001package net.minecraft.entity.ai;
002
003import net.minecraft.entity.monster.EntityIronGolem;
004import net.minecraft.entity.passive.EntityVillager;
005
006public class EntityAILookAtVillager extends EntityAIBase
007{
008    private EntityIronGolem theGolem;
009    private EntityVillager theVillager;
010    private int lookTime;
011
012    public EntityAILookAtVillager(EntityIronGolem par1EntityIronGolem)
013    {
014        this.theGolem = par1EntityIronGolem;
015        this.setMutexBits(3);
016    }
017
018    /**
019     * Returns whether the EntityAIBase should begin execution.
020     */
021    public boolean shouldExecute()
022    {
023        if (!this.theGolem.worldObj.isDaytime())
024        {
025            return false;
026        }
027        else if (this.theGolem.getRNG().nextInt(8000) != 0)
028        {
029            return false;
030        }
031        else
032        {
033            this.theVillager = (EntityVillager)this.theGolem.worldObj.findNearestEntityWithinAABB(EntityVillager.class, this.theGolem.boundingBox.expand(6.0D, 2.0D, 6.0D), this.theGolem);
034            return this.theVillager != null;
035        }
036    }
037
038    /**
039     * Returns whether an in-progress EntityAIBase should continue executing
040     */
041    public boolean continueExecuting()
042    {
043        return this.lookTime > 0;
044    }
045
046    /**
047     * Execute a one shot task or start executing a continuous task
048     */
049    public void startExecuting()
050    {
051        this.lookTime = 400;
052        this.theGolem.setHoldingRose(true);
053    }
054
055    /**
056     * Resets the task
057     */
058    public void resetTask()
059    {
060        this.theGolem.setHoldingRose(false);
061        this.theVillager = null;
062    }
063
064    /**
065     * Updates the task
066     */
067    public void updateTask()
068    {
069        this.theGolem.getLookHelper().setLookPositionWithEntity(this.theVillager, 30.0F, 30.0F);
070        --this.lookTime;
071    }
072}