    001package net.minecraft.entity.item;
    002
    003import cpw.mods.fml.relauncher.Side;
    004import cpw.mods.fml.relauncher.SideOnly;
    005import net.minecraft.entity.Entity;
    006import net.minecraft.item.Item;
    007import net.minecraft.item.ItemStack;
    008import net.minecraft.nbt.NBTTagCompound;
    009import net.minecraft.util.MathHelper;
    010import net.minecraft.world.World;
    011
    012public 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}