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 EntityLiving implements IBossDisplayData, IEntityMultiPart
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.setEntityHealth(this.getMaxHealth());
064 this.texture = "/mob/enderdragon/ender.png";
065 this.setSize(16.0F, 8.0F);
066 this.noClip = true;
067 this.isImmuneToFire = true;
068 this.targetY = 100.0D;
069 this.ignoreFrustumCheck = true;
070 }
071
072 public int getMaxHealth()
073 {
074 return 200;
075 }
076
077 protected void entityInit()
078 {
079 super.entityInit();
080 this.dataWatcher.addObject(16, new Integer(this.getMaxHealth()));
081 }
082
083 /**
084 * Returns a double[3] array with movement offsets, used to calculate trailing tail/neck positions. [0] = yaw
085 * offset, [1] = y offset, [2] = unused, always 0. Parameters: buffer index offset, partial ticks.
086 */
087 public double[] getMovementOffsets(int par1, float par2)
088 {
089 if (this.health <= 0)
090 {
091 par2 = 0.0F;
092 }
093
094 par2 = 1.0F - par2;
095 int var3 = this.ringBufferIndex - par1 * 1 & 63;
096 int var4 = this.ringBufferIndex - par1 * 1 - 1 & 63;
097 double[] var5 = new double[3];
098 double var6 = this.ringBuffer[var3][0];
099 double var8 = MathHelper.wrapAngleTo180_double(this.ringBuffer[var4][0] - var6);
100 var5[0] = var6 + var8 * (double)par2;
101 var6 = this.ringBuffer[var3][1];
102 var8 = this.ringBuffer[var4][1] - var6;
103 var5[1] = var6 + var8 * (double)par2;
104 var5[2] = this.ringBuffer[var3][2] + (this.ringBuffer[var4][2] - this.ringBuffer[var3][2]) * (double)par2;
105 return var5;
106 }
107
108 /**
109 * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
110 * use this to react to sunlight and start to burn.
111 */
112 public void onLivingUpdate()
113 {
114 float var1;
115 float var2;
116
117 if (!this.worldObj.isRemote)
118 {
119 this.dataWatcher.updateObject(16, Integer.valueOf(this.health));
120 }
121 else
122 {
123 var1 = MathHelper.cos(this.animTime * (float)Math.PI * 2.0F);
124 var2 = MathHelper.cos(this.prevAnimTime * (float)Math.PI * 2.0F);
125
126 if (var2 <= -0.3F && var1 >= -0.3F)
127 {
128 this.worldObj.playSound(this.posX, this.posY, this.posZ, "mob.enderdragon.wings", 5.0F, 0.8F + this.rand.nextFloat() * 0.3F);
129 }
130 }
131
132 this.prevAnimTime = this.animTime;
133 float var3;
134
135 if (this.health <= 0)
136 {
137 var1 = (this.rand.nextFloat() - 0.5F) * 8.0F;
138 var2 = (this.rand.nextFloat() - 0.5F) * 4.0F;
139 var3 = (this.rand.nextFloat() - 0.5F) * 8.0F;
140 this.worldObj.spawnParticle("largeexplode", this.posX + (double)var1, this.posY + 2.0D + (double)var2, this.posZ + (double)var3, 0.0D, 0.0D, 0.0D);
141 }
142 else
143 {
144 this.updateDragonEnderCrystal();
145 var1 = 0.2F / (MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 10.0F + 1.0F);
146 var1 *= (float)Math.pow(2.0D, this.motionY);
147
148 if (this.slowed)
149 {
150 this.animTime += var1 * 0.5F;
151 }
152 else
153 {
154 this.animTime += var1;
155 }
156
157 this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw);
158
159 if (this.ringBufferIndex < 0)
160 {
161 for (int var25 = 0; var25 < this.ringBuffer.length; ++var25)
162 {
163 this.ringBuffer[var25][0] = (double)this.rotationYaw;
164 this.ringBuffer[var25][1] = this.posY;
165 }
166 }
167
168 if (++this.ringBufferIndex == this.ringBuffer.length)
169 {
170 this.ringBufferIndex = 0;
171 }
172
173 this.ringBuffer[this.ringBufferIndex][0] = (double)this.rotationYaw;
174 this.ringBuffer[this.ringBufferIndex][1] = this.posY;
175 double var4;
176 double var6;
177 double var8;
178 double var26;
179 float var33;
180
181 if (this.worldObj.isRemote)
182 {
183 if (this.newPosRotationIncrements > 0)
184 {
185 var26 = this.posX + (this.newPosX - this.posX) / (double)this.newPosRotationIncrements;
186 var4 = this.posY + (this.newPosY - this.posY) / (double)this.newPosRotationIncrements;
187 var6 = this.posZ + (this.newPosZ - this.posZ) / (double)this.newPosRotationIncrements;
188 var8 = MathHelper.wrapAngleTo180_double(this.newRotationYaw - (double)this.rotationYaw);
189 this.rotationYaw = (float)((double)this.rotationYaw + var8 / (double)this.newPosRotationIncrements);
190 this.rotationPitch = (float)((double)this.rotationPitch + (this.newRotationPitch - (double)this.rotationPitch) / (double)this.newPosRotationIncrements);
191 --this.newPosRotationIncrements;
192 this.setPosition(var26, var4, var6);
193 this.setRotation(this.rotationYaw, this.rotationPitch);
194 }
195 }
196 else
197 {
198 var26 = this.targetX - this.posX;
199 var4 = this.targetY - this.posY;
200 var6 = this.targetZ - this.posZ;
201 var8 = var26 * var26 + var4 * var4 + var6 * var6;
202
203 if (this.target != null)
204 {
205 this.targetX = this.target.posX;
206 this.targetZ = this.target.posZ;
207 double var10 = this.targetX - this.posX;
208 double var12 = this.targetZ - this.posZ;
209 double var14 = Math.sqrt(var10 * var10 + var12 * var12);
210 double var16 = 0.4000000059604645D + var14 / 80.0D - 1.0D;
211
212 if (var16 > 10.0D)
213 {
214 var16 = 10.0D;
215 }
216
217 this.targetY = this.target.boundingBox.minY + var16;
218 }
219 else
220 {
221 this.targetX += this.rand.nextGaussian() * 2.0D;
222 this.targetZ += this.rand.nextGaussian() * 2.0D;
223 }
224
225 if (this.forceNewTarget || var8 < 100.0D || var8 > 22500.0D || this.isCollidedHorizontally || this.isCollidedVertically)
226 {
227 this.setNewTarget();
228 }
229
230 var4 /= (double)MathHelper.sqrt_double(var26 * var26 + var6 * var6);
231 var33 = 0.6F;
232
233 if (var4 < (double)(-var33))
234 {
235 var4 = (double)(-var33);
236 }
237
238 if (var4 > (double)var33)
239 {
240 var4 = (double)var33;
241 }
242
243 this.motionY += var4 * 0.10000000149011612D;
244 this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw);
245 double var11 = 180.0D - Math.atan2(var26, var6) * 180.0D / Math.PI;
246 double var13 = MathHelper.wrapAngleTo180_double(var11 - (double)this.rotationYaw);
247
248 if (var13 > 50.0D)
249 {
250 var13 = 50.0D;
251 }
252
253 if (var13 < -50.0D)
254 {
255 var13 = -50.0D;
256 }
257
258 Vec3 var15 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.targetX - this.posX, this.targetY - this.posY, this.targetZ - this.posZ).normalize();
259 Vec3 var40 = this.worldObj.getWorldVec3Pool().getVecFromPool((double)MathHelper.sin(this.rotationYaw * (float)Math.PI / 180.0F), this.motionY, (double)(-MathHelper.cos(this.rotationYaw * (float)Math.PI / 180.0F))).normalize();
260 float var17 = (float)(var40.dotProduct(var15) + 0.5D) / 1.5F;
261
262 if (var17 < 0.0F)
263 {
264 var17 = 0.0F;
265 }
266
267 this.randomYawVelocity *= 0.8F;
268 float var18 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0F + 1.0F;
269 double var19 = Math.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0D + 1.0D;
270
271 if (var19 > 40.0D)
272 {
273 var19 = 40.0D;
274 }
275
276 this.randomYawVelocity = (float)((double)this.randomYawVelocity + var13 * (0.699999988079071D / var19 / (double)var18));
277 this.rotationYaw += this.randomYawVelocity * 0.1F;
278 float var21 = (float)(2.0D / (var19 + 1.0D));
279 float var22 = 0.06F;
280 this.moveFlying(0.0F, -1.0F, var22 * (var17 * var21 + (1.0F - var21)));
281
282 if (this.slowed)
283 {
284 this.moveEntity(this.motionX * 0.800000011920929D, this.motionY * 0.800000011920929D, this.motionZ * 0.800000011920929D);
285 }
286 else
287 {
288 this.moveEntity(this.motionX, this.motionY, this.motionZ);
289 }
290
291 Vec3 var23 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.motionX, this.motionY, this.motionZ).normalize();
292 float var24 = (float)(var23.dotProduct(var40) + 1.0D) / 2.0F;
293 var24 = 0.8F + 0.15F * var24;
294 this.motionX *= (double)var24;
295 this.motionZ *= (double)var24;
296 this.motionY *= 0.9100000262260437D;
297 }
298
299 this.renderYawOffset = this.rotationYaw;
300 this.dragonPartHead.width = this.dragonPartHead.height = 3.0F;
301 this.dragonPartTail1.width = this.dragonPartTail1.height = 2.0F;
302 this.dragonPartTail2.width = this.dragonPartTail2.height = 2.0F;
303 this.dragonPartTail3.width = this.dragonPartTail3.height = 2.0F;
304 this.dragonPartBody.height = 3.0F;
305 this.dragonPartBody.width = 5.0F;
306 this.dragonPartWing1.height = 2.0F;
307 this.dragonPartWing1.width = 4.0F;
308 this.dragonPartWing2.height = 3.0F;
309 this.dragonPartWing2.width = 4.0F;
310 var2 = (float)(this.getMovementOffsets(5, 1.0F)[1] - this.getMovementOffsets(10, 1.0F)[1]) * 10.0F / 180.0F * (float)Math.PI;
311 var3 = MathHelper.cos(var2);
312 float var28 = -MathHelper.sin(var2);
313 float var5 = this.rotationYaw * (float)Math.PI / 180.0F;
314 float var27 = MathHelper.sin(var5);
315 float var7 = MathHelper.cos(var5);
316 this.dragonPartBody.onUpdate();
317 this.dragonPartBody.setLocationAndAngles(this.posX + (double)(var27 * 0.5F), this.posY, this.posZ - (double)(var7 * 0.5F), 0.0F, 0.0F);
318 this.dragonPartWing1.onUpdate();
319 this.dragonPartWing1.setLocationAndAngles(this.posX + (double)(var7 * 4.5F), this.posY + 2.0D, this.posZ + (double)(var27 * 4.5F), 0.0F, 0.0F);
320 this.dragonPartWing2.onUpdate();
321 this.dragonPartWing2.setLocationAndAngles(this.posX - (double)(var7 * 4.5F), this.posY + 2.0D, this.posZ - (double)(var27 * 4.5F), 0.0F, 0.0F);
322
323 if (!this.worldObj.isRemote && this.hurtTime == 0)
324 {
325 this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing1.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D)));
326 this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing2.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D)));
327 this.attackEntitiesInList(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartHead.boundingBox.expand(1.0D, 1.0D, 1.0D)));
328 }
329
330 double[] var29 = this.getMovementOffsets(5, 1.0F);
331 double[] var9 = this.getMovementOffsets(0, 1.0F);
332 var33 = MathHelper.sin(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F);
333 float var32 = MathHelper.cos(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F);
334 this.dragonPartHead.onUpdate();
335 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);
336
337 for (int var30 = 0; var30 < 3; ++var30)
338 {
339 EntityDragonPart var31 = null;
340
341 if (var30 == 0)
342 {
343 var31 = this.dragonPartTail1;
344 }
345
346 if (var30 == 1)
347 {
348 var31 = this.dragonPartTail2;
349 }
350
351 if (var30 == 2)
352 {
353 var31 = this.dragonPartTail3;
354 }
355
356 double[] var35 = this.getMovementOffsets(12 + var30 * 2, 1.0F);
357 float var34 = this.rotationYaw * (float)Math.PI / 180.0F + this.simplifyAngle(var35[0] - var29[0]) * (float)Math.PI / 180.0F * 1.0F;
358 float var38 = MathHelper.sin(var34);
359 float var37 = MathHelper.cos(var34);
360 float var36 = 1.5F;
361 float var39 = (float)(var30 + 1) * 2.0F;
362 var31.onUpdate();
363 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);
364 }
365
366 if (!this.worldObj.isRemote)
367 {
368 this.slowed = this.destroyBlocksInAABB(this.dragonPartHead.boundingBox) | this.destroyBlocksInAABB(this.dragonPartBody.boundingBox);
369 }
370 }
371 }
372
373 /**
374 * Updates the state of the enderdragon's current endercrystal.
375 */
376 private void updateDragonEnderCrystal()
377 {
378 if (this.healingEnderCrystal != null)
379 {
380 if (this.healingEnderCrystal.isDead)
381 {
382 if (!this.worldObj.isRemote)
383 {
384 this.attackEntityFromPart(this.dragonPartHead, DamageSource.explosion, 10);
385 }
386
387 this.healingEnderCrystal = null;
388 }
389 else if (this.ticksExisted % 10 == 0 && this.health < this.getMaxHealth())
390 {
391 ++this.health;
392 }
393 }
394
395 if (this.rand.nextInt(10) == 0)
396 {
397 float var1 = 32.0F;
398 List var2 = this.worldObj.getEntitiesWithinAABB(EntityEnderCrystal.class, this.boundingBox.expand((double)var1, (double)var1, (double)var1));
399 EntityEnderCrystal var3 = null;
400 double var4 = Double.MAX_VALUE;
401 Iterator var6 = var2.iterator();
402
403 while (var6.hasNext())
404 {
405 EntityEnderCrystal var7 = (EntityEnderCrystal)var6.next();
406 double var8 = var7.getDistanceSqToEntity(this);
407
408 if (var8 < var4)
409 {
410 var4 = var8;
411 var3 = var7;
412 }
413 }
414
415 this.healingEnderCrystal = var3;
416 }
417 }
418
419 /**
420 * Pushes all entities inside the list away from the enderdragon.
421 */
422 private void collideWithEntities(List par1List)
423 {
424 double var2 = (this.dragonPartBody.boundingBox.minX + this.dragonPartBody.boundingBox.maxX) / 2.0D;
425 double var4 = (this.dragonPartBody.boundingBox.minZ + this.dragonPartBody.boundingBox.maxZ) / 2.0D;
426 Iterator var6 = par1List.iterator();
427
428 while (var6.hasNext())
429 {
430 Entity var7 = (Entity)var6.next();
431
432 if (var7 instanceof EntityLiving)
433 {
434 double var8 = var7.posX - var2;
435 double var10 = var7.posZ - var4;
436 double var12 = var8 * var8 + var10 * var10;
437 var7.addVelocity(var8 / var12 * 4.0D, 0.20000000298023224D, var10 / var12 * 4.0D);
438 }
439 }
440 }
441
442 /**
443 * Attacks all entities inside this list, dealing 5 hearts of damage.
444 */
445 private void attackEntitiesInList(List par1List)
446 {
447 Iterator var2 = par1List.iterator();
448
449 while (var2.hasNext())
450 {
451 Entity var3 = (Entity)var2.next();
452
453 if (var3 instanceof EntityLiving)
454 {
455 var3.attackEntityFrom(DamageSource.causeMobDamage(this), 10);
456 }
457 }
458 }
459
460 /**
461 * Sets a new target for the flight AI. It can be a random coordinate or a nearby player.
462 */
463 private void setNewTarget()
464 {
465 this.forceNewTarget = false;
466
467 if (this.rand.nextInt(2) == 0 && !this.worldObj.playerEntities.isEmpty())
468 {
469 this.target = (Entity)this.worldObj.playerEntities.get(this.rand.nextInt(this.worldObj.playerEntities.size()));
470 }
471 else
472 {
473 boolean var1 = false;
474
475 do
476 {
477 this.targetX = 0.0D;
478 this.targetY = (double)(70.0F + this.rand.nextFloat() * 50.0F);
479 this.targetZ = 0.0D;
480 this.targetX += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
481 this.targetZ += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
482 double var2 = this.posX - this.targetX;
483 double var4 = this.posY - this.targetY;
484 double var6 = this.posZ - this.targetZ;
485 var1 = var2 * var2 + var4 * var4 + var6 * var6 > 100.0D;
486 }
487 while (!var1);
488
489 this.target = null;
490 }
491 }
492
493 /**
494 * Simplifies the value of a number by adding/subtracting 180 to the point that the number is between -180 and 180.
495 */
496 private float simplifyAngle(double par1)
497 {
498 return (float)MathHelper.wrapAngleTo180_double(par1);
499 }
500
501 /**
502 * Destroys all blocks that aren't associated with 'The End' inside the given bounding box.
503 */
504 private boolean destroyBlocksInAABB(AxisAlignedBB par1AxisAlignedBB)
505 {
506 int var2 = MathHelper.floor_double(par1AxisAlignedBB.minX);
507 int var3 = MathHelper.floor_double(par1AxisAlignedBB.minY);
508 int var4 = MathHelper.floor_double(par1AxisAlignedBB.minZ);
509 int var5 = MathHelper.floor_double(par1AxisAlignedBB.maxX);
510 int var6 = MathHelper.floor_double(par1AxisAlignedBB.maxY);
511 int var7 = MathHelper.floor_double(par1AxisAlignedBB.maxZ);
512 boolean var8 = false;
513 boolean var9 = false;
514
515 for (int var10 = var2; var10 <= var5; ++var10)
516 {
517 for (int var11 = var3; var11 <= var6; ++var11)
518 {
519 for (int var12 = var4; var12 <= var7; ++var12)
520 {
521 int var13 = this.worldObj.getBlockId(var10, var11, var12);
522 Block block = Block.blocksList[var13];
523
524 if (block != null)
525 {
526 if (block.canDragonDestroy(worldObj, var10, var11, var12))
527 {
528 var9 = true;
529 this.worldObj.setBlockWithNotify(var10, var11, var12, 0);
530 }
531 else
532 {
533 var8 = true;
534 }
535 }
536 }
537 }
538 }
539
540 if (var9)
541 {
542 double var16 = par1AxisAlignedBB.minX + (par1AxisAlignedBB.maxX - par1AxisAlignedBB.minX) * (double)this.rand.nextFloat();
543 double var17 = par1AxisAlignedBB.minY + (par1AxisAlignedBB.maxY - par1AxisAlignedBB.minY) * (double)this.rand.nextFloat();
544 double var14 = par1AxisAlignedBB.minZ + (par1AxisAlignedBB.maxZ - par1AxisAlignedBB.minZ) * (double)this.rand.nextFloat();
545 this.worldObj.spawnParticle("largeexplode", var16, var17, var14, 0.0D, 0.0D, 0.0D);
546 }
547
548 return var8;
549 }
550
551 public boolean attackEntityFromPart(EntityDragonPart par1EntityDragonPart, DamageSource par2DamageSource, int par3)
552 {
553 if (par1EntityDragonPart != this.dragonPartHead)
554 {
555 par3 = par3 / 4 + 1;
556 }
557
558 float var4 = this.rotationYaw * (float)Math.PI / 180.0F;
559 float var5 = MathHelper.sin(var4);
560 float var6 = MathHelper.cos(var4);
561 this.targetX = this.posX + (double)(var5 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F);
562 this.targetY = this.posY + (double)(this.rand.nextFloat() * 3.0F) + 1.0D;
563 this.targetZ = this.posZ - (double)(var6 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F);
564 this.target = null;
565
566 if (par2DamageSource.getEntity() instanceof EntityPlayer || par2DamageSource == DamageSource.explosion)
567 {
568 this.func_82195_e(par2DamageSource, par3);
569 }
570
571 return true;
572 }
573
574 /**
575 * Called when the entity is attacked.
576 */
577 public boolean attackEntityFrom(DamageSource par1DamageSource, int par2)
578 {
579 return false;
580 }
581
582 protected boolean func_82195_e(DamageSource par1DamageSource, int par2)
583 {
584 return super.attackEntityFrom(par1DamageSource, par2);
585 }
586
587 /**
588 * handles entity death timer, experience orb and particle creation
589 */
590 protected void onDeathUpdate()
591 {
592 ++this.deathTicks;
593
594 if (this.deathTicks >= 180 && this.deathTicks <= 200)
595 {
596 float var1 = (this.rand.nextFloat() - 0.5F) * 8.0F;
597 float var2 = (this.rand.nextFloat() - 0.5F) * 4.0F;
598 float var3 = (this.rand.nextFloat() - 0.5F) * 8.0F;
599 this.worldObj.spawnParticle("hugeexplosion", this.posX + (double)var1, this.posY + 2.0D + (double)var2, this.posZ + (double)var3, 0.0D, 0.0D, 0.0D);
600 }
601
602 int var4;
603 int var5;
604
605 if (!this.worldObj.isRemote)
606 {
607 if (this.deathTicks > 150 && this.deathTicks % 5 == 0)
608 {
609 var4 = 1000;
610
611 while (var4 > 0)
612 {
613 var5 = EntityXPOrb.getXPSplit(var4);
614 var4 -= var5;
615 this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, var5));
616 }
617 }
618
619 if (this.deathTicks == 1)
620 {
621 this.worldObj.func_82739_e(1018, (int)this.posX, (int)this.posY, (int)this.posZ, 0);
622 }
623 }
624
625 this.moveEntity(0.0D, 0.10000000149011612D, 0.0D);
626 this.renderYawOffset = this.rotationYaw += 20.0F;
627
628 if (this.deathTicks == 200 && !this.worldObj.isRemote)
629 {
630 var4 = 2000;
631
632 while (var4 > 0)
633 {
634 var5 = EntityXPOrb.getXPSplit(var4);
635 var4 -= var5;
636 this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, var5));
637 }
638
639 this.createEnderPortal(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.posZ));
640 this.setDead();
641 }
642 }
643
644 /**
645 * Creates the ender portal leading back to the normal world after defeating the enderdragon.
646 */
647 private void createEnderPortal(int par1, int par2)
648 {
649 byte var3 = 64;
650 BlockEndPortal.bossDefeated = true;
651 byte var4 = 4;
652
653 for (int var5 = var3 - 1; var5 <= var3 + 32; ++var5)
654 {
655 for (int var6 = par1 - var4; var6 <= par1 + var4; ++var6)
656 {
657 for (int var7 = par2 - var4; var7 <= par2 + var4; ++var7)
658 {
659 double var8 = (double)(var6 - par1);
660 double var10 = (double)(var7 - par2);
661 double var12 = var8 * var8 + var10 * var10;
662
663 if (var12 <= ((double)var4 - 0.5D) * ((double)var4 - 0.5D))
664 {
665 if (var5 < var3)
666 {
667 if (var12 <= ((double)(var4 - 1) - 0.5D) * ((double)(var4 - 1) - 0.5D))
668 {
669 this.worldObj.setBlockWithNotify(var6, var5, var7, Block.bedrock.blockID);
670 }
671 }
672 else if (var5 > var3)
673 {
674 this.worldObj.setBlockWithNotify(var6, var5, var7, 0);
675 }
676 else if (var12 > ((double)(var4 - 1) - 0.5D) * ((double)(var4 - 1) - 0.5D))
677 {
678 this.worldObj.setBlockWithNotify(var6, var5, var7, Block.bedrock.blockID);
679 }
680 else
681 {
682 this.worldObj.setBlockWithNotify(var6, var5, var7, Block.endPortal.blockID);
683 }
684 }
685 }
686 }
687 }
688
689 this.worldObj.setBlockWithNotify(par1, var3 + 0, par2, Block.bedrock.blockID);
690 this.worldObj.setBlockWithNotify(par1, var3 + 1, par2, Block.bedrock.blockID);
691 this.worldObj.setBlockWithNotify(par1, var3 + 2, par2, Block.bedrock.blockID);
692 this.worldObj.setBlockWithNotify(par1 - 1, var3 + 2, par2, Block.torchWood.blockID);
693 this.worldObj.setBlockWithNotify(par1 + 1, var3 + 2, par2, Block.torchWood.blockID);
694 this.worldObj.setBlockWithNotify(par1, var3 + 2, par2 - 1, Block.torchWood.blockID);
695 this.worldObj.setBlockWithNotify(par1, var3 + 2, par2 + 1, Block.torchWood.blockID);
696 this.worldObj.setBlockWithNotify(par1, var3 + 3, par2, Block.bedrock.blockID);
697 this.worldObj.setBlockWithNotify(par1, var3 + 4, par2, Block.dragonEgg.blockID);
698 BlockEndPortal.bossDefeated = false;
699 }
700
701 /**
702 * Makes the entity despawn if requirements are reached
703 */
704 protected void despawnEntity() {}
705
706 /**
707 * Return the Entity parts making up this Entity (currently only for dragons)
708 */
709 public Entity[] getParts()
710 {
711 return this.dragonPartArray;
712 }
713
714 /**
715 * Returns true if other Entities should be prevented from moving through this Entity.
716 */
717 public boolean canBeCollidedWith()
718 {
719 return false;
720 }
721
722 @SideOnly(Side.CLIENT)
723
724 /**
725 * Returns the health points of the dragon.
726 */
727 public int getDragonHealth()
728 {
729 return this.dataWatcher.getWatchableObjectInt(16);
730 }
731
732 public World func_82194_d()
733 {
734 return this.worldObj;
735 }
736
737 /**
738 * Returns the sound this mob makes while it's alive.
739 */
740 protected String getLivingSound()
741 {
742 return "mob.enderdragon.growl";
743 }
744
745 /**
746 * Returns the sound this mob makes when it is hurt.
747 */
748 protected String getHurtSound()
749 {
750 return "mob.enderdragon.hit";
751 }
752
753 /**
754 * Returns the volume for the sounds this mob makes.
755 */
756 protected float getSoundVolume()
757 {
758 return 5.0F;
759 }
760 }