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 }