    001package net.minecraft.entity.passive;
    002
    003import net.minecraft.block.material.Material;
    004import net.minecraft.item.Item;
    005import net.minecraft.item.ItemStack;
    006import net.minecraft.util.MathHelper;
    007import net.minecraft.world.World;
    008
    009public 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}