity data from NBT.
210 */
211 public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound) {}
212
213 @SideOnly(Side.CLIENT)
214 public float getShadowSize()
215 {
216 return 0.0F;
217 }
218
219 /**
220 * Gets how bright this entity is.
221 */
222 public float getBrightness(float par1)
223 {
224 return 1.0F;
225 }
226
227 @SideOnly(Side.CLIENT)
228 public int getBrightnessForRender(float par1)
229 {
230 return 15728880;
231 }
232
233 /**
234 * If returns false, the item will not inflict any damage against entities.
235 */
236 public boolean canAttackWithItem()
237 {
238 return false;
239 }
240 }