001 package net.minecraft.entity.monster; 002 003 import net.minecraft.block.Block; 004 import net.minecraft.entity.EntityLiving; 005 import net.minecraft.entity.IRangedAttackMob; 006 import net.minecraft.entity.ai.EntityAIArrowAttack; 007 import net.minecraft.entity.ai.EntityAILookIdle; 008 import net.minecraft.entity.ai.EntityAINearestAttackableTarget; 009 import net.minecraft.entity.ai.EntityAIWander; 010 import net.minecraft.entity.ai.EntityAIWatchClosest; 011 import net.minecraft.entity.player.EntityPlayer; 012 import net.minecraft.entity.projectile.EntitySnowball; 013 import net.minecraft.item.Item; 014 import net.minecraft.util.DamageSource; 015 import net.minecraft.util.MathHelper; 016 import net.minecraft.world.World; 017 018 public class EntitySnowman extends EntityGolem implements IRangedAttackMob 019 { 020 public EntitySnowman(World par1World) 021 { 022 super(par1World); 023 this.texture = "/mob/snowman.png"; 024 this.setSize(0.4F, 1.8F); 025 this.getNavigator().setAvoidsWater(true); 026 this.tasks.addTask(1, new EntityAIArrowAttack(this, 0.25F, 20, 10.0F)); 027 this.tasks.addTask(2, new EntityAIWander(this, 0.2F)); 028 this.tasks.addTask(3, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F)); 029 this.tasks.addTask(4, new EntityAILookIdle(this)); 030 this.targetTasks.addTask(1, new EntityAINearestAttackableTarget(this, EntityLiving.class, 16.0F, 0, true, false, IMob.mobSelector)); 031 } 032 033 /** 034 * Returns true if the newer Entity AI code should be run 035 */ 036 public boolean isAIEnabled() 037 { 038 return true; 039 } 040 041 public int getMaxHealth() 042 { 043 return 4; 044 } 045 046 /** 047 * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons 048 * use this to react to sunlight and start to burn. 049 */ 050 public void onLivingUpdate() 051 { 052 super.onLivingUpdate(); 053 054 if (this.isWet()) 055 { 056 this.attackEntityFrom(DamageSource.drown, 1); 057 } 058 059 int var1 = MathHelper.floor_double(this.posX); 060 int var2 = MathHelper.floor_double(this.posZ); 061 062 if (this.worldObj.getBiomeGenForCoords(var1, var2).getFloatTemperature() > 1.0F) 063 { 064 this.attackEntityFrom(DamageSource.onFire, 1); 065 } 066 067 for (var1 = 0; var1 < 4; ++var1) 068 { 069 var2 = MathHelper.floor_double(this.posX + (double)((float)(var1 % 2 * 2 - 1) * 0.25F)); 070 int var3 = MathHelper.floor_double(this.posY); 071 int var4 = MathHelper.floor_double(this.posZ + (double)((float)(var1 / 2 % 2 * 2 - 1) * 0.25F)); 072 073 if (this.worldObj.getBlockId(var2, var3, var4) == 0 && this.worldObj.getBiomeGenForCoords(var2, var4).getFloatTemperature() < 0.8F && Block.snow.canPlaceBlockAt(this.worldObj, var2, var3, var4)) 074 { 075 this.worldObj.setBlockWithNotify(var2, var3, var4, Block.snow.blockID); 076 } 077 } 078 } 079 080 /** 081 * Returns the item ID for the item the mob drops on death. 082 */ 083 protected int getDropItemId() 084 { 085 return Item.snowball.itemID; 086 } 087 088 /** 089 * Drop 0-2 items of this living's type. @param par1 - Whether this entity has recently been hit by a player. @param 090 * par2 - Level of Looting used to kill this mob. 091 */ 092 protected void dropFewItems(boolean par1, int par2) 093 { 094 int var3 = this.rand.nextInt(16); 095 096 for (int var4 = 0; var4 < var3; ++var4) 097 { 098 this.dropItem(Item.snowball.itemID, 1); 099 } 100 } 101 102 /** 103 * Attack the specified entity using a ranged attack. 104 */ 105 public void attackEntityWithRangedAttack(EntityLiving par1EntityLiving) 106 { 107 EntitySnowball var2 = new EntitySnowball(this.worldObj, this); 108 double var3 = par1EntityLiving.posX - this.posX; 109 double var5 = par1EntityLiving.posY + (double)par1EntityLiving.getEyeHeight() - 1.100000023841858D - var2.posY; 110 double var7 = par1EntityLiving.posZ - this.posZ; 111 float var9 = MathHelper.sqrt_double(var3 * var3 + var7 * var7) * 0.2F; 112 var2.setThrowableHeading(var3, var5 + (double)var9, var7, 1.6F, 12.0F); 113 this.playSound("random.bow", 1.0F, 1.0F / (this.getRNG().nextFloat() * 0.4F + 0.8F)); 114 this.worldObj.spawnEntityInWorld(var2); 115 } 116 }