    001package net.minecraft.entity.effect;
    002
    003import cpw.mods.fml.relauncher.Side;
    004import cpw.mods.fml.relauncher.SideOnly;
    005import java.util.List;
    006import net.minecraft.block.Block;
    007import net.minecraft.entity.Entity;
    008import net.minecraft.nbt.NBTTagCompound;
    009import net.minecraft.util.AxisAlignedBB;
    010import net.minecraft.util.MathHelper;
    011import net.minecraft.util.Vec3;
    012import net.minecraft.world.World;
    013
    014public class EntityLightningBolt extends EntityWeatherEffect
    015{
    016    /**
    017     * Declares which state the lightning bolt is in. Whether it's in the air, hit the ground, etc.
    018     */
    019    private int lightningState;
    020
    021    /**
    022     * A random long that is used to change the vertex of the lightning rendered in RenderLightningBolt
    023     */
    024    public long boltVertex = 0L;
    025
    026    /**
    027     * Determines the time before the EntityLightningBolt is destroyed. It is a random integer decremented over time.
    028     */
    029    private int boltLivingTime;
    030
    031    public EntityLightningBolt(World par1World, double par2, double par4, double par6)
    032    {
    033        super(par1World);
    034        this.setLocationAndAngles(par2, par4, par6, 0.0F, 0.0F);
    035        this.lightningState = 2;
    036        this.boltVertex = this.rand.nextLong();
    037        this.boltLivingTime = this.rand.nextInt(3) + 1;
    038
    039        if (!par1World.isRemote && par1World.difficultySetting >= 2 && par1World.doChunksNearChunkExist(MathHelper.floor_double(par2), MathHelper.floor_double(par4), MathHelper.floor_double(par6), 10))
    040        {
    041            int i = MathHelper.floor_double(par2);
    042            int j = MathHelper.floor_double(par4);
    043            int k = MathHelper.floor_double(par6);
    044
    045            if (par1World.getBlockId(i, j, k) == 0 && Block.fire.canPlaceBlockAt(par1World, i, j, k))
    046            {
    047                par1World.setBlock(i, j, k, Block.fire.blockID);
    048            }
    049
    050            for (i = 0; i < 4; ++i)
    051            {
    052                j = MathHelper.floor_double(par2) + this.rand.nextInt(3) - 1;
    053                k = MathHelper.floor_double(par4) + this.rand.nextInt(3) - 1;
    054                int l = MathHelper.floor_double(par6) + this.rand.nextInt(3) - 1;
    055
    056                if (par1World.getBlockId(j, k, l) == 0 && Block.fire.canPlaceBlockAt(par1World, j, k, l))
    057                {
    058                    par1World.setBlock(j, k, l, Block.fire.blockID);
    059                }
    060            }
    061        }
    062    }
    063
    064    /**
    065     * Called to update the entity's position/logic.
    066     */
    067    public void onUpdate()
    068    {
    069        super.onUpdate();
    070
    071        if (this.lightningState == 2)
    072        {
    073            this.worldObj.playSoundEffect(this.posX, this.posY, this.posZ, "ambient.weather.thunder", 10000.0F, 0.8F + this.rand.nextFloat() * 0.2F);
    074            this.worldObj.playSoundEffect(this.posX, this.posY, this.posZ, "random.explode", 2.0F, 0.5F + this.rand.nextFloat() * 0.2F);
    075        }
    076
    077        --this.lightningState;
    078
    079        if (this.lightningState < 0)
    080        {
    081            if (this.boltLivingTime == 0)
    082            {
    083                this.setDead();
    084            }
    085            else if (this.lightningState < -this.rand.nextInt(10))
    086            {
    087                --this.boltLivingTime;
    088                this.lightningState = 1;
    089                this.boltVertex = this.rand.nextLong();
    090
    091                if (!this.worldObj.isRemote && this.worldObj.doChunksNearChunkExist(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.posY), MathHelper.floor_double(this.posZ), 10))
    092                {
    093                    int i = MathHelper.floor_double(this.posX);
    094                    int j = MathHelper.floor_double(this.posY);
    095                    int k = MathHelper.floor_double(this.posZ);
    096
    097                    if (this.worldObj.getBlockId(i, j, k) == 0 && Block.fire.canPlaceBlockAt(this.worldObj, i, j, k))
    098                    {
    099                        this.worldObj.setBlock(i, j, k, Block.fire.blockID);
    100                    }
    101                }
    102            }
    103        }
    104
    105        if (this.lightningState >= 0)
    106        {
    107            if (this.worldObj.isRemote)
    108            {
    109                this.worldObj.lastLightningBolt = 2;
    110            }
    111            else
    112            {
    113                double d0 = 3.0D;
    114                List list = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, AxisAlignedBB.getAABBPool().getAABB(this.posX - d0, this.posY - d0, this.posZ - d0, this.posX + d0, this.posY + 6.0D + d0, this.posZ + d0));
    115
    116                for (int l = 0; l < list.size(); ++l)
    117                {
    118                    Entity entity = (Entity)list.get(l);
    119                    entity.onStruckByLightning(this);
    120                }
    121            }
    122        }
    123    }
    124
    125    protected void entityInit() {}
    126
    127    /**
    128     * (abstract) Protected helper method to read subclass entity data from NBT.
    129     */
    130    protected void readEntityFromNBT(NBTTagCompound par1NBTTagCompound) {}
    131
    132    /**
    133     * (abstract) Protected helper method to write subclass entity data to NBT.
    134     */
    135    protected void writeEntityToNBT(NBTTagCompound par1NBTTagCompound) {}
    136
    137    @SideOnly(Side.CLIENT)
    138
    139    /**
    140     * Checks using a Vec3d to determine if this entity is within range of that vector to be rendered. Args: vec3D
    141     */
    142    public boolean isInRangeToRenderVec3D(Vec3 par1Vec3)
    143    {
    144        return this.lightningState >= 0;
    145    }
    146}