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}