    001package net.minecraft.entity.boss;
    002
    003import cpw.mods.fml.relauncher.Side;
    004import cpw.mods.fml.relauncher.SideOnly;
    005import java.util.Iterator;
    006import java.util.List;
    007import net.minecraft.block.Block;
    008import net.minecraft.block.BlockEndPortal;
    009import net.minecraft.entity.Entity;
    010import net.minecraft.entity.EntityLiving;
    011import net.minecraft.entity.IEntityMultiPart;
    012import net.minecraft.entity.item.EntityEnderCrystal;
    013import net.minecraft.entity.item.EntityXPOrb;
    014import net.minecraft.entity.player.EntityPlayer;
    015import net.minecraft.util.AxisAlignedBB;
    016import net.minecraft.util.DamageSource;
    017import net.minecraft.util.MathHelper;
    018import net.minecraft.util.Vec3;
    019import net.minecraft.world.Explosion;
    020import net.minecraft.world.World;
    021
    022public class EntityDragon extends EntityLiving implements IBossDisplayData, IEntityMultiPart
    023{
    024    public double targetX;
    025    public double targetY;
    026    public double targetZ;
    027
    028    /**
    029     * Ring buffer array for the last 64 Y-positions and yaw rotations. Used to calculate offsets for the animations.
    030     */
    031    public double[][] ringBuffer = new double[64][3];
    032
    033    /**
    034     * Index into the ring buffer. Incremented once per tick and restarts at 0 once it reaches the end of the buffer.
    035     */
    036    public int ringBufferIndex = -1;
    037
    038    /** An array containing all body parts of this dragon */
    039    public EntityDragonPart[] dragonPartArray;
    040
    041    /** The head bounding box of a dragon */
    042    public EntityDragonPart dragonPartHead;
    043
    044    /** The body bounding box of a dragon */
    045    public EntityDragonPart dragonPartBody;
    046    public EntityDragonPart dragonPartTail1;
    047    public EntityDragonPart dragonPartTail2;
    048    public EntityDragonPart dragonPartTail3;
    049    public EntityDragonPart dragonPartWing1;
    050    public EntityDragonPart dragonPartWing2;
    051
    052    /** Animation time at previous tick. */
    053    public float prevAnimTime = 0.0F;
    054
    055    /**
    056     * Animation time, used to control the speed of the animation cycles (wings flapping, jaw opening, etc.)
    057     */
    058    public float animTime = 0.0F;
    059
    060    /** Force selecting a new flight target at next tick if set to true. */
    061    public boolean forceNewTarget = false;
    062
    063    /**
    064     * Activated if the dragon is flying though obsidian, white stone or bedrock. Slows movement and animation speed.
    065     */
    066    public boolean slowed = false;
    067    private Entity target;
    068    public int deathTicks = 0;
    069
    070    /** The current endercrystal that is healing this dragon */
    071    public EntityEnderCrystal healingEnderCrystal = null;
    072
    073    public EntityDragon(World par1World)
    074    {
    075        super(par1World);
    076        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)};
    077        this.setEntityHealth(this.getMaxHealth());
    078        this.texture = "/mob/enderdragon/ender.png";
    079        this.setSize(16.0F, 8.0F);
    080        this.noClip = true;
    081        this.isImmuneToFire = true;
    082        this.targetY = 100.0D;
    083        this.ignoreFrustumCheck = true;
    084    }
    085
    086    public int getMaxHealth()
    087    {
    088        return 200;
    089    }
    090
    091    protected void entityInit()
    092    {
    093        super.entityInit();
    094        this.dataWatcher.addObject(16, new Integer(this.getMaxHealth()));
    095    }
    096
    097    /**
    098     * Returns a double[3] array with movement offsets, used to calculate trailing tail/neck positions. [0] = yaw
    099     * offset, [1] = y offset, [2] = unused, always 0. Parameters: buffer index offset, partial ticks.
    100     */
    101    public double[] getMovementOffsets(int par1, float par2)
    102    {
    103        if (this.health <= 0)
    104        {
    105            par2 = 0.0F;
    106        }
    107
    108        par2 = 1.0F - par2;
    109        int j = this.ringBufferIndex - par1 * 1 & 63;
    110        int k = this.ringBufferIndex - par1 * 1 - 1 & 63;
    111        double[] adouble = new double[3];
    112        double d0 = this.ringBuffer[j][0];
    113        double d1 = MathHelper.wrapAngleTo180_double(this.ringBuffer[k][0] - d0);
    114        adouble[0] = d0 + d1 * (double)par2;
    115        d0 = this.ringBuffer[j][1];
    116        d1 = this.ringBuffer[k][1] - d0;
    117        adouble[1] = d0 + d1 * (double)par2;
    118        adouble[2] = this.ringBuffer[j][2] + (this.ringBuffer[k][2] - this.ringBuffer[j][2]) * (double)par2;
    119        return adouble;
    120    }
    121
    122    /**
    123     * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
    124     * use this to react to sunlight and start to burn.
    125     */
    126    public void onLivingUpdate()
    127    {
    128        float f;
    129        float f1;
    130
    131        if (!this.worldObj.isRemote)
    132        {
    133            this.dataWatcher.updateObject(16, Integer.valueOf(this.health));
    134        }
    135        else
    136        {
    137            f = MathHelper.cos(this.animTime * (float)Math.PI * 2.0F);
    138            f1 = MathHelper.cos(this.prevAnimTime * (float)Math.PI * 2.0F);
    139
    140            if (f1 <= -0.3F && f >= -0.3F)
    141            {
    142                this.worldObj.playSound(this.posX, this.posY, this.posZ, "mob.enderdragon.wings", 5.0F, 0.8F + this.rand.nextFloat() * 0.3F, false);
    143            }
    144        }
    145
    146        this.prevAnimTime = this.animTime;
    147        float f2;
    148
    149        if (this.health <= 0)
    150        {
    151            f = (this.rand.nextFloat() - 0.5F) * 8.0F;
    152            f1 = (this.rand.nextFloat() - 0.5F) * 4.0F;
    153            f2 = (this.rand.nextFloat() - 0.5F) * 8.0F;
    154            this.worldObj.spawnParticle("largeexplode", this.posX + (double)f, this.posY + 2.0D + (double)f1, this.posZ + (double)f2, 0.0D, 0.0D, 0.0D);
    155        }
    156        else
    157        {
    158            this.updateDragonEnderCrystal();
    159            f = 0.2F / (MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 10.0F + 1.0F);
    160            f *= (float)Math.pow(2.0D, this.motionY);
    161
    162            if (this.slowed)
    163            {
    164                this.animTime += f * 0.5F;
    165            }
    166            else
    167            {
    168                this.animTime += f;
    169            }
    170
    171            this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw);
    172
    173            if (this.ringBufferIndex < 0)
    174            {
    175                for (int i = 0; i < this.ringBuffer.length; ++i)
    176                {
    177                    this.ringBuffer[i][0] = (double)this.rotationYaw;
    178                    this.ringBuffer[i][1] = this.posY;
    179                }
    180            }
    181
    182            if (++this.ringBufferIndex == this.ringBuffer.length)
    183            {
    184                this.ringBufferIndex = 0;
    185            }
    186
    187            this.ringBuffer[this.ringBufferIndex][0] = (double)this.rotationYaw;
    188            this.ringBuffer[this.ringBufferIndex][1] = this.posY;
    189            double d0;
    190            double d1;
    191            double d2;
    192            double d3;
    193            float f3;
    194
    195            if (this.worldObj.isRemote)
    196            {
    197                if (this.newPosRotationIncrements > 0)
    198                {
    199                    d3 = this.posX + (this.newPosX - this.posX) / (double)this.newPosRotationIncrements;
    200                    d0 = this.posY + (this.newPosY - this.posY) / (double)this.newPosRotationIncrements;
    201                    d1 = this.posZ + (this.newPosZ - this.posZ) / (double)this.newPosRotationIncrements;
    202                    d2 = MathHelper.wrapAngleTo180_double(this.newRotationYaw - (double)this.rotationYaw);
    203                    this.rotationYaw = (float)((double)this.rotationYaw + d2 / (double)this.newPosRotationIncrements);
    204                    this.rotationPitch = (float)((double)this.rotationPitch + (this.newRotationPitch - (double)this.rotationPitch) / (double)this.newPosRotationIncrements);
    205                    --this.newPosRotationIncrements;
    206                    this.setPosition(d3, d0, d1);
    207                    this.setRotation(this.rotationYaw, this.rotationPitch);
    208                }
    209            }
    210            else
    211            {
    212                d3 = this.targetX - this.posX;
    213                d0 = this.targetY - this.posY;
    214                d1 = this.targetZ - this.posZ;
    215                d2 = d3 * d3 + d0 * d0 + d1 * d1;
    216
    217                if (this.target != null)
    218                {
    219                    this.targetX = this.target.posX;
    220                    this.targetZ = this.target.posZ;
    221                    double d4 = this.targetX - this.posX;
    222                    double d5 = this.targetZ - this.posZ;
    223                    double d6 = Math.sqrt(d4 * d4 + d5 * d5);
    224                    double d7 = 0.4000000059604645D + d6 / 80.0D - 1.0D;
    225
    226                    if (d7 > 10.0D)
    227                    {
    228                        d7 = 10.0D;
    229                    }
    230
    231                    this.targetY = this.target.boundingBox.minY + d7;
    232                }
    233                else
    234                {
    235                    this.targetX += this.rand.nextGaussian() * 2.0D;
    236                    this.targetZ += this.rand.nextGaussian() * 2.0D;
    237                }
    238
    239                if (this.forceNewTarget || d2 < 100.0D || d2 > 22500.0D || this.isCollidedHorizontally || this.isCollidedVertically)
    240                {
    241                    this.setNewTarget();
    242                }
    243
    244                d0 /= (double)MathHelper.sqrt_double(d3 * d3 + d1 * d1);
    245                f3 = 0.6F;
    246
    247                if (d0 < (double)(-f3))
    248                {
    249                    d0 = (double)(-f3);
    250                }
    251
    252                if (d0 > (double)f3)
    253                {
    254                    d0 = (double)f3;
    255                }
    256
    257                this.motionY += d0 * 0.10000000149011612D;
    258                this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw);
    259                double d8 = 180.0D - Math.atan2(d3, d1) * 180.0D / Math.PI;
    260                double d9 = MathHelper.wrapAngleTo180_double(d8 - (double)this.rotationYaw);
    261
    262                if (d9 > 50.0D)
    263                {
    264                    d9 = 50.0D;
    265                }
    266
    267                if (d9 < -50.0D)
    268                {
    269                    d9 = -50.0D;
    270                }
    271
    272                Vec3 vec3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.targetX - this.posX, this.targetY - this.posY, this.targetZ - this.posZ).normalize();
    273                Vec3 vec31 = 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();
    274                float f4 = (float)(vec31.dotProduct(vec3) + 0.5D) / 1.5F;
    275
    276                if (f4 < 0.0F)
    277                {
    278                    f4 = 0.0F;
    279                }
    280
    281                this.randomYawVelocity *= 0.8F;
    282                float f5 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0F + 1.0F;
    283                double d10 = Math.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0D + 1.0D;
    284
    285                if (d10 > 40.0D)
    286                {
    287                    d10 = 40.0D;
    288                }
    289
    290                this.randomYawVelocity = (float)((double)this.randomYawVelocity + d9 * (0.699999988079071D / d10 / (double)f5));
    291                this.rotationYaw += this.randomYawVelocity * 0.1F;
    292                float f6 = (float)(2.0D / (d10 + 1.0D));
    293                float f7 = 0.06F;
    294                this.moveFlying(0.0F, -1.0F, f7 * (f4 * f6 + (1.0F - f6)));
    295
    296                if (this.slowed)
    297                {
    298                    this.moveEntity(this.motionX * 0.800000011920929D, this.motionY * 0.800000011920929D, this.motionZ * 0.800000011920929D);
    299                }
    300                else
    301                {
    302                    this.moveEntity(this.motionX, this.motionY, this.motionZ);
    303                }
    304
    305                Vec3 vec32 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.motionX, this.motionY, this.motionZ).normalize();
    306                float f8 = (float)(vec32.dotProduct(vec31) + 1.0D) / 2.0F;
    307                f8 = 0.8F + 0.15F * f8;
    308                this.motionX *= (double)f8;
    309                this.motionZ *= (double)f8;
    310                this.motionY *= 0.9100000262260437D;
    311            }
    312
    313            this.renderYawOffset = this.rotationYaw;
    314            this.dragonPartHead.width = this.dragonPartHead.height = 3.0F;
    315            this.dragonPartTail1.width = this.dragonPartTail1.height = 2.0F;
    316            this.dragonPartTail2.width = this.dragonPartTail2.height = 2.0F;
    317            this.dragonPartTail3.width = this.dragonPartTail3.height = 2.0F;
    318            this.dragonPartBody.height = 3.0F;
    319            this.dragonPartBody.width = 5.0F;
    320            this.dragonPartWing1.height = 2.0F;
    321            this.dragonPartWing1.width = 4.0F;
    322            this.dragonPartWing2.height = 3.0F;
    323            this.dragonPartWing2.width = 4.0F;
    324            f1 = (float)(this.getMovementOffsets(5, 1.0F)[1] - this.getMovementOffsets(10, 1.0F)[1]) * 10.0F / 180.0F * (float)Math.PI;
    325            f2 = MathHelper.cos(f1);
    326            float f9 = -MathHelper.sin(f1);
    327            float f10 = this.rotationYaw * (float)Math.PI / 180.0F;
    328            float f11 = MathHelper.sin(f10);
    329            float f12 = MathHelper.cos(f10);
    330            this.dragonPartBody.onUpdate();
    331            this.dragonPartBody.setLocationAndAngles(this.posX + (double)(f11 * 0.5F), this.posY, this.posZ - (double)(f12 * 0.5F), 0.0F, 0.0F);
    332            this.dragonPartWing1.onUpdate();
    333            this.dragonPartWing1.setLocationAndAngles(this.posX + (double)(f12 * 4.5F), this.posY + 2.0D, this.posZ + (double)(f11 * 4.5F), 0.0F, 0.0F);
    334            this.dragonPartWing2.onUpdate();
    335            this.dragonPartWing2.setLocationAndAngles(this.posX - (double)(f12 * 4.5F), this.posY + 2.0D, this.posZ - (double)(f11 * 4.5F), 0.0F, 0.0F);
    336
    337            if (!this.worldObj.isRemote && this.hurtTime == 0)
    338            {
    339                this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing1.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D)));
    340                this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing2.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D)));
    341                this.attackEntitiesInList(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartHead.boundingBox.expand(1.0D, 1.0D, 1.0D)));
    342            }
    343
    344            double[] adouble = this.getMovementOffsets(5, 1.0F);
    345            double[] adouble1 = this.getMovementOffsets(0, 1.0F);
    346            f3 = MathHelper.sin(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F);
    347            float f13 = MathHelper.cos(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F);
    348            this.dragonPartHead.onUpdate();
    349            this.dragonPartHead.setLocationAndAngles(this.posX + (double)(f3 * 5.5F * f2), this.posY + (adouble1[1] - adouble[1]) * 1.0D + (double)(f9 * 5.5F), this.posZ - (double)(f13 * 5.5F * f2), 0.0F, 0.0F);
    350
    351            for (int j = 0; j < 3; ++j)
    352            {
    353                EntityDragonPart entitydragonpart = null;
    354
    355                if (j == 0)
    356                {
    357                    entitydragonpart = this.dragonPartTail1;
    358                }
    359
    360                if (j == 1)
    361                {
    362                    entitydragonpart = this.dragonPartTail2;
    363                }
    364
    365                if (j == 2)
    366                {
    367                    entitydragonpart = this.dragonPartTail3;
    368                }
    369
    370                double[] adouble2 = this.getMovementOffsets(12 + j * 2, 1.0F);
    371                float f14 = this.rotationYaw * (float)Math.PI / 180.0F + this.simplifyAngle(adouble2[0] - adouble[0]) * (float)Math.PI / 180.0F * 1.0F;
    372                float f15 = MathHelper.sin(f14);
    373                float f16 = MathHelper.cos(f14);
    374                float f17 = 1.5F;
    375                float f18 = (float)(j + 1) * 2.0F;
    376                entitydragonpart.onUpdate();
    377                entitydragonpart.setLocationAndAngles(this.posX - (double)((f11 * f17 + f15 * f18) * f2), this.posY + (adouble2[1] - adouble[1]) * 1.0D - (double)((f18 + f17) * f9) + 1.5D, this.posZ + (double)((f12 * f17 + f16 * f18) * f2), 0.0F, 0.0F);
    378            }
    379
    380            if (!this.worldObj.isRemote)
    381            {
    382                this.slowed = this.destroyBlocksInAABB(this.dragonPartHead.boundingBox) | this.destroyBlocksInAABB(this.dragonPartBody.boundingBox);
    383            }
    384        }
    385    }
    386
    387    /**
    388     * Updates the state of the enderdragon's current endercrystal.
    389     */
    390    private void updateDragonEnderCrystal()
    391    {
    392        if (this.healingEnderCrystal != null)
    393        {
    394            if (this.healingEnderCrystal.isDead)
    395            {
    396                if (!this.worldObj.isRemote)
    397                {
    398                    this.attackEntityFromPart(this.dragonPartHead, DamageSource.setExplosionSource((Explosion)null), 10);
    399                }
    400
    401                this.healingEnderCrystal = null;
    402            }
    403            else if (this.ticksExisted % 10 == 0 && this.getHealth() < this.getMaxHealth())
    404            {
    405                this.setEntityHealth(this.getHealth() + 1);
    406            }
    407        }
    408
    409        if (this.rand.nextInt(10) == 0)
    410        {
    411            float f = 32.0F;
    412            List list = this.worldObj.getEntitiesWithinAABB(EntityEnderCrystal.class, this.boundingBox.expand((double)f, (double)f, (double)f));
    413            EntityEnderCrystal entityendercrystal = null;
    414            double d0 = Double.MAX_VALUE;
    415            Iterator iterator = list.iterator();
    416
    417            while (iterator.hasNext())
    418            {
    419                EntityEnderCrystal entityendercrystal1 = (EntityEnderCrystal)iterator.next();
    420                double d1 = entityendercrystal1.getDistanceSqToEntity(this);
    421
    422                if (d1 < d0)
    423                {
    424                    d0 = d1;
    425                    entityendercrystal = entityendercrystal1;
    426                }
    427            }
    428
    429            this.healingEnderCrystal = entityendercrystal;
    430        }
    431    }
    432
    433    /**
    434     * Pushes all entities inside the list away from the enderdragon.
    435     */
    436    private void collideWithEntities(List par1List)
    437    {
    438        double d0 = (this.dragonPartBody.boundingBox.minX + this.dragonPartBody.boundingBox.maxX) / 2.0D;
    439        double d1 = (this.dragonPartBody.boundingBox.minZ + this.dragonPartBody.boundingBox.maxZ) / 2.0D;
    440        Iterator iterator = par1List.iterator();
    441
    442        while (iterator.hasNext())
    443        {
    444            Entity entity = (Entity)iterator.next();
    445
    446            if (entity instanceof EntityLiving)
    447            {
    448                double d2 = entity.posX - d0;
    449                double d3 = entity.posZ - d1;
    450                double d4 = d2 * d2 + d3 * d3;
    451                entity.addVelocity(d2 / d4 * 4.0D, 0.20000000298023224D, d3 / d4 * 4.0D);
    452            }
    453        }
    454    }
    455
    456    /**
    457     * Attacks all entities inside this list, dealing 5 hearts of damage.
    458     */
    459    private void attackEntitiesInList(List par1List)
    460    {
    461        for (int i = 0; i < par1List.size(); ++i)
    462        {
    463            Entity entity = (Entity)par1List.get(i);
    464
    465            if (entity instanceof EntityLiving)
    466            {
    467                entity.attackEntityFrom(DamageSource.causeMobDamage(this), 10);
    468            }
    469        }
    470    }
    471
    472    /**
    473     * Sets a new target for the flight AI. It can be a random coordinate or a nearby player.
    474     */
    475    private void setNewTarget()
    476    {
    477        this.forceNewTarget = false;
    478
    479        if (this.rand.nextInt(2) == 0 && !this.worldObj.playerEntities.isEmpty())
    480        {
    481            this.target = (Entity)this.worldObj.playerEntities.get(this.rand.nextInt(this.worldObj.playerEntities.size()));
    482        }
    483        else
    484        {
    485            boolean flag = false;
    486
    487            do
    488            {
    489                this.targetX = 0.0D;
    490                this.targetY = (double)(70.0F + this.rand.nextFloat() * 50.0F);
    491                this.targetZ = 0.0D;
    492                this.targetX += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
    493                this.targetZ += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
    494                double d0 = this.posX - this.targetX;
    495                double d1 = this.posY - this.targetY;
    496                double d2 = this.posZ - this.targetZ;
    497                flag = d0 * d0 + d1 * d1 + d2 * d2 > 100.0D;
    498            }
    499            while (!flag);
    500
    501            this.target = null;
    502        }
    503    }
    504
    505    /**
    506     * Simplifies the value of a number by adding/subtracting 180 to the point that the number is between -180 and 180.
    507     */
    508    private float simplifyAngle(double par1)
    509    {
    510        return (float)MathHelper.wrapAngleTo180_double(par1);
    511    }
    512
    513    /**
    514     * Destroys all blocks that aren't associated with 'The End' inside the given bounding box.
    515     */
    516    private boolean destroyBlocksInAABB(AxisAlignedBB par1AxisAlignedBB)
    517    {
    518        int i = MathHelper.floor_double(par1AxisAlignedBB.minX);
    519        int j = MathHelper.floor_double(par1AxisAlignedBB.minY);
    520        int k = MathHelper.floor_double(par1AxisAlignedBB.minZ);
    521        int l = MathHelper.floor_double(par1AxisAlignedBB.maxX);
    522        int i1 = MathHelper.floor_double(par1AxisAlignedBB.maxY);
    523        int j1 = MathHelper.floor_double(par1AxisAlignedBB.maxZ);
    524        boolean flag = false;
    525        boolean flag1 = false;
    526
    527        for (int k1 = i; k1 <= l; ++k1)
    528        {
    529            for (int l1 = j; l1 <= i1; ++l1)
    530            {
    531                for (int i2 = k; i2 <= j1; ++i2)
    532                {
    533                    int j2 = this.worldObj.getBlockId(k1, l1, i2);
    534                    Block block = Block.blocksList[j2];
    535
    536                    if (block != null)
    537                    {
    538                        if (block.canDragonDestroy(worldObj, k1, l1, i2) && this.worldObj.getGameRules().getGameRuleBooleanValue("mobGriefing"))
    539                        {
    540                            flag1 = this.worldObj.setBlockToAir(k1, l1, i2) || flag1;
    541                        }
    542                        else
    543                        {
    544                            flag = true;
    545                        }
    546                    }
    547                }
    548            }
    549        }
    550
    551        if (flag1)
    552        {
    553            double d0 = par1AxisAlignedBB.minX + (par1AxisAlignedBB.maxX - par1AxisAlignedBB.minX) * (double)this.rand.nextFloat();
    554            double d1 = par1AxisAlignedBB.minY + (par1AxisAlignedBB.maxY - par1AxisAlignedBB.minY) * (double)this.rand.nextFloat();
    555            double d2 = par1AxisAlignedBB.minZ + (par1AxisAlignedBB.maxZ - par1AxisAlignedBB.minZ) * (double)this.rand.nextFloat();
    556            this.worldObj.spawnParticle("largeexplode", d0, d1, d2, 0.0D, 0.0D, 0.0D);
    557        }
    558
    559        return flag;
    560    }
    561
    562    public boolean attackEntityFromPart(EntityDragonPart par1EntityDragonPart, DamageSource par2DamageSource, int par3)
    563    {
    564        if (par1EntityDragonPart != this.dragonPartHead)
    565        {
    566            par3 = par3 / 4 + 1;
    567        }
    568
    569        float f = this.rotationYaw * (float)Math.PI / 180.0F;
    570        float f1 = MathHelper.sin(f);
    571        float f2 = MathHelper.cos(f);
    572        this.targetX = this.posX + (double)(f1 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F);
    573        this.targetY = this.posY + (double)(this.rand.nextFloat() * 3.0F) + 1.0D;
    574        this.targetZ = this.posZ - (double)(f2 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F);
    575        this.target = null;
    576
    577        if (par2DamageSource.getEntity() instanceof EntityPlayer || par2DamageSource.isExplosion())
    578        {
    579            this.func_82195_e(par2DamageSource, par3);
    580        }
    581
    582        return true;
    583    }
    584
    585    /**
    586     * Called when the entity is attacked.
    587     */
    588    public boolean attackEntityFrom(DamageSource par1DamageSource, int par2)
    589    {
    590        return false;
    591    }
    592
    593    protected boolean func_82195_e(DamageSource par1DamageSource, int par2)
    594    {
    595        return super.attackEntityFrom(par1DamageSource, par2);
    596    }
    597
    598    /**
    599     * handles entity death timer, experience orb and particle creation
    600     */
    601    protected void onDeathUpdate()
    602    {
    603        ++this.deathTicks;
    604
    605        if (this.deathTicks >= 180 && this.deathTicks <= 200)
    606        {
    607            float f = (this.rand.nextFloat() - 0.5F) * 8.0F;
    608            float f1 = (this.rand.nextFloat() - 0.5F) * 4.0F;
    609            float f2 = (this.rand.nextFloat() - 0.5F) * 8.0F;
    610            this.worldObj.spawnParticle("hugeexplosion", this.posX + (double)f, this.posY + 2.0D + (double)f1, this.posZ + (double)f2, 0.0D, 0.0D, 0.0D);
    611        }
    612
    613        int i;
    614        int j;
    615
    616        if (!this.worldObj.isRemote)
    617        {
    618            if (this.deathTicks > 150 && this.deathTicks % 5 == 0)
    619            {
    620                i = 1000;
    621
    622                while (i > 0)
    623                {
    624                    j = EntityXPOrb.getXPSplit(i);
    625                    i -= j;
    626                    this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, j));
    627                }
    628            }
    629
    630            if (this.deathTicks == 1)
    631            {
    632                this.worldObj.func_82739_e(1018, (int)this.posX, (int)this.posY, (int)this.posZ, 0);
    633            }
    634        }
    635
    636        this.moveEntity(0.0D, 0.10000000149011612D, 0.0D);
    637        this.renderYawOffset = this.rotationYaw += 20.0F;
    638
    639        if (this.deathTicks == 200 && !this.worldObj.isRemote)
    640        {
    641            i = 2000;
    642
    643            while (i > 0)
    644            {
    645                j = EntityXPOrb.getXPSplit(i);
    646                i -= j;
    647                this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, j));
    648            }
    649
    650            this.createEnderPortal(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.posZ));
    651            this.setDead();
    652        }
    653    }
    654
    655    /**
    656     * Creates the ender portal leading back to the normal world after defeating the enderdragon.
    657     */
    658    private void createEnderPortal(int par1, int par2)
    659    {
    660        byte b0 = 64;
    661        BlockEndPortal.bossDefeated = true;
    662        byte b1 = 4;
    663
    664        for (int k = b0 - 1; k <= b0 + 32; ++k)
    665        {
    666            for (int l = par1 - b1; l <= par1 + b1; ++l)
    667            {
    668                for (int i1 = par2 - b1; i1 <= par2 + b1; ++i1)
    669                {
    670                    double d0 = (double)(l - par1);
    671                    double d1 = (double)(i1 - par2);
    672                    double d2 = d0 * d0 + d1 * d1;
    673
    674                    if (d2 <= ((double)b1 - 0.5D) * ((double)b1 - 0.5D))
    675                    {
    676                        if (k < b0)
    677                        {
    678                            if (d2 <= ((double)(b1 - 1) - 0.5D) * ((double)(b1 - 1) - 0.5D))
    679                            {
    680                                this.worldObj.setBlock(l, k, i1, Block.bedrock.blockID);
    681                            }
    682                        }
    683                        else if (k > b0)
    684                        {
    685                            this.worldObj.setBlock(l, k, i1, 0);
    686                        }
    687                        else if (d2 > ((double)(b1 - 1) - 0.5D) * ((double)(b1 - 1) - 0.5D))
    688                        {
    689                            this.worldObj.setBlock(l, k, i1, Block.bedrock.blockID);
    690                        }
    691                        else
    692                        {
    693                            this.worldObj.setBlock(l, k, i1, Block.endPortal.blockID);
    694                        }
    695                    }
    696                }
    697            }
    698        }
    699
    700        this.worldObj.setBlock(par1, b0 + 0, par2, Block.bedrock.blockID);
    701        this.worldObj.setBlock(par1, b0 + 1, par2, Block.bedrock.blockID);
    702        this.worldObj.setBlock(par1, b0 + 2, par2, Block.bedrock.blockID);
    703        this.worldObj.setBlock(par1 - 1, b0 + 2, par2, Block.torchWood.blockID);
    704        this.worldObj.setBlock(par1 + 1, b0 + 2, par2, Block.torchWood.blockID);
    705        this.worldObj.setBlock(par1, b0 + 2, par2 - 1, Block.torchWood.blockID);
    706        this.worldObj.setBlock(par1, b0 + 2, par2 + 1, Block.torchWood.blockID);
    707        this.worldObj.setBlock(par1, b0 + 3, par2, Block.bedrock.blockID);
    708        this.worldObj.setBlock(par1, b0 + 4, par2, Block.dragonEgg.blockID);
    709        BlockEndPortal.bossDefeated = false;
    710    }
    711
    712    /**
    713     * Makes the entity despawn if requirements are reached
    714     */
    715    protected void despawnEntity() {}
    716
    717    /**
    718     * Return the Entity parts making up this Entity (currently only for dragons)
    719     */
    720    public Entity[] getParts()
    721    {
    722        return this.dragonPartArray;
    723    }
    724
    725    /**
    726     * Returns true if other Entities should be prevented from moving through this Entity.
    727     */
    728    public boolean canBeCollidedWith()
    729    {
    730        return false;
    731    }
    732
    733    @SideOnly(Side.CLIENT)
    734
    735    /**
    736     * Returns the health points of the dragon.
    737     */
    738    public int getDragonHealth()
    739    {
    740        return this.dataWatcher.getWatchableObjectInt(16);
    741    }
    742
    743    public World func_82194_d()
    744    {
    745        return this.worldObj;
    746    }
    747
    748    /**
    749     * Returns the sound this mob makes while it's alive.
    750     */
    751    protected String getLivingSound()
    752    {
    753        return "mob.enderdragon.growl";
    754    }
    755
    756    /**
    757     * Returns the sound this mob makes when it is hurt.
    758     */
    759    protected String getHurtSound()
    760    {
    761        return "mob.enderdragon.hit";
    762    }
    763
    764    /**
    765     * Returns the volume for the sounds this mob makes.
    766     */
    767    protected float getSoundVolume()
    768    {
    769        return 5.0F;
    770    }
    771}