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    }