001 package net.minecraft.src; 002 003 import cpw.mods.fml.common.Side; 004 import cpw.mods.fml.common.asm.SideOnly; 005 import java.util.Iterator; 006 import java.util.List; 007 008 public class EntityDragon extends EntityDragonBase 009 { 010 public double targetX; 011 public double targetY; 012 public double targetZ; 013 014 /** 015 * Ring buffer array for the last 64 Y-positions and yaw rotations. Used to calculate offsets for the animations. 016 */ 017 public double[][] ringBuffer = new double[64][3]; 018 019 /** 020 * Index into the ring buffer. Incremented once per tick and restarts at 0 once it reaches the end of the buffer. 021 */ 022 public int ringBufferIndex = -1; 023 024 /** An array containing all body parts of this dragon */ 025 public EntityDragonPart[] dragonPartArray; 026 027 /** The head bounding box of a dragon */ 028 public EntityDragonPart dragonPartHead; 029 030 /** The body bounding box of a dragon */ 031 public EntityDragonPart dragonPartBody; 032 public EntityDragonPart dragonPartTail1; 033 public EntityDragonPart dragonPartTail2; 034 public EntityDragonPart dragonPartTail3; 035 public EntityDragonPart dragonPartWing1; 036 public EntityDragonPart dragonPartWing2; 037 038 /** Animation time at previous tick. */ 039 public float prevAnimTime = 0.0F; 040 041 /** 042 * Animation time, used to control the speed of the animation cycles (wings flapping, jaw opening, etc.) 043 */ 044 public float animTime = 0.0F; 045 046 /** Force selecting a new flight target at next tick if set to true. */ 047 public boolean forceNewTarget = false; 048 049 /** 050 * Activated if the dragon is flying though obsidian, white stone or bedrock. Slows movement and animation speed. 051 */ 052 public boolean slowed = false; 053 private Entity target; 054 public int deathTicks = 0; 055 056 /** The current endercrystal that is healing this dragon */ 057 public EntityEnderCrystal healingEnderCrystal = null; 058 059 public EntityDragon(World par1World) 060 { 061 super(par1World); 062 this.dragonPartArray = new EntityDragonPart[] {this.dragonPartHead = new EntityDragonPart(this, "head", 6.0F, 6.0F), this.dragonPartBody = new EntityDragonPart(this, "body", 8.0F, 8.0F), this.dragonPartTail1 = new EntityDragonPart(this, "tail", 4.0F, 4.0F), this.dragonPartTail2 = new EntityDragonPart(this, "tail", 4.0F, 4.0F), this.dragonPartTail3 = new EntityDragonPart(this, "tail", 4.0F, 4.0F), this.dragonPartWing1 = new EntityDragonPart(this, "wing", 4.0F, 4.0F), this.dragonPartWing2 = new EntityDragonPart(this, "wing", 4.0F, 4.0F)}; 063 this.maxHealth = 200; 064 this.setEntityHealth(this.maxHealth); 065 this.texture = "/mob/enderdragon/ender.png"; 066 this.setSize(16.0F, 8.0F); 067 this.noClip = true; 068 this.isImmuneToFire = true; 069 this.targetY = 100.0D; 070 this.ignoreFrustumCheck = true; 071 } 072 073 protected void entityInit() 074 { 075 super.entityInit(); 076 this.dataWatcher.addObject(16, new Integer(this.maxHealth)); 077 } 078 079 /** 080 * Returns a double[3] array with movement offsets, used to calculate trailing tail/neck positions. [0] = yaw 081 * offset, [1] = y offset, [2] = unused, always 0. Parameters: buffer index offset, partial ticks. 082 */ 083 public double[] getMovementOffsets(int par1, float par2) 084 { 085 if (this.health <= 0) 086 { 087 par2 = 0.0F; 088 } 089 090 par2 = 1.0F - par2; 091 int var3 = this.ringBufferIndex - par1 * 1 & 63; 092 int var4 = this.ringBufferIndex - par1 * 1 - 1 & 63; 093 double[] var5 = new double[3]; 094 double var6 = this.ringBuffer[var3][0]; 095 double var8 = MathHelper.wrapAngleTo180_double(this.ringBuffer[var4][0] - var6); 096 var5[0] = var6 + var8 * (double)par2; 097 var6 = this.ringBuffer[var3][1]; 098 var8 = this.ringBuffer[var4][1] - var6; 099 var5[1] = var6 + var8 * (double)par2; 100 var5[2] = this.ringBuffer[var3][2] + (this.ringBuffer[var4][2] - this.ringBuffer[var3][2]) * (double)par2; 101 return var5; 102 } 103 104 /** 105 * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons 106 * use this to react to sunlight and start to burn. 107 */ 108 public void onLivingUpdate() 109 { 110 this.prevAnimTime = this.animTime; 111 112 if (!this.worldObj.isRemote) 113 { 114 this.dataWatcher.updateObject(16, Integer.valueOf(this.health)); 115 } 116 117 float var1; 118 float var3; 119 float var26; 120 121 if (this.health <= 0) 122 { 123 var1 = (this.rand.nextFloat() - 0.5F) * 8.0F; 124 var26 = (this.rand.nextFloat() - 0.5F) * 4.0F; 125 var3 = (this.rand.nextFloat() - 0.5F) * 8.0F; 126 this.worldObj.spawnParticle("largeexplode", this.posX + (double)var1, this.posY + 2.0D + (double)var26, this.posZ + (double)var3, 0.0D, 0.0D, 0.0D); 127 } 128 else 129 { 130 this.updateDragonEnderCrystal(); 131 var1 = 0.2F / (MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 10.0F + 1.0F); 132 var1 *= (float)Math.pow(2.0D, this.motionY); 133 134 if (this.slowed) 135 { 136 this.animTime += var1 * 0.5F; 137 } 138 else 139 { 140 this.animTime += var1; 141 } 142 143 this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw); 144 145 if (this.ringBufferIndex < 0) 146 { 147 for (int var2 = 0; var2 < this.ringBuffer.length; ++var2) 148 { 149 this.ringBuffer[var2][0] = (double)this.rotationYaw; 150 this.ringBuffer[var2][1] = this.posY; 151 } 152 } 153 154 if (++this.ringBufferIndex == this.ringBuffer.length) 155 { 156 this.ringBufferIndex = 0; 157 } 158 159 this.ringBuffer[this.ringBufferIndex][0] = (double)this.rotationYaw; 160 this.ringBuffer[this.ringBufferIndex][1] = this.posY; 161 double var4; 162 double var6; 163 double var8; 164 double var25; 165 float var33; 166 167 if (this.worldObj.isRemote) 168 { 169 if (this.newPosRotationIncrements > 0) 170 { 171 var25 = this.posX + (this.newPosX - this.posX) / (double)this.newPosRotationIncrements; 172 var4 = this.posY + (this.newPosY - this.posY) / (double)this.newPosRotationIncrements; 173 var6 = this.posZ + (this.newPosZ - this.posZ) / (double)this.newPosRotationIncrements; 174 var8 = MathHelper.wrapAngleTo180_double(this.newRotationYaw - (double)this.rotationYaw); 175 this.rotationYaw = (float)((double)this.rotationYaw + var8 / (double)this.newPosRotationIncrements); 176 this.rotationPitch = (float)((double)this.rotationPitch + (this.newRotationPitch - (double)this.rotationPitch) / (double)this.newPosRotationIncrements); 177 --this.newPosRotationIncrements; 178 this.setPosition(var25, var4, var6); 179 this.setRotation(this.rotationYaw, this.rotationPitch); 180 } 181 } 182 else 183 { 184 var25 = this.targetX - this.posX; 185 var4 = this.targetY - this.posY; 186 var6 = this.targetZ - this.posZ; 187 var8 = var25 * var25 + var4 * var4 + var6 * var6; 188 189 if (this.target != null) 190 { 191 this.targetX = this.target.posX; 192 this.targetZ = this.target.posZ; 193 double var10 = this.targetX - this.posX; 194 double var12 = this.targetZ - this.posZ; 195 double var14 = Math.sqrt(var10 * var10 + var12 * var12); 196 double var16 = 0.4000000059604645D + var14 / 80.0D - 1.0D; 197 198 if (var16 > 10.0D) 199 { 200 var16 = 10.0D; 201 } 202 203 this.targetY = this.target.boundingBox.minY + var16; 204 } 205 else 206 { 207 this.targetX += this.rand.nextGaussian() * 2.0D; 208 this.targetZ += this.rand.nextGaussian() * 2.0D; 209 } 210 211 if (this.forceNewTarget || var8 < 100.0D || var8 > 22500.0D || this.isCollidedHorizontally || this.isCollidedVertically) 212 { 213 this.setNewTarget(); 214 } 215 216 var4 /= (double)MathHelper.sqrt_double(var25 * var25 + var6 * var6); 217 var33 = 0.6F; 218 219 if (var4 < (double)(-var33)) 220 { 221 var4 = (double)(-var33); 222 } 223 224 if (var4 > (double)var33) 225 { 226 var4 = (double)var33; 227 } 228 229 this.motionY += var4 * 0.10000000149011612D; 230 this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw); 231 double var11 = 180.0D - Math.atan2(var25, var6) * 180.0D / Math.PI; 232 double var13 = MathHelper.wrapAngleTo180_double(var11 - (double)this.rotationYaw); 233 234 if (var13 > 50.0D) 235 { 236 var13 = 50.0D; 237 } 238 239 if (var13 < -50.0D) 240 { 241 var13 = -50.0D; 242 } 243 244 Vec3 var15 = Vec3.getVec3Pool().getVecFromPool(this.targetX - this.posX, this.targetY - this.posY, this.targetZ - this.posZ).normalize(); 245 Vec3 var40 = Vec3.getVec3Pool().getVecFromPool((double)MathHelper.sin(this.rotationYaw * (float)Math.PI / 180.0F), this.motionY, (double)(-MathHelper.cos(this.rotationYaw * (float)Math.PI / 180.0F))).normalize(); 246 float var17 = (float)(var40.dotProduct(var15) + 0.5D) / 1.5F; 247 248 if (var17 < 0.0F) 249 { 250 var17 = 0.0F; 251 } 252 253 this.randomYawVelocity *= 0.8F; 254 float var18 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0F + 1.0F; 255 double var19 = Math.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0D + 1.0D; 256 257 if (var19 > 40.0D) 258 { 259 var19 = 40.0D; 260 } 261 262 this.randomYawVelocity = (float)((double)this.randomYawVelocity + var13 * (0.699999988079071D / var19 / (double)var18)); 263 this.rotationYaw += this.randomYawVelocity * 0.1F; 264 float var21 = (float)(2.0D / (var19 + 1.0D)); 265 float var22 = 0.06F; 266 this.moveFlying(0.0F, -1.0F, var22 * (var17 * var21 + (1.0F - var21))); 267 268 if (this.slowed) 269 { 270 this.moveEntity(this.motionX * 0.800000011920929D, this.motionY * 0.800000011920929D, this.motionZ * 0.800000011920929D); 271 } 272 else 273 { 274 this.moveEntity(this.motionX, this.motionY, this.motionZ); 275 } 276 277 Vec3 var23 = Vec3.getVec3Pool().getVecFromPool(this.motionX, this.motionY, this.motionZ).normalize(); 278 float var24 = (float)(var23.dotProduct(var40) + 1.0D) / 2.0F; 279 var24 = 0.8F + 0.15F * var24; 280 this.motionX *= (double)var24; 281 this.motionZ *= (double)var24; 282 this.motionY *= 0.9100000262260437D; 283 } 284 285 this.renderYawOffset = this.rotationYaw; 286 this.dragonPartHead.width = this.dragonPartHead.height = 3.0F; 287 this.dragonPartTail1.width = this.dragonPartTail1.height = 2.0F; 288 this.dragonPartTail2.width = this.dragonPartTail2.height = 2.0F; 289 this.dragonPartTail3.width = this.dragonPartTail3.height = 2.0F; 290 this.dragonPartBody.height = 3.0F; 291 this.dragonPartBody.width = 5.0F; 292 this.dragonPartWing1.height = 2.0F; 293 this.dragonPartWing1.width = 4.0F; 294 this.dragonPartWing2.height = 3.0F; 295 this.dragonPartWing2.width = 4.0F; 296 var26 = (float)(this.getMovementOffsets(5, 1.0F)[1] - this.getMovementOffsets(10, 1.0F)[1]) * 10.0F / 180.0F * (float)Math.PI; 297 var3 = MathHelper.cos(var26); 298 float var28 = -MathHelper.sin(var26); 299 float var5 = this.rotationYaw * (float)Math.PI / 180.0F; 300 float var27 = MathHelper.sin(var5); 301 float var7 = MathHelper.cos(var5); 302 this.dragonPartBody.onUpdate(); 303 this.dragonPartBody.setLocationAndAngles(this.posX + (double)(var27 * 0.5F), this.posY, this.posZ - (double)(var7 * 0.5F), 0.0F, 0.0F); 304 this.dragonPartWing1.onUpdate(); 305 this.dragonPartWing1.setLocationAndAngles(this.posX + (double)(var7 * 4.5F), this.posY + 2.0D, this.posZ + (double)(var27 * 4.5F), 0.0F, 0.0F); 306 this.dragonPartWing2.onUpdate(); 307 this.dragonPartWing2.setLocationAndAngles(this.posX - (double)(var7 * 4.5F), this.posY + 2.0D, this.posZ - (double)(var27 * 4.5F), 0.0F, 0.0F); 308 309 if (!this.worldObj.isRemote && this.hurtTime == 0) 310 { 311 this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing1.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D))); 312 this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing2.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D))); 313 this.attackEntitiesInList(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartHead.boundingBox.expand(1.0D, 1.0D, 1.0D))); 314 } 315 316 double[] var29 = this.getMovementOffsets(5, 1.0F); 317 double[] var9 = this.getMovementOffsets(0, 1.0F); 318 var33 = MathHelper.sin(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F); 319 float var32 = MathHelper.cos(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F); 320 this.dragonPartHead.onUpdate(); 321 this.dragonPartHead.setLocationAndAngles(this.posX + (double)(var33 * 5.5F * var3), this.posY + (var9[1] - var29[1]) * 1.0D + (double)(var28 * 5.5F), this.posZ - (double)(var32 * 5.5F * var3), 0.0F, 0.0F); 322 323 for (int var30 = 0; var30 < 3; ++var30) 324 { 325 EntityDragonPart var31 = null; 326 327 if (var30 == 0) 328 { 329 var31 = this.dragonPartTail1; 330 } 331 332 if (var30 == 1) 333 { 334 var31 = this.dragonPartTail2; 335 } 336 337 if (var30 == 2) 338 { 339 var31 = this.dragonPartTail3; 340 } 341 342 double[] var35 = this.getMovementOffsets(12 + var30 * 2, 1.0F); 343 float var34 = this.rotationYaw * (float)Math.PI / 180.0F + this.simplifyAngle(var35[0] - var29[0]) * (float)Math.PI / 180.0F * 1.0F; 344 float var38 = MathHelper.sin(var34); 345 float var37 = MathHelper.cos(var34); 346 float var36 = 1.5F; 347 float var39 = (float)(var30 + 1) * 2.0F; 348 var31.onUpdate(); 349 var31.setLocationAndAngles(this.posX - (double)((var27 * var36 + var38 * var39) * var3), this.posY + (var35[1] - var29[1]) * 1.0D - (double)((var39 + var36) * var28) + 1.5D, this.posZ + (double)((var7 * var36 + var37 * var39) * var3), 0.0F, 0.0F); 350 } 351 352 if (!this.worldObj.isRemote) 353 { 354 this.slowed = this.destroyBlocksInAABB(this.dragonPartHead.boundingBox) | this.destroyBlocksInAABB(this.dragonPartBody.boundingBox); 355 } 356 } 357 } 358 359 /** 360 * Updates the state of the enderdragon's current endercrystal. 361 */ 362 private void updateDragonEnderCrystal() 363 { 364 if (this.healingEnderCrystal != null) 365 { 366 if (this.healingEnderCrystal.isDead) 367 { 368 if (!this.worldObj.isRemote) 369 { 370 this.attackEntityFromPart(this.dragonPartHead, DamageSource.explosion, 10); 371 } 372 373 this.healingEnderCrystal = null; 374 } 375 else if (this.ticksExisted % 10 == 0 && this.health < this.maxHealth) 376 { 377 ++this.health; 378 } 379 } 380 381 if (this.rand.nextInt(10) == 0) 382 { 383 float var1 = 32.0F; 384 List var2 = this.worldObj.getEntitiesWithinAABB(EntityEnderCrystal.class, this.boundingBox.expand((double)var1, (double)var1, (double)var1)); 385 EntityEnderCrystal var3 = null; 386 double var4 = Double.MAX_VALUE; 387 Iterator var6 = var2.iterator(); 388 389 while (var6.hasNext()) 390 { 391 EntityEnderCrystal var7 = (EntityEnderCrystal)var6.next(); 392 double var8 = var7.getDistanceSqToEntity(this); 393 394 if (var8 < var4) 395 { 396 var4 = var8; 397 var3 = var7; 398 } 399 } 400 401 this.healingEnderCrystal = var3; 402 } 403 } 404 405 /** 406 * Pushes all entities inside the list away from the enderdragon. 407 */ 408 private void collideWithEntities(List par1List) 409 { 410 double var2 = (this.dragonPartBody.boundingBox.minX + this.dragonPartBody.boundingBox.maxX) / 2.0D; 411 double var4 = (this.dragonPartBody.boundingBox.minZ + this.dragonPartBody.boundingBox.maxZ) / 2.0D; 412 Iterator var6 = par1List.iterator(); 413 414 while (var6.hasNext()) 415 { 416 Entity var7 = (Entity)var6.next(); 417 418 if (var7 instanceof EntityLiving) 419 { 420 double var8 = var7.posX - var2; 421 double var10 = var7.posZ - var4; 422 double var12 = var8 * var8 + var10 * var10; 423 var7.addVelocity(var8 / var12 * 4.0D, 0.20000000298023224D, var10 / var12 * 4.0D); 424 } 425 } 426 } 427 428 /** 429 * Attacks all entities inside this list, dealing 5 hearts of damage. 430 */ 431 private void attackEntitiesInList(List par1List) 432 { 433 Iterator var2 = par1List.iterator(); 434 435 while (var2.hasNext()) 436 { 437 Entity var3 = (Entity)var2.next(); 438 439 if (var3 instanceof EntityLiving) 440 { 441 var3.attackEntityFrom(DamageSource.causeMobDamage(this), 10); 442 } 443 } 444 } 445 446 /** 447 * Sets a new target for the flight AI. It can be a random coordinate or a nearby player. 448 */ 449 private void setNewTarget() 450 { 451 this.forceNewTarget = false; 452 453 if (this.rand.nextInt(2) == 0 && !this.worldObj.playerEntities.isEmpty()) 454 { 455 this.target = (Entity)this.worldObj.playerEntities.get(this.rand.nextInt(this.worldObj.playerEntities.size())); 456 } 457 else 458 { 459 boolean var1 = false; 460 461 do 462 { 463 this.targetX = 0.0D; 464 this.targetY = (double)(70.0F + this.rand.nextFloat() * 50.0F); 465 this.targetZ = 0.0D; 466 this.targetX += (double)(this.rand.nextFloat() * 120.0F - 60.0F); 467 this.targetZ += (double)(this.rand.nextFloat() * 120.0F - 60.0F); 468 double var2 = this.posX - this.targetX; 469 double var4 = this.posY - this.targetY; 470 double var6 = this.posZ - this.targetZ; 471 var1 = var2 * var2 + var4 * var4 + var6 * var6 > 100.0D; 472 } 473 while (!var1); 474 475 this.target = null; 476 } 477 } 478 479 /** 480 * Simplifies the value of a number by adding/subtracting 180 to the point that the number is between -180 and 180. 481 */ 482 private float simplifyAngle(double par1) 483 { 484 return (float)MathHelper.wrapAngleTo180_double(par1); 485 } 486 487 /** 488 * Destroys all blocks that aren't associated with 'The End' inside the given bounding box. 489 */ 490 private boolean destroyBlocksInAABB(AxisAlignedBB par1AxisAlignedBB) 491 { 492 int var2 = MathHelper.floor_double(par1AxisAlignedBB.minX); 493 int var3 = MathHelper.floor_double(par1AxisAlignedBB.minY); 494 int var4 = MathHelper.floor_double(par1AxisAlignedBB.minZ); 495 int var5 = MathHelper.floor_double(par1AxisAlignedBB.maxX); 496 int var6 = MathHelper.floor_double(par1AxisAlignedBB.maxY); 497 int var7 = MathHelper.floor_double(par1AxisAlignedBB.maxZ); 498 boolean var8 = false; 499 boolean var9 = false; 500 501 for (int var10 = var2; var10 <= var5; ++var10) 502 { 503 for (int var11 = var3; var11 <= var6; ++var11) 504 { 505 for (int var12 = var4; var12 <= var7; ++var12) 506 { 507 int var13 = this.worldObj.getBlockId(var10, var11, var12); 508 509 if (var13 != 0) 510 { 511 if (var13 != Block.obsidian.blockID && var13 != Block.whiteStone.blockID && var13 != Block.bedrock.blockID) 512 { 513 var9 = true; 514 this.worldObj.setBlockWithNotify(var10, var11, var12, 0); 515 } 516 else 517 { 518 var8 = true; 519 } 520 } 521 } 522 } 523 } 524 525 if (var9) 526 { 527 double var16 = par1AxisAlignedBB.minX + (par1AxisAlignedBB.maxX - par1AxisAlignedBB.minX) * (double)this.rand.nextFloat(); 528 double var17 = par1AxisAlignedBB.minY + (par1AxisAlignedBB.maxY - par1AxisAlignedBB.minY) * (double)this.rand.nextFloat(); 529 double var14 = par1AxisAlignedBB.minZ + (par1AxisAlignedBB.maxZ - par1AxisAlignedBB.minZ) * (double)this.rand.nextFloat(); 530 this.worldObj.spawnParticle("largeexplode", var16, var17, var14, 0.0D, 0.0D, 0.0D); 531 } 532 533 return var8; 534 } 535 536 public boolean attackEntityFromPart(EntityDragonPart par1EntityDragonPart, DamageSource par2DamageSource, int par3) 537 { 538 if (par1EntityDragonPart != this.dragonPartHead) 539 { 540 par3 = par3 / 4 + 1; 541 } 542 543 float var4 = this.rotationYaw * (float)Math.PI / 180.0F; 544 float var5 = MathHelper.sin(var4); 545 float var6 = MathHelper.cos(var4); 546 this.targetX = this.posX + (double)(var5 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F); 547 this.targetY = this.posY + (double)(this.rand.nextFloat() * 3.0F) + 1.0D; 548 this.targetZ = this.posZ - (double)(var6 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F); 549 this.target = null; 550 551 if (par2DamageSource.getEntity() instanceof EntityPlayer || par2DamageSource == DamageSource.explosion) 552 { 553 this.superAttackFrom(par2DamageSource, par3); 554 } 555 556 return true; 557 } 558 559 /** 560 * handles entity death timer, experience orb and particle creation 561 */ 562 protected void onDeathUpdate() 563 { 564 ++this.deathTicks; 565 566 if (this.deathTicks >= 180 && this.deathTicks <= 200) 567 { 568 float var1 = (this.rand.nextFloat() - 0.5F) * 8.0F; 569 float var2 = (this.rand.nextFloat() - 0.5F) * 4.0F; 570 float var3 = (this.rand.nextFloat() - 0.5F) * 8.0F; 571 this.worldObj.spawnParticle("hugeexplosion", this.posX + (double)var1, this.posY + 2.0D + (double)var2, this.posZ + (double)var3, 0.0D, 0.0D, 0.0D); 572 } 573 574 int var4; 575 int var5; 576 577 if (!this.worldObj.isRemote && this.deathTicks > 150 && this.deathTicks % 5 == 0) 578 { 579 var4 = 1000; 580 581 while (var4 > 0) 582 { 583 var5 = EntityXPOrb.getXPSplit(var4); 584 var4 -= var5; 585 this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, var5)); 586 } 587 } 588 589 this.moveEntity(0.0D, 0.10000000149011612D, 0.0D); 590 this.renderYawOffset = this.rotationYaw += 20.0F; 591 592 if (this.deathTicks == 200 && !this.worldObj.isRemote) 593 { 594 var4 = 2000; 595 596 while (var4 > 0) 597 { 598 var5 = EntityXPOrb.getXPSplit(var4); 599 var4 -= var5; 600 this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, var5)); 601 } 602 603 this.createEnderPortal(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.posZ)); 604 this.setDead(); 605 } 606 } 607 608 /** 609 * Creates the ender portal leading back to the normal world after defeating the enderdragon. 610 */ 611 private void createEnderPortal(int par1, int par2) 612 { 613 byte var3 = 64; 614 BlockEndPortal.bossDefeated = true; 615 byte var4 = 4; 616 617 for (int var5 = var3 - 1; var5 <= var3 + 32; ++var5) 618 { 619 for (int var6 = par1 - var4; var6 <= par1 + var4; ++var6) 620 { 621 for (int var7 = par2 - var4; var7 <= par2 + var4; ++var7) 622 { 623 double var8 = (double)(var6 - par1); 624 double var10 = (double)(var7 - par2); 625 double var12 = var8 * var8 + var10 * var10; 626 627 if (var12 <= ((double)var4 - 0.5D) * ((double)var4 - 0.5D)) 628 { 629 if (var5 < var3) 630 { 631 if (var12 <= ((double)(var4 - 1) - 0.5D) * ((double)(var4 - 1) - 0.5D)) 632 { 633 this.worldObj.setBlockWithNotify(var6, var5, var7, Block.bedrock.blockID); 634 } 635 } 636 else if (var5 > var3) 637 { 638 this.worldObj.setBlockWithNotify(var6, var5, var7, 0); 639 } 640 else if (var12 > ((double)(var4 - 1) - 0.5D) * ((double)(var4 - 1) - 0.5D)) 641 { 642 this.worldObj.setBlockWithNotify(var6, var5, var7, Block.bedrock.blockID); 643 } 644 else 645 { 646 this.worldObj.setBlockWithNotify(var6, var5, var7, Block.endPortal.blockID); 647 } 648 } 649 } 650 } 651 } 652 653 this.worldObj.setBlockWithNotify(par1, var3 + 0, par2, Block.bedrock.blockID); 654 this.worldObj.setBlockWithNotify(par1, var3 + 1, par2, Block.bedrock.blockID); 655 this.worldObj.setBlockWithNotify(par1, var3 + 2, par2, Block.bedrock.blockID); 656 this.worldObj.setBlockWithNotify(par1 - 1, var3 + 2, par2, Block.torchWood.blockID); 657 this.worldObj.setBlockWithNotify(par1 + 1, var3 + 2, par2, Block.torchWood.blockID); 658 this.worldObj.setBlockWithNotify(par1, var3 + 2, par2 - 1, Block.torchWood.blockID); 659 this.worldObj.setBlockWithNotify(par1, var3 + 2, par2 + 1, Block.torchWood.blockID); 660 this.worldObj.setBlockWithNotify(par1, var3 + 3, par2, Block.bedrock.blockID); 661 this.worldObj.setBlockWithNotify(par1, var3 + 4, par2, Block.dragonEgg.blockID); 662 BlockEndPortal.bossDefeated = false; 663 } 664 665 /** 666 * Makes the entity despawn if requirements are reached 667 */ 668 protected void despawnEntity() {} 669 670 /** 671 * Return the Entity parts making up this Entity (currently only for dragons) 672 */ 673 public Entity[] getParts() 674 { 675 return this.dragonPartArray; 676 } 677 678 /** 679 * Returns true if other Entities should be prevented from moving through this Entity. 680 */ 681 public boolean canBeCollidedWith() 682 { 683 return false; 684 } 685 686 @SideOnly(Side.CLIENT) 687 688 /** 689 * Returns the health points of the dragon. 690 */ 691 public int getDragonHealth() 692 { 693 return this.dataWatcher.getWatchableObjectInt(16); 694 } 695 }