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 }