    001    package net.minecraft.src;
    002
    003    import cpw.mods.fml.common.Side;
    004    import cpw.mods.fml.common.asm.SideOnly;
    005    import java.util.Iterator;
    006    import java.util.List;
    007
    008    public class EntityDragon extends EntityDragonBase
    009    {
    010        public double targetX;
    011        public double targetY;
    012        public double targetZ;
    013
    014        /**
    015         * Ring buffer array for the last 64 Y-positions and yaw rotations. Used to calculate offsets for the animations.
    016         */
    017        public double[][] ringBuffer = new double[64][3];
    018
    019        /**
    020         * Index into the ring buffer. Incremented once per tick and restarts at 0 once it reaches the end of the buffer.
    021         */
    022        public int ringBufferIndex = -1;
    023
    024        /** An array containing all body parts of this dragon */
    025        public EntityDragonPart[] dragonPartArray;
    026
    027        /** The head bounding box of a dragon */
    028        public EntityDragonPart dragonPartHead;
    029
    030        /** The body bounding box of a dragon */
    031        public EntityDragonPart dragonPartBody;
    032        public EntityDragonPart dragonPartTail1;
    033        public EntityDragonPart dragonPartTail2;
    034        public EntityDragonPart dragonPartTail3;
    035        public EntityDragonPart dragonPartWing1;
    036        public EntityDragonPart dragonPartWing2;
    037
    038        /** Animation time at previous tick. */
    039        public float prevAnimTime = 0.0F;
    040
    041        /**
    042         * Animation time, used to control the speed of the animation cycles (wings flapping, jaw opening, etc.)
    043         */
    044        public float animTime = 0.0F;
    045
    046        /** Force selecting a new flight target at next tick if set to true. */
    047        public boolean forceNewTarget = false;
    048
    049        /**
    050         * Activated if the dragon is flying though obsidian, white stone or bedrock. Slows movement and animation speed.
    051         */
    052        public boolean slowed = false;
    053        private Entity target;
    054        public int deathTicks = 0;
    055
    056        /** The current endercrystal that is healing this dragon */
    057        public EntityEnderCrystal healingEnderCrystal = null;
    058
    059        public EntityDragon(World par1World)
    060        {
    061            super(par1World);
    062            this.dragonPartArray = new EntityDragonPart[] {this.dragonPartHead = new EntityDragonPart(this, "head", 6.0F, 6.0F), this.dragonPartBody = new EntityDragonPart(this, "body", 8.0F, 8.0F), this.dragonPartTail1 = new EntityDragonPart(this, "tail", 4.0F, 4.0F), this.dragonPartTail2 = new EntityDragonPart(this, "tail", 4.0F, 4.0F), this.dragonPartTail3 = new EntityDragonPart(this, "tail", 4.0F, 4.0F), this.dragonPartWing1 = new EntityDragonPart(this, "wing", 4.0F, 4.0F), this.dragonPartWing2 = new EntityDragonPart(this, "wing", 4.0F, 4.0F)};
    063            this.maxHealth = 200;
    064            this.setEntityHealth(this.maxHealth);
    065            this.texture = "/mob/enderdragon/ender.png";
    066            this.setSize(16.0F, 8.0F);
    067            this.noClip = true;
    068            this.isImmuneToFire = true;
    069            this.targetY = 100.0D;
    070            this.ignoreFrustumCheck = true;
    071        }
    072
    073        protected void entityInit()
    074        {
    075            super.entityInit();
    076            this.dataWatcher.addObject(16, new Integer(this.maxHealth));
    077        }
    078
    079        /**
    080         * Returns a double[3] array with movement offsets, used to calculate trailing tail/neck positions. [0] = yaw
    081         * offset, [1] = y offset, [2] = unused, always 0. Parameters: buffer index offset, partial ticks.
    082         */
    083        public double[] getMovementOffsets(int par1, float par2)
    084        {
    085            if (this.health <= 0)
    086            {
    087                par2 = 0.0F;
    088            }
    089
    090            par2 = 1.0F - par2;
    091            int var3 = this.ringBufferIndex - par1 * 1 & 63;
    092            int var4 = this.ringBufferIndex - par1 * 1 - 1 & 63;
    093            double[] var5 = new double[3];
    094            double var6 = this.ringBuffer[var3][0];
    095            double var8 = MathHelper.wrapAngleTo180_double(this.ringBuffer[var4][0] - var6);
    096            var5[0] = var6 + var8 * (double)par2;
    097            var6 = this.ringBuffer[var3][1];
    098            var8 = this.ringBuffer[var4][1] - var6;
    099            var5[1] = var6 + var8 * (double)par2;
    100            var5[2] = this.ringBuffer[var3][2] + (this.ringBuffer[var4][2] - this.ringBuffer[var3][2]) * (double)par2;
    101            return var5;
    102        }
    103
    104        /**
    105         * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
    106         * use this to react to sunlight and start to burn.
    107         */
    108        public void onLivingUpdate()
    109        {
    110            this.prevAnimTime = this.animTime;
    111
    112            if (!this.worldObj.isRemote)
    113            {
    114                this.dataWatcher.updateObject(16, Integer.valueOf(this.health));
    115            }
    116
    117            float var1;
    118            float var3;
    119            float var26;
    120
    121            if (this.health <= 0)
    122            {
    123                var1 = (this.rand.nextFloat() - 0.5F) * 8.0F;
    124                var26 = (this.rand.nextFloat() - 0.5F) * 4.0F;
    125                var3 = (this.rand.nextFloat() - 0.5F) * 8.0F;
    126                this.worldObj.spawnParticle("largeexplode", this.posX + (double)var1, this.posY + 2.0D + (double)var26, this.posZ + (double)var3, 0.0D, 0.0D, 0.0D);
    127            }
    128            else
    129            {
    130                this.updateDragonEnderCrystal();
    131                var1 = 0.2F / (MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 10.0F + 1.0F);
    132                var1 *= (float)Math.pow(2.0D, this.motionY);
    133
    134                if (this.slowed)
    135                {
    136                    this.animTime += var1 * 0.5F;
    137                }
    138                else
    139                {
    140                    this.animTime += var1;
    141                }
    142
    143                this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw);
    144
    145                if (this.ringBufferIndex < 0)
    146                {
    147                    for (int var2 = 0; var2 < this.ringBuffer.length; ++var2)
    148                    {
    149                        this.ringBuffer[var2][0] = (double)this.rotationYaw;
    150                        this.ringBuffer[var2][1] = this.posY;
    151                    }
    152                }
    153
    154                if (++this.ringBufferIndex == this.ringBuffer.length)
    155                {
    156                    this.ringBufferIndex = 0;
    157                }
    158
    159                this.ringBuffer[this.ringBufferIndex][0] = (double)this.rotationYaw;
    160                this.ringBuffer[this.ringBufferIndex][1] = this.posY;
    161                double var4;
    162                double var6;
    163                double var8;
    164                double var25;
    165                float var33;
    166
    167                if (this.worldObj.isRemote)
    168                {
    169                    if (this.newPosRotationIncrements > 0)
    170                    {
    171                        var25 = this.posX + (this.newPosX - this.posX) / (double)this.newPosRotationIncrements;
    172                        var4 = this.posY + (this.newPosY - this.posY) / (double)this.newPosRotationIncrements;
    173                        var6 = this.posZ + (this.newPosZ - this.posZ) / (double)this.newPosRotationIncrements;
    174                        var8 = MathHelper.wrapAngleTo180_double(this.newRotationYaw - (double)this.rotationYaw);
    175                        this.rotationYaw = (float)((double)this.rotationYaw + var8 / (double)this.newPosRotationIncrements);
    176                        this.rotationPitch = (float)((double)this.rotationPitch + (this.newRotationPitch - (double)this.rotationPitch) / (double)this.newPosRotationIncrements);
    177                        --this.newPosRotationIncrements;
    178                        this.setPosition(var25, var4, var6);
    179                        this.setRotation(this.rotationYaw, this.rotationPitch);
    180                    }
    181                }
    182                else
    183                {
    184                    var25 = this.targetX - this.posX;
    185                    var4 = this.targetY - this.posY;
    186                    var6 = this.targetZ - this.posZ;
    187                    var8 = var25 * var25 + var4 * var4 + var6 * var6;
    188
    189                    if (this.target != null)
    190                    {
    191                        this.targetX = this.target.posX;
    192                        this.targetZ = this.target.posZ;
    193                        double var10 = this.targetX - this.posX;
    194                        double var12 = this.targetZ - this.posZ;
    195                        double var14 = Math.sqrt(var10 * var10 + var12 * var12);
    196                        double var16 = 0.4000000059604645D + var14 / 80.0D - 1.0D;
    197
    198                        if (var16 > 10.0D)
    199                        {
    200                            var16 = 10.0D;
    201                        }
    202
    203                        this.targetY = this.target.boundingBox.minY + var16;
    204                    }
    205                    else
    206                    {
    207                        this.targetX += this.rand.nextGaussian() * 2.0D;
    208                        this.targetZ += this.rand.nextGaussian() * 2.0D;
    209                    }
    210
    211                    if (this.forceNewTarget || var8 < 100.0D || var8 > 22500.0D || this.isCollidedHorizontally || this.isCollidedVertically)
    212                    {
    213                        this.setNewTarget();
    214                    }
    215
    216                    var4 /= (double)MathHelper.sqrt_double(var25 * var25 + var6 * var6);
    217                    var33 = 0.6F;
    218
    219                    if (var4 < (double)(-var33))
    220                    {
    221                        var4 = (double)(-var33);
    222                    }
    223
    224                    if (var4 > (double)var33)
    225                    {
    226                        var4 = (double)var33;
    227                    }
    228
    229                    this.motionY += var4 * 0.10000000149011612D;
    230                    this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw);
    231                    double var11 = 180.0D - Math.atan2(var25, var6) * 180.0D / Math.PI;
    232                    double var13 = MathHelper.wrapAngleTo180_double(var11 - (double)this.rotationYaw);
    233
    234                    if (var13 > 50.0D)
    235                    {
    236                        var13 = 50.0D;
    237                    }
    238
    239                    if (var13 < -50.0D)
    240                    {
    241                        var13 = -50.0D;
    242                    }
    243
    244                    Vec3 var15 = Vec3.getVec3Pool().getVecFromPool(this.targetX - this.posX, this.targetY - this.posY, this.targetZ - this.posZ).normalize();
    245                    Vec3 var40 = Vec3.getVec3Pool().getVecFromPool((double)MathHelper.sin(this.rotationYaw * (float)Math.PI / 180.0F), this.motionY, (double)(-MathHelper.cos(this.rotationYaw * (float)Math.PI / 180.0F))).normalize();
    246                    float var17 = (float)(var40.dotProduct(var15) + 0.5D) / 1.5F;
    247
    248                    if (var17 < 0.0F)
    249                    {
    250                        var17 = 0.0F;
    251                    }
    252
    253                    this.randomYawVelocity *= 0.8F;
    254                    float var18 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0F + 1.0F;
    255                    double var19 = Math.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0D + 1.0D;
    256
    257                    if (var19 > 40.0D)
    258                    {
    259                        var19 = 40.0D;
    260                    }
    261
    262                    this.randomYawVelocity = (float)((double)this.randomYawVelocity + var13 * (0.699999988079071D / var19 / (double)var18));
    263                    this.rotationYaw += this.randomYawVelocity * 0.1F;
    264                    float var21 = (float)(2.0D / (var19 + 1.0D));
    265                    float var22 = 0.06F;
    266                    this.moveFlying(0.0F, -1.0F, var22 * (var17 * var21 + (1.0F - var21)));
    267
    268                    if (this.slowed)
    269                    {
    270                        this.moveEntity(this.motionX * 0.800000011920929D, this.motionY * 0.800000011920929D, this.motionZ * 0.800000011920929D);
    271                    }
    272                    else
    273                    {
    274                        this.moveEntity(this.motionX, this.motionY, this.motionZ);
    275                    }
    276
    277                    Vec3 var23 = Vec3.getVec3Pool().getVecFromPool(this.motionX, this.motionY, this.motionZ).normalize();
    278                    float var24 = (float)(var23.dotProduct(var40) + 1.0D) / 2.0F;
    279                    var24 = 0.8F + 0.15F * var24;
    280                    this.motionX *= (double)var24;
    281                    this.motionZ *= (double)var24;
    282                    this.motionY *= 0.9100000262260437D;
    283                }
    284
    285                this.renderYawOffset = this.rotationYaw;
    286                this.dragonPartHead.width = this.dragonPartHead.height = 3.0F;
    287                this.dragonPartTail1.width = this.dragonPartTail1.height = 2.0F;
    288                this.dragonPartTail2.width = this.dragonPartTail2.height = 2.0F;
    289                this.dragonPartTail3.width = this.dragonPartTail3.height = 2.0F;
    290                this.dragonPartBody.height = 3.0F;
    291                this.dragonPartBody.width = 5.0F;
    292                this.dragonPartWing1.height = 2.0F;
    293                this.dragonPartWing1.width = 4.0F;
    294                this.dragonPartWing2.height = 3.0F;
    295                this.dragonPartWing2.width = 4.0F;
    296                var26 = (float)(this.getMovementOffsets(5, 1.0F)[1] - this.getMovementOffsets(10, 1.0F)[1]) * 10.0F / 180.0F * (float)Math.PI;
    297                var3 = MathHelper.cos(var26);
    298                float var28 = -MathHelper.sin(var26);
    299                float var5 = this.rotationYaw * (float)Math.PI / 180.0F;
    300                float var27 = MathHelper.sin(var5);
    301                float var7 = MathHelper.cos(var5);
    302                this.dragonPartBody.onUpdate();
    303                this.dragonPartBody.setLocationAndAngles(this.posX + (double)(var27 * 0.5F), this.posY, this.posZ - (double)(var7 * 0.5F), 0.0F, 0.0F);
    304                this.dragonPartWing1.onUpdate();
    305                this.dragonPartWing1.setLocationAndAngles(this.posX + (double)(var7 * 4.5F), this.posY + 2.0D, this.posZ + (double)(var27 * 4.5F), 0.0F, 0.0F);
    306                this.dragonPartWing2.onUpdate();
    307                this.dragonPartWing2.setLocationAndAngles(this.posX - (double)(var7 * 4.5F), this.posY + 2.0D, this.posZ - (double)(var27 * 4.5F), 0.0F, 0.0F);
    308
    309                if (!this.worldObj.isRemote && this.hurtTime == 0)
    310                {
    311                    this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing1.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D)));
    312                    this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing2.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D)));
    313                    this.attackEntitiesInList(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartHead.boundingBox.expand(1.0D, 1.0D, 1.0D)));
    314                }
    315
    316                double[] var29 = this.getMovementOffsets(5, 1.0F);
    317                double[] var9 = this.getMovementOffsets(0, 1.0F);
    318                var33 = MathHelper.sin(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F);
    319                float var32 = MathHelper.cos(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F);
    320                this.dragonPartHead.onUpdate();
    321                this.dragonPartHead.setLocationAndAngles(this.posX + (double)(var33 * 5.5F * var3), this.posY + (var9[1] - var29[1]) * 1.0D + (double)(var28 * 5.5F), this.posZ - (double)(var32 * 5.5F * var3), 0.0F, 0.0F);
    322
    323                for (int var30 = 0; var30 < 3; ++var30)
    324                {
    325                    EntityDragonPart var31 = null;
    326
    327                    if (var30 == 0)
    328                    {
    329                        var31 = this.dragonPartTail1;
    330                    }
    331
    332                    if (var30 == 1)
    333                    {
    334                        var31 = this.dragonPartTail2;
    335                    }
    336
    337                    if (var30 == 2)
    338                    {
    339                        var31 = this.dragonPartTail3;
    340                    }
    341
    342                    double[] var35 = this.getMovementOffsets(12 + var30 * 2, 1.0F);
    343                    float var34 = this.rotationYaw * (float)Math.PI / 180.0F + this.simplifyAngle(var35[0] - var29[0]) * (float)Math.PI / 180.0F * 1.0F;
    344                    float var38 = MathHelper.sin(var34);
    345                    float var37 = MathHelper.cos(var34);
    346                    float var36 = 1.5F;
    347                    float var39 = (float)(var30 + 1) * 2.0F;
    348                    var31.onUpdate();
    349                    var31.setLocationAndAngles(this.posX - (double)((var27 * var36 + var38 * var39) * var3), this.posY + (var35[1] - var29[1]) * 1.0D - (double)((var39 + var36) * var28) + 1.5D, this.posZ + (double)((var7 * var36 + var37 * var39) * var3), 0.0F, 0.0F);
    350                }
    351
    352                if (!this.worldObj.isRemote)
    353                {
    354                    this.slowed = this.destroyBlocksInAABB(this.dragonPartHead.boundingBox) | this.destroyBlocksInAABB(this.dragonPartBody.boundingBox);
    355                }
    356            }
    357        }
    358
    359        /**
    360         * Updates the state of the enderdragon's current endercrystal.
    361         */
    362        private void updateDragonEnderCrystal()
    363        {
    364            if (this.healingEnderCrystal != null)
    365            {
    366                if (this.healingEnderCrystal.isDead)
    367                {
    368                    if (!this.worldObj.isRemote)
    369                    {
    370                        this.attackEntityFromPart(this.dragonPartHead, DamageSource.explosion, 10);
    371                    }
    372
    373                    this.healingEnderCrystal = null;
    374                }
    375                else if (this.ticksExisted % 10 == 0 && this.health < this.maxHealth)
    376                {
    377                    ++this.health;
    378                }
    379            }
    380
    381            if (this.rand.nextInt(10) == 0)
    382            {
    383                float var1 = 32.0F;
    384                List var2 = this.worldObj.getEntitiesWithinAABB(EntityEnderCrystal.class, this.boundingBox.expand((double)var1, (double)var1, (double)var1));
    385                EntityEnderCrystal var3 = null;
    386                double var4 = Double.MAX_VALUE;
    387                Iterator var6 = var2.iterator();
    388
    389                while (var6.hasNext())
    390                {
    391                    EntityEnderCrystal var7 = (EntityEnderCrystal)var6.next();
    392                    double var8 = var7.getDistanceSqToEntity(this);
    393
    394                    if (var8 < var4)
    395                    {
    396                        var4 = var8;
    397                        var3 = var7;
    398                    }
    399                }
    400
    401                this.healingEnderCrystal = var3;
    402            }
    403        }
    404
    405        /**
    406         * Pushes all entities inside the list away from the enderdragon.
    407         */
    408        private void collideWithEntities(List par1List)
    409        {
    410            double var2 = (this.dragonPartBody.boundingBox.minX + this.dragonPartBody.boundingBox.maxX) / 2.0D;
    411            double var4 = (this.dragonPartBody.boundingBox.minZ + this.dragonPartBody.boundingBox.maxZ) / 2.0D;
    412            Iterator var6 = par1List.iterator();
    413
    414            while (var6.hasNext())
    415            {
    416                Entity var7 = (Entity)var6.next();
    417
    418                if (var7 instanceof EntityLiving)
    419                {
    420                    double var8 = var7.posX - var2;
    421                    double var10 = var7.posZ - var4;
    422                    double var12 = var8 * var8 + var10 * var10;
    423                    var7.addVelocity(var8 / var12 * 4.0D, 0.20000000298023224D, var10 / var12 * 4.0D);
    424                }
    425            }
    426        }
    427
    428        /**
    429         * Attacks all entities inside this list, dealing 5 hearts of damage.
    430         */
    431        private void attackEntitiesInList(List par1List)
    432        {
    433            Iterator var2 = par1List.iterator();
    434
    435            while (var2.hasNext())
    436            {
    437                Entity var3 = (Entity)var2.next();
    438
    439                if (var3 instanceof EntityLiving)
    440                {
    441                    var3.attackEntityFrom(DamageSource.causeMobDamage(this), 10);
    442                }
    443            }
    444        }
    445
    446        /**
    447         * Sets a new target for the flight AI. It can be a random coordinate or a nearby player.
    448         */
    449        private void setNewTarget()
    450        {
    451            this.forceNewTarget = false;
    452
    453            if (this.rand.nextInt(2) == 0 && !this.worldObj.playerEntities.isEmpty())
    454            {
    455                this.target = (Entity)this.worldObj.playerEntities.get(this.rand.nextInt(this.worldObj.playerEntities.size()));
    456            }
    457            else
    458            {
    459                boolean var1 = false;
    460
    461                do
    462                {
    463                    this.targetX = 0.0D;
    464                    this.targetY = (double)(70.0F + this.rand.nextFloat() * 50.0F);
    465                    this.targetZ = 0.0D;
    466                    this.targetX += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
    467                    this.targetZ += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
    468                    double var2 = this.posX - this.targetX;
    469                    double var4 = this.posY - this.targetY;
    470                    double var6 = this.posZ - this.targetZ;
    471                    var1 = var2 * var2 + var4 * var4 + var6 * var6 > 100.0D;
    472                }
    473                while (!var1);
    474
    475                this.target = null;
    476            }
    477        }
    478
    479        /**
    480         * Simplifies the value of a number by adding/subtracting 180 to the point that the number is between -180 and 180.
    481         */
    482        private float simplifyAngle(double par1)
    483        {
    484            return (float)MathHelper.wrapAngleTo180_double(par1);
    485        }
    486
    487        /**
    488         * Destroys all blocks that aren't associated with 'The End' inside the given bounding box.
    489         */
    490        private boolean destroyBlocksInAABB(AxisAlignedBB par1AxisAlignedBB)
    491        {
    492            int var2 = MathHelper.floor_double(par1AxisAlignedBB.minX);
    493            int var3 = MathHelper.floor_double(par1AxisAlignedBB.minY);
    494            int var4 = MathHelper.floor_double(par1AxisAlignedBB.minZ);
    495            int var5 = MathHelper.floor_double(par1AxisAlignedBB.maxX);
    496            int var6 = MathHelper.floor_double(par1AxisAlignedBB.maxY);
    497            int var7 = MathHelper.floor_double(par1AxisAlignedBB.maxZ);
    498            boolean var8 = false;
    499            boolean var9 = false;
    500
    501            for (int var10 = var2; var10 <= var5; ++var10)
    502            {
    503                for (int var11 = var3; var11 <= var6; ++var11)
    504                {
    505                    for (int var12 = var4; var12 <= var7; ++var12)
    506                    {
    507                        int var13 = this.worldObj.getBlockId(var10, var11, var12);
    508                        Block block = Block.blocksList[var13];
    509
    510                        if (block != null)
    511                        {
    512                            if (block.canDragonDestroy(worldObj, var10, var11, var12))
    513                            {
    514                                var9 = true;
    515                                this.worldObj.setBlockWithNotify(var10, var11, var12, 0);
    516                            }
    517                            else
    518                            {
    519                                var8 = true;
    520                            }
    521                        }
    522                    }
    523                }
    524            }
    525
    526            if (var9)
    527            {
    528                double var16 = par1AxisAlignedBB.minX + (par1AxisAlignedBB.maxX - par1AxisAlignedBB.minX) * (double)this.rand.nextFloat();
    529                double var17 = par1AxisAlignedBB.minY + (par1AxisAlignedBB.maxY - par1AxisAlignedBB.minY) * (double)this.rand.nextFloat();
    530                double var14 = par1AxisAlignedBB.minZ + (par1AxisAlignedBB.maxZ - par1AxisAlignedBB.minZ) * (double)this.rand.nextFloat();
    531                this.worldObj.spawnParticle("largeexplode", var16, var17, var14, 0.0D, 0.0D, 0.0D);
    532            }
    533
    534            return var8;
    535        }
    536
    537        public boolean attackEntityFromPart(EntityDragonPart par1EntityDragonPart, DamageSource par2DamageSource, int par3)
    538        {
    539            if (par1EntityDragonPart != this.dragonPartHead)
    540            {
    541                par3 = par3 / 4 + 1;
    542            }
    543
    544            float var4 = this.rotationYaw * (float)Math.PI / 180.0F;
    545            float var5 = MathHelper.sin(var4);
    546            float var6 = MathHelper.cos(var4);
    547            this.targetX = this.posX + (double)(var5 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F);
    548            this.targetY = this.posY + (double)(this.rand.nextFloat() * 3.0F) + 1.0D;
    549            this.targetZ = this.posZ - (double)(var6 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F);
    550            this.target = null;
    551
    552            if (par2DamageSource.getEntity() instanceof EntityPlayer || par2DamageSource == DamageSource.explosion)
    553            {
    554                this.superAttackFrom(par2DamageSource, par3);
    555            }
    556
    557            return true;
    558        }
    559
    560        /**
    561         * handles entity death timer, experience orb and particle creation
    562         */
    563        protected void onDeathUpdate()
    564        {
    565            ++this.deathTicks;
    566
    567            if (this.deathTicks >= 180 && this.deathTicks <= 200)
    568            {
    569                float var1 = (this.rand.nextFloat() - 0.5F) * 8.0F;
    570                float var2 = (this.rand.nextFloat() - 0.5F) * 4.0F;
    571                float var3 = (this.rand.nextFloat() - 0.5F) * 8.0F;
    572                this.worldObj.spawnParticle("hugeexplosion", this.posX + (double)var1, this.posY + 2.0D + (double)var2, this.posZ + (double)var3, 0.0D, 0.0D, 0.0D);
    573            }
    574
    575            int var4;
    576            int var5;
    577
    578            if (!this.worldObj.isRemote && this.deathTicks > 150 && this.deathTicks % 5 == 0)
    579            {
    580                var4 = 1000;
    581
    582                while (var4 > 0)
    583                {
    584                    var5 = EntityXPOrb.getXPSplit(var4);
    585                    var4 -= var5;
    586                    this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, var5));
    587                }
    588            }
    589
    590            this.moveEntity(0.0D, 0.10000000149011612D, 0.0D);
    591            this.renderYawOffset = this.rotationYaw += 20.0F;
    592
    593            if (this.deathTicks == 200 && !this.worldObj.isRemote)
    594            {
    595                var4 = 2000;
    596
    597                while (var4 > 0)
    598                {
    599                    var5 = EntityXPOrb.getXPSplit(var4);
    600                    var4 -= var5;
    601                    this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, var5));
    602                }
    603
    604                this.createEnderPortal(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.posZ));
    605                this.setDead();
    606            }
    607        }
    608
    609        /**
    610         * Creates the ender portal leading back to the normal world after defeating the enderdragon.
    611         */
    612        private void createEnderPortal(int par1, int par2)
    613        {
    614            byte var3 = 64;
    615            BlockEndPortal.bossDefeated = true;
    616            byte var4 = 4;
    617
    618            for (int var5 = var3 - 1; var5 <= var3 + 32; ++var5)
    619            {
    620                for (int var6 = par1 - var4; var6 <= par1 + var4; ++var6)
    621                {
    622                    for (int var7 = par2 - var4; var7 <= par2 + var4; ++var7)
    623                    {
    624                        double var8 = (double)(var6 - par1);
    625                        double var10 = (double)(var7 - par2);
    626                        double var12 = var8 * var8 + var10 * var10;
    627
    628                        if (var12 <= ((double)var4 - 0.5D) * ((double)var4 - 0.5D))
    629                        {
    630                            if (var5 < var3)
    631                            {
    632                                if (var12 <= ((double)(var4 - 1) - 0.5D) * ((double)(var4 - 1) - 0.5D))
    633                                {
    634                                    this.worldObj.setBlockWithNotify(var6, var5, var7, Block.bedrock.blockID);
    635                                }
    636                            }
    637                            else if (var5 > var3)
    638                            {
    639                                this.worldObj.setBlockWithNotify(var6, var5, var7, 0);
    640                            }
    641                            else if (var12 > ((double)(var4 - 1) - 0.5D) * ((double)(var4 - 1) - 0.5D))
    642                            {
    643                                this.worldObj.setBlockWithNotify(var6, var5, var7, Block.bedrock.blockID);
    644                            }
    645                            else
    646                            {
    647                                this.worldObj.setBlockWithNotify(var6, var5, var7, Block.endPortal.blockID);
    648                            }
    649                        }
    650                    }
    651                }
    652            }
    653
    654            this.worldObj.setBlockWithNotify(par1, var3 + 0, par2, Block.bedrock.blockID);
    655            this.worldObj.setBlockWithNotify(par1, var3 + 1, par2, Block.bedrock.blockID);
    656            this.worldObj.setBlockWithNotify(par1, var3 + 2, par2, Block.bedrock.blockID);
    657            this.worldObj.setBlockWithNotify(par1 - 1, var3 + 2, par2, Block.torchWood.blockID);
    658            this.worldObj.setBlockWithNotify(par1 + 1, var3 + 2, par2, Block.torchWood.blockID);
    659            this.worldObj.setBlockWithNotify(par1, var3 + 2, par2 - 1, Block.torchWood.blockID);
    660            this.worldObj.setBlockWithNotify(par1, var3 + 2, par2 + 1, Block.torchWood.blockID);
    661            this.worldObj.setBlockWithNotify(par1, var3 + 3, par2, Block.bedrock.blockID);
    662            this.worldObj.setBlockWithNotify(par1, var3 + 4, par2, Block.dragonEgg.blockID);
    663            BlockEndPortal.bossDefeated = false;
    664        }
    665
    666        /**
    667         * Makes the entity despawn if requirements are reached
    668         */
    669        protected void despawnEntity() {}
    670
    671        /**
    672         * Return the Entity parts making up this Entity (currently only for dragons)
    673         */
    674        public Entity[] getParts()
    675        {
    676            return this.dragonPartArray;
    677        }
    678
    679        /**
    680         * Returns true if other Entities should be prevented from moving through this Entity.
    681         */
    682        public boolean canBeCollidedWith()
    683        {
    684            return false;
    685        }
    686
    687        @SideOnly(Side.CLIENT)
    688
    689        /**
    690         * Returns the health points of the dragon.
    691         */
    692        public int getDragonHealth()
    693        {
    694            return this.dataWatcher.getWatchableObjectInt(16);
    695        }
    696    }