001package net.minecraft.entity.ai;
002
003import net.minecraft.entity.EntityLiving;
004import net.minecraft.util.MathHelper;
005
006public class EntityMoveHelper
007{
008    /** The EntityLiving that is being moved */
009    private EntityLiving entity;
010    private double posX;
011    private double posY;
012    private double posZ;
013
014    /** The speed at which the entity should move */
015    private float speed;
016    private boolean update = false;
017
018    public EntityMoveHelper(EntityLiving par1EntityLiving)
019    {
020        this.entity = par1EntityLiving;
021        this.posX = par1EntityLiving.posX;
022        this.posY = par1EntityLiving.posY;
023        this.posZ = par1EntityLiving.posZ;
024    }
025
026    public boolean isUpdating()
027    {
028        return this.update;
029    }
030
031    public float getSpeed()
032    {
033        return this.speed;
034    }
035
036    /**
037     * Sets the speed and location to move to
038     */
039    public void setMoveTo(double par1, double par3, double par5, float par7)
040    {
041        this.posX = par1;
042        this.posY = par3;
043        this.posZ = par5;
044        this.speed = par7;
045        this.update = true;
046    }
047
048    public void onUpdateMoveHelper()
049    {
050        this.entity.setMoveForward(0.0F);
051
052        if (this.update)
053        {
054            this.update = false;
055            int i = MathHelper.floor_double(this.entity.boundingBox.minY + 0.5D);
056            double d0 = this.posX - this.entity.posX;
057            double d1 = this.posZ - this.entity.posZ;
058            double d2 = this.posY - (double)i;
059            double d3 = d0 * d0 + d2 * d2 + d1 * d1;
060
061            if (d3 >= 2.500000277905201E-7D)
062            {
063                float f = (float)(Math.atan2(d1, d0) * 180.0D / Math.PI) - 90.0F;
064                this.entity.rotationYaw = this.limitAngle(this.entity.rotationYaw, f, 30.0F);
065                this.entity.setAIMoveSpeed(this.speed * this.entity.getSpeedModifier());
066
067                if (d2 > 0.0D && d0 * d0 + d1 * d1 < 1.0D)
068                {
069                    this.entity.getJumpHelper().setJumping();
070                }
071            }
072        }
073    }
074
075    /**
076     * Limits the given angle to a upper and lower limit.
077     */
078    private float limitAngle(float par1, float par2, float par3)
079    {
080        float f3 = MathHelper.wrapAngleTo180_float(par2 - par1);
081
082        if (f3 > par3)
083        {
084            f3 = par3;
085        }
086
087        if (f3 < -par3)
088        {
089            f3 = -par3;
090        }
091
092        return par1 + f3;
093    }
094}