001    package net.minecraft.entity.monster;
002    
003    import net.minecraft.block.Block;
004    import net.minecraft.entity.EntityLiving;
005    import net.minecraft.entity.IRangedAttackMob;
006    import net.minecraft.entity.ai.EntityAIArrowAttack;
007    import net.minecraft.entity.ai.EntityAILookIdle;
008    import net.minecraft.entity.ai.EntityAINearestAttackableTarget;
009    import net.minecraft.entity.ai.EntityAIWander;
010    import net.minecraft.entity.ai.EntityAIWatchClosest;
011    import net.minecraft.entity.player.EntityPlayer;
012    import net.minecraft.entity.projectile.EntitySnowball;
013    import net.minecraft.item.Item;
014    import net.minecraft.util.DamageSource;
015    import net.minecraft.util.MathHelper;
016    import net.minecraft.world.World;
017    
018    public class EntitySnowman extends EntityGolem implements IRangedAttackMob
019    {
020        public EntitySnowman(World par1World)
021        {
022            super(par1World);
023            this.texture = "/mob/snowman.png";
024            this.setSize(0.4F, 1.8F);
025            this.getNavigator().setAvoidsWater(true);
026            this.tasks.addTask(1, new EntityAIArrowAttack(this, 0.25F, 20, 10.0F));
027            this.tasks.addTask(2, new EntityAIWander(this, 0.2F));
028            this.tasks.addTask(3, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F));
029            this.tasks.addTask(4, new EntityAILookIdle(this));
030            this.targetTasks.addTask(1, new EntityAINearestAttackableTarget(this, EntityLiving.class, 16.0F, 0, true, false, IMob.mobSelector));
031        }
032    
033        /**
034         * Returns true if the newer Entity AI code should be run
035         */
036        public boolean isAIEnabled()
037        {
038            return true;
039        }
040    
041        public int getMaxHealth()
042        {
043            return 4;
044        }
045    
046        /**
047         * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
048         * use this to react to sunlight and start to burn.
049         */
050        public void onLivingUpdate()
051        {
052            super.onLivingUpdate();
053    
054            if (this.isWet())
055            {
056                this.attackEntityFrom(DamageSource.drown, 1);
057            }
058    
059            int var1 = MathHelper.floor_double(this.posX);
060            int var2 = MathHelper.floor_double(this.posZ);
061    
062            if (this.worldObj.getBiomeGenForCoords(var1, var2).getFloatTemperature() > 1.0F)
063            {
064                this.attackEntityFrom(DamageSource.onFire, 1);
065            }
066    
067            for (var1 = 0; var1 < 4; ++var1)
068            {
069                var2 = MathHelper.floor_double(this.posX + (double)((float)(var1 % 2 * 2 - 1) * 0.25F));
070                int var3 = MathHelper.floor_double(this.posY);
071                int var4 = MathHelper.floor_double(this.posZ + (double)((float)(var1 / 2 % 2 * 2 - 1) * 0.25F));
072    
073                if (this.worldObj.getBlockId(var2, var3, var4) == 0 && this.worldObj.getBiomeGenForCoords(var2, var4).getFloatTemperature() < 0.8F && Block.snow.canPlaceBlockAt(this.worldObj, var2, var3, var4))
074                {
075                    this.worldObj.setBlockWithNotify(var2, var3, var4, Block.snow.blockID);
076                }
077            }
078        }
079    
080        /**
081         * Returns the item ID for the item the mob drops on death.
082         */
083        protected int getDropItemId()
084        {
085            return Item.snowball.shiftedIndex;
086        }
087    
088        /**
089         * Drop 0-2 items of this living's type
090         */
091        protected void dropFewItems(boolean par1, int par2)
092        {
093            int var3 = this.rand.nextInt(16);
094    
095            for (int var4 = 0; var4 < var3; ++var4)
096            {
097                this.dropItem(Item.snowball.shiftedIndex, 1);
098            }
099        }
100    
101        /**
102         * Attack the specified entity using a ranged attack.
103         */
104        public void attackEntityWithRangedAttack(EntityLiving par1EntityLiving)
105        {
106            EntitySnowball var2 = new EntitySnowball(this.worldObj, this);
107            double var3 = par1EntityLiving.posX - this.posX;
108            double var5 = par1EntityLiving.posY + (double)par1EntityLiving.getEyeHeight() - 1.100000023841858D - var2.posY;
109            double var7 = par1EntityLiving.posZ - this.posZ;
110            float var9 = MathHelper.sqrt_double(var3 * var3 + var7 * var7) * 0.2F;
111            var2.setThrowableHeading(var3, var5 + (double)var9, var7, 1.6F, 12.0F);
112            this.func_85030_a("random.bow", 1.0F, 1.0F / (this.getRNG().nextFloat() * 0.4F + 0.8F));
113            this.worldObj.spawnEntityInWorld(var2);
114        }
115    }