    001    package net.minecraft.src;
    002
    003    import cpw.mods.fml.common.Side;
    004    import cpw.mods.fml.common.asm.SideOnly;
    005
    006    public class EntityEnderEye extends Entity
    007    {
    008        public int field_70226_a = 0;
    009
    010        /** 'x' location the eye should float towards. */
    011        private double targetX;
    012
    013        /** 'y' location the eye should float towards. */
    014        private double targetY;
    015
    016        /** 'z' location the eye should float towards. */
    017        private double targetZ;
    018        private int despawnTimer;
    019        private boolean shatterOrDrop;
    020
    021        public EntityEnderEye(World par1World)
    022        {
    023            super(par1World);
    024            this.setSize(0.25F, 0.25F);
    025        }
    026
    027        protected void entityInit() {}
    028
    029        @SideOnly(Side.CLIENT)
    030
    031        /**
    032         * Checks if the entity is in range to render by using the past in distance and comparing it to its average edge
    033         * length * 64 * renderDistanceWeight Args: distance
    034         */
    035        public boolean isInRangeToRenderDist(double par1)
    036        {
    037            double var3 = this.boundingBox.getAverageEdgeLength() * 4.0D;
    038            var3 *= 64.0D;
    039            return par1 < var3 * var3;
    040        }
    041
    042        public EntityEnderEye(World par1World, double par2, double par4, double par6)
    043        {
    044            super(par1World);
    045            this.despawnTimer = 0;
    046            this.setSize(0.25F, 0.25F);
    047            this.setPosition(par2, par4, par6);
    048            this.yOffset = 0.0F;
    049        }
    050
    051        /**
    052         * The location the eye should float/move towards. Currently used for moving towards the nearest stronghold. Args:
    053         * strongholdX, strongholdY, strongholdZ
    054         */
    055        public void moveTowards(double par1, int par3, double par4)
    056        {
    057            double var6 = par1 - this.posX;
    058            double var8 = par4 - this.posZ;
    059            float var10 = MathHelper.sqrt_double(var6 * var6 + var8 * var8);
    060
    061            if (var10 > 12.0F)
    062            {
    063                this.targetX = this.posX + var6 / (double)var10 * 12.0D;
    064                this.targetZ = this.posZ + var8 / (double)var10 * 12.0D;
    065                this.targetY = this.posY + 8.0D;
    066            }
    067            else
    068            {
    069                this.targetX = par1;
    070                this.targetY = (double)par3;
    071                this.targetZ = par4;
    072            }
    073
    074            this.despawnTimer = 0;
    075            this.shatterOrDrop = this.rand.nextInt(5) > 0;
    076        }
    077
    078        @SideOnly(Side.CLIENT)
    079
    080        /**
    081         * Sets the velocity to the args. Args: x, y, z
    082         */
    083        public void setVelocity(double par1, double par3, double par5)
    084        {
    085            this.motionX = par1;
    086            this.motionY = par3;
    087            this.motionZ = par5;
    088
    089            if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
    090            {
    091                float var7 = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
    092                this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
    093                this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)var7) * 180.0D / Math.PI);
    094            }
    095        }
    096
    097        /**
    098         * Called to update the entity's position/logic.
    099         */
    100        public void onUpdate()
    101        {
    102            this.lastTickPosX = this.posX;
    103            this.lastTickPosY = this.posY;
    104            this.lastTickPosZ = this.posZ;
    105            super.onUpdate();
    106            this.posX += this.motionX;
    107            this.posY += this.motionY;
    108            this.posZ += this.motionZ;
    109            float var1 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
    110            this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);
    111
    112            for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)var1) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F)
    113            {
    114                ;
    115            }
    116
    117            while (this.rotationPitch - this.prevRotationPitch >= 180.0F)
    118            {
    119                this.prevRotationPitch += 360.0F;
    120            }
    121
    122            while (this.rotationYaw - this.prevRotationYaw < -180.0F)
    123            {
    124                this.prevRotationYaw -= 360.0F;
    125            }
    126
    127            while (this.rotationYaw - this.prevRotationYaw >= 180.0F)
    128            {
    129                this.prevRotationYaw += 360.0F;
    130            }
    131
    132            this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F;
    133            this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F;
    134
    135            if (!this.worldObj.isRemote)
    136            {
    137                double var2 = this.targetX - this.posX;
    138                double var4 = this.targetZ - this.posZ;
    139                float var6 = (float)Math.sqrt(var2 * var2 + var4 * var4);
    140                float var7 = (float)Math.atan2(var4, var2);
    141                double var8 = (double)var1 + (double)(var6 - var1) * 0.0025D;
    142
    143                if (var6 < 1.0F)
    144                {
    145                    var8 *= 0.8D;
    146                    this.motionY *= 0.8D;
    147                }
    148
    149                this.motionX = Math.cos((double)var7) * var8;
    150                this.motionZ = Math.sin((double)var7) * var8;
    151
    152                if (this.posY < this.targetY)
    153                {
    154                    this.motionY += (1.0D - this.motionY) * 0.014999999664723873D;
    155                }
    156                else
    157                {
    158                    this.motionY += (-1.0D - this.motionY) * 0.014999999664723873D;
    159                }
    160            }
    161
    162            float var10 = 0.25F;
    163
    164            if (this.isInWater())
    165            {
    166                for (int var3 = 0; var3 < 4; ++var3)
    167                {
    168                    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);
    169                }
    170            }
    171            else
    172            {
    173                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);
    174            }
    175
    176            if (!this.worldObj.isRemote)
    177            {
    178                this.setPosition(this.posX, this.posY, this.posZ);
    179                ++this.despawnTimer;
    180
    181                if (this.despawnTimer > 80 && !this.worldObj.isRemote)
    182                {
    183                    this.setDead();
    184
    185                    if (this.shatterOrDrop)
    186                    {
    187                        this.worldObj.spawnEntityInWorld(new EntityItem(this.worldObj, this.posX, this.posY, this.posZ, new ItemStack(Item.eyeOfEnder)));
    188                    }
    189                    else
    190                    {
    191                        this.worldObj.playAuxSFX(2003, (int)Math.round(this.posX), (int)Math.round(this.posY), (int)Math.round(this.posZ), 0);
    192                    }
    193                }
    194            }
    195        }
    196
    197        /**
    198         * (abstract) Protected helper method to write subclass entity data to NBT.
    199         */
    200        public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound) {}
    201
    202        /**
    203         * (abstract) Protected helper method to read subclass entity data from NBT.
    204         */
    205        public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound) {}
    206
    207        @SideOnly(Side.CLIENT)
    208        public float getShadowSize()
    209        {
    210            return 0.0F;
    211        }
    212
    213        /**
    214         * Gets how bright this entity is.
    215         */
    216        public float getBrightness(float par1)
    217        {
    218            return 1.0F;
    219        }
    220
    221        @SideOnly(Side.CLIENT)
    222        public int getBrightnessForRender(float par1)
    223        {
    224            return 15728880;
    225        }
    226
    227        /**
    228         * If returns false, the item will not inflict any damage against entities.
    229         */
    230        public boolean canAttackWithItem()
    231        {
    232            return false;
    233        }
    234    }