001    package net.minecraft.entity.passive;
002    
003    import net.minecraft.block.material.Material;
004    import net.minecraft.item.Item;
005    import net.minecraft.item.ItemStack;
006    import net.minecraft.util.MathHelper;
007    import net.minecraft.world.World;
008    
009    public class EntitySquid extends EntityWaterMob
010    {
011        public float field_70861_d = 0.0F;
012        public float field_70862_e = 0.0F;
013        public float field_70859_f = 0.0F;
014        public float field_70860_g = 0.0F;
015        public float field_70867_h = 0.0F;
016        public float field_70868_i = 0.0F;
017    
018        /** angle of the tentacles in radians */
019        public float tentacleAngle = 0.0F;
020    
021        /** the last calculated angle of the tentacles in radians */
022        public float lastTentacleAngle = 0.0F;
023        private float randomMotionSpeed = 0.0F;
024        private float field_70864_bA = 0.0F;
025        private float field_70871_bB = 0.0F;
026        private float randomMotionVecX = 0.0F;
027        private float randomMotionVecY = 0.0F;
028        private float randomMotionVecZ = 0.0F;
029    
030        public EntitySquid(World par1World)
031        {
032            super(par1World);
033            this.texture = "/mob/squid.png";
034            this.setSize(0.95F, 0.95F);
035            this.field_70864_bA = 1.0F / (this.rand.nextFloat() + 1.0F) * 0.2F;
036        }
037    
038        public int getMaxHealth()
039        {
040            return 10;
041        }
042    
043        /**
044         * Returns the sound this mob makes while it's alive.
045         */
046        protected String getLivingSound()
047        {
048            return null;
049        }
050    
051        /**
052         * Returns the sound this mob makes when it is hurt.
053         */
054        protected String getHurtSound()
055        {
056            return null;
057        }
058    
059        /**
060         * Returns the sound this mob makes on death.
061         */
062        protected String getDeathSound()
063        {
064            return null;
065        }
066    
067        /**
068         * Returns the volume for the sounds this mob makes.
069         */
070        protected float getSoundVolume()
071        {
072            return 0.4F;
073        }
074    
075        /**
076         * Returns the item ID for the item the mob drops on death.
077         */
078        protected int getDropItemId()
079        {
080            return 0;
081        }
082    
083        /**
084         * Drop 0-2 items of this living's type. @param par1 - Whether this entity has recently been hit by a player. @param
085         * par2 - Level of Looting used to kill this mob.
086         */
087        protected void dropFewItems(boolean par1, int par2)
088        {
089            int var3 = this.rand.nextInt(3 + par2) + 1;
090    
091            for (int var4 = 0; var4 < var3; ++var4)
092            {
093                this.entityDropItem(new ItemStack(Item.dyePowder, 1, 0), 0.0F);
094            }
095        }
096    
097        /**
098         * Checks if this entity is inside water (if inWater field is true as a result of handleWaterMovement() returning
099         * true)
100         */
101        public boolean isInWater()
102        {
103            return this.worldObj.handleMaterialAcceleration(this.boundingBox.expand(0.0D, -0.6000000238418579D, 0.0D), Material.water, this);
104        }
105    
106        /**
107         * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
108         * use this to react to sunlight and start to burn.
109         */
110        public void onLivingUpdate()
111        {
112            super.onLivingUpdate();
113            this.field_70862_e = this.field_70861_d;
114            this.field_70860_g = this.field_70859_f;
115            this.field_70868_i = this.field_70867_h;
116            this.lastTentacleAngle = this.tentacleAngle;
117            this.field_70867_h += this.field_70864_bA;
118    
119            if (this.field_70867_h > ((float)Math.PI * 2F))
120            {
121                this.field_70867_h -= ((float)Math.PI * 2F);
122    
123                if (this.rand.nextInt(10) == 0)
124                {
125                    this.field_70864_bA = 1.0F / (this.rand.nextFloat() + 1.0F) * 0.2F;
126                }
127            }
128    
129            if (this.isInWater())
130            {
131                float var1;
132    
133                if (this.field_70867_h < (float)Math.PI)
134                {
135                    var1 = this.field_70867_h / (float)Math.PI;
136                    this.tentacleAngle = MathHelper.sin(var1 * var1 * (float)Math.PI) * (float)Math.PI * 0.25F;
137    
138                    if ((double)var1 > 0.75D)
139                    {
140                        this.randomMotionSpeed = 1.0F;
141                        this.field_70871_bB = 1.0F;
142                    }
143                    else
144                    {
145                        this.field_70871_bB *= 0.8F;
146                    }
147                }
148                else
149                {
150                    this.tentacleAngle = 0.0F;
151                    this.randomMotionSpeed *= 0.9F;
152                    this.field_70871_bB *= 0.99F;
153                }
154    
155                if (!this.worldObj.isRemote)
156                {
157                    this.motionX = (double)(this.randomMotionVecX * this.randomMotionSpeed);
158                    this.motionY = (double)(this.randomMotionVecY * this.randomMotionSpeed);
159                    this.motionZ = (double)(this.randomMotionVecZ * this.randomMotionSpeed);
160                }
161    
162                var1 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
163                this.renderYawOffset += (-((float)Math.atan2(this.motionX, this.motionZ)) * 180.0F / (float)Math.PI - this.renderYawOffset) * 0.1F;
164                this.rotationYaw = this.renderYawOffset;
165                this.field_70859_f += (float)Math.PI * this.field_70871_bB * 1.5F;
166                this.field_70861_d += (-((float)Math.atan2((double)var1, this.motionY)) * 180.0F / (float)Math.PI - this.field_70861_d) * 0.1F;
167            }
168            else
169            {
170                this.tentacleAngle = MathHelper.abs(MathHelper.sin(this.field_70867_h)) * (float)Math.PI * 0.25F;
171    
172                if (!this.worldObj.isRemote)
173                {
174                    this.motionX = 0.0D;
175                    this.motionY -= 0.08D;
176                    this.motionY *= 0.9800000190734863D;
177                    this.motionZ = 0.0D;
178                }
179    
180                this.field_70861_d = (float)((double)this.field_70861_d + (double)(-90.0F - this.field_70861_d) * 0.02D);
181            }
182        }
183    
184        /**
185         * Moves the entity based on the specified heading.  Args: strafe, forward
186         */
187        public void moveEntityWithHeading(float par1, float par2)
188        {
189            this.moveEntity(this.motionX, this.motionY, this.motionZ);
190        }
191    
192        protected void updateEntityActionState()
193        {
194            ++this.entityAge;
195    
196            if (this.entityAge > 100)
197            {
198                this.randomMotionVecX = this.randomMotionVecY = this.randomMotionVecZ = 0.0F;
199            }
200            else if (this.rand.nextInt(50) == 0 || !this.inWater || this.randomMotionVecX == 0.0F && this.randomMotionVecY == 0.0F && this.randomMotionVecZ == 0.0F)
201            {
202                float var1 = this.rand.nextFloat() * (float)Math.PI * 2.0F;
203                this.randomMotionVecX = MathHelper.cos(var1) * 0.2F;
204                this.randomMotionVecY = -0.1F + this.rand.nextFloat() * 0.2F;
205                this.randomMotionVecZ = MathHelper.sin(var1) * 0.2F;
206            }
207    
208            this.despawnEntity();
209        }
210    
211        /**
212         * Checks if the entity's current position is a valid location to spawn this entity.
213         */
214        public boolean getCanSpawnHere()
215        {
216            return this.posY > 45.0D && this.posY < 63.0D && super.getCanSpawnHere();
217        }
218    }