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 EntityLiving implements IBossDisplayData, IEntityMultiPart 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.setEntityHealth(this.getMaxHealth()); 064 this.texture = "/mob/enderdragon/ender.png"; 065 this.setSize(16.0F, 8.0F); 066 this.noClip = true; 067 this.isImmuneToFire = true; 068 this.targetY = 100.0D; 069 this.ignoreFrustumCheck = true; 070 } 071 072 public int getMaxHealth() 073 { 074 return 200; 075 } 076 077 protected void entityInit() 078 { 079 super.entityInit(); 080 this.dataWatcher.addObject(16, new Integer(this.getMaxHealth())); 081 } 082 083 /** 084 * Returns a double[3] array with movement offsets, used to calculate trailing tail/neck positions. [0] = yaw 085 * offset, [1] = y offset, [2] = unused, always 0. Parameters: buffer index offset, partial ticks. 086 */ 087 public double[] getMovementOffsets(int par1, float par2) 088 { 089 if (this.health <= 0) 090 { 091 par2 = 0.0F; 092 } 093 094 par2 = 1.0F - par2; 095 int var3 = this.ringBufferIndex - par1 * 1 & 63; 096 int var4 = this.ringBufferIndex - par1 * 1 - 1 & 63; 097 double[] var5 = new double[3]; 098 double var6 = this.ringBuffer[var3][0]; 099 double var8 = MathHelper.wrapAngleTo180_double(this.ringBuffer[var4][0] - var6); 100 var5[0] = var6 + var8 * (double)par2; 101 var6 = this.ringBuffer[var3][1]; 102 var8 = this.ringBuffer[var4][1] - var6; 103 var5[1] = var6 + var8 * (double)par2; 104 var5[2] = this.ringBuffer[var3][2] + (this.ringBuffer[var4][2] - this.ringBuffer[var3][2]) * (double)par2; 105 return var5; 106 } 107 108 /** 109 * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons 110 * use this to react to sunlight and start to burn. 111 */ 112 public void onLivingUpdate() 113 { 114 float var1; 115 float var2; 116 117 if (!this.worldObj.isRemote) 118 { 119 this.dataWatcher.updateObject(16, Integer.valueOf(this.health)); 120 } 121 else 122 { 123 var1 = MathHelper.cos(this.animTime * (float)Math.PI * 2.0F); 124 var2 = MathHelper.cos(this.prevAnimTime * (float)Math.PI * 2.0F); 125 126 if (var2 <= -0.3F && var1 >= -0.3F) 127 { 128 this.worldObj.playSound(this.posX, this.posY, this.posZ, "mob.enderdragon.wings", 5.0F, 0.8F + this.rand.nextFloat() * 0.3F); 129 } 130 } 131 132 this.prevAnimTime = this.animTime; 133 float var3; 134 135 if (this.health <= 0) 136 { 137 var1 = (this.rand.nextFloat() - 0.5F) * 8.0F; 138 var2 = (this.rand.nextFloat() - 0.5F) * 4.0F; 139 var3 = (this.rand.nextFloat() - 0.5F) * 8.0F; 140 this.worldObj.spawnParticle("largeexplode", this.posX + (double)var1, this.posY + 2.0D + (double)var2, this.posZ + (double)var3, 0.0D, 0.0D, 0.0D); 141 } 142 else 143 { 144 this.updateDragonEnderCrystal(); 145 var1 = 0.2F / (MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 10.0F + 1.0F); 146 var1 *= (float)Math.pow(2.0D, this.motionY); 147 148 if (this.slowed) 149 { 150 this.animTime += var1 * 0.5F; 151 } 152 else 153 { 154 this.animTime += var1; 155 } 156 157 this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw); 158 159 if (this.ringBufferIndex < 0) 160 { 161 for (int var25 = 0; var25 < this.ringBuffer.length; ++var25) 162 { 163 this.ringBuffer[var25][0] = (double)this.rotationYaw; 164 this.ringBuffer[var25][1] = this.posY; 165 } 166 } 167 168 if (++this.ringBufferIndex == this.ringBuffer.length) 169 { 170 this.ringBufferIndex = 0; 171 } 172 173 this.ringBuffer[this.ringBufferIndex][0] = (double)this.rotationYaw; 174 this.ringBuffer[this.ringBufferIndex][1] = this.posY; 175 double var4; 176 double var6; 177 double var8; 178 double var26; 179 float var33; 180 181 if (this.worldObj.isRemote) 182 { 183 if (this.newPosRotationIncrements > 0) 184 { 185 var26 = this.posX + (this.newPosX - this.posX) / (double)this.newPosRotationIncrements; 186 var4 = this.posY + (this.newPosY - this.posY) / (double)this.newPosRotationIncrements; 187 var6 = this.posZ + (this.newPosZ - this.posZ) / (double)this.newPosRotationIncrements; 188 var8 = MathHelper.wrapAngleTo180_double(this.newRotationYaw - (double)this.rotationYaw); 189 this.rotationYaw = (float)((double)this.rotationYaw + var8 / (double)this.newPosRotationIncrements); 190 this.rotationPitch = (float)((double)this.rotationPitch + (this.newRotationPitch - (double)this.rotationPitch) / (double)this.newPosRotationIncrements); 191 --this.newPosRotationIncrements; 192 this.setPosition(var26, var4, var6); 193 this.setRotation(this.rotationYaw, this.rotationPitch); 194 } 195 } 196 else 197 { 198 var26 = this.targetX - this.posX; 199 var4 = this.targetY - this.posY; 200 var6 = this.targetZ - this.posZ; 201 var8 = var26 * var26 + var4 * var4 + var6 * var6; 202 203 if (this.target != null) 204 { 205 this.targetX = this.target.posX; 206 this.targetZ = this.target.posZ; 207 double var10 = this.targetX - this.posX; 208 double var12 = this.targetZ - this.posZ; 209 double var14 = Math.sqrt(var10 * var10 + var12 * var12); 210 double var16 = 0.4000000059604645D + var14 / 80.0D - 1.0D; 211 212 if (var16 > 10.0D) 213 { 214 var16 = 10.0D; 215 } 216 217 this.targetY = this.target.boundingBox.minY + var16; 218 } 219 else 220 { 221 this.targetX += this.rand.nextGaussian() * 2.0D; 222 this.targetZ += this.rand.nextGaussian() * 2.0D; 223 } 224 225 if (this.forceNewTarget || var8 < 100.0D || var8 > 22500.0D || this.isCollidedHorizontally || this.isCollidedVertically) 226 { 227 this.setNewTarget(); 228 } 229 230 var4 /= (double)MathHelper.sqrt_double(var26 * var26 + var6 * var6); 231 var33 = 0.6F; 232 233 if (var4 < (double)(-var33)) 234 { 235 var4 = (double)(-var33); 236 } 237 238 if (var4 > (double)var33) 239 { 240 var4 = (double)var33; 241 } 242 243 this.motionY += var4 * 0.10000000149011612D; 244 this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw); 245 double var11 = 180.0D - Math.atan2(var26, var6) * 180.0D / Math.PI; 246 double var13 = MathHelper.wrapAngleTo180_double(var11 - (double)this.rotationYaw); 247 248 if (var13 > 50.0D) 249 { 250 var13 = 50.0D; 251 } 252 253 if (var13 < -50.0D) 254 { 255 var13 = -50.0D; 256 } 257 258 Vec3 var15 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.targetX - this.posX, this.targetY - this.posY, this.targetZ - this.posZ).normalize(); 259 Vec3 var40 = this.worldObj.getWorldVec3Pool().getVecFromPool((double)MathHelper.sin(this.rotationYaw * (float)Math.PI / 180.0F), this.motionY, (double)(-MathHelper.cos(this.rotationYaw * (float)Math.PI / 180.0F))).normalize(); 260 float var17 = (float)(var40.dotProduct(var15) + 0.5D) / 1.5F; 261 262 if (var17 < 0.0F) 263 { 264 var17 = 0.0F; 265 } 266 267 this.randomYawVelocity *= 0.8F; 268 float var18 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0F + 1.0F; 269 double var19 = Math.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0D + 1.0D; 270 271 if (var19 > 40.0D) 272 { 273 var19 = 40.0D; 274 } 275 276 this.randomYawVelocity = (float)((double)this.randomYawVelocity + var13 * (0.699999988079071D / var19 / (double)var18)); 277 this.rotationYaw += this.randomYawVelocity * 0.1F; 278 float var21 = (float)(2.0D / (var19 + 1.0D)); 279 float var22 = 0.06F; 280 this.moveFlying(0.0F, -1.0F, var22 * (var17 * var21 + (1.0F - var21))); 281 282 if (this.slowed) 283 { 284 this.moveEntity(this.motionX * 0.800000011920929D, this.motionY * 0.800000011920929D, this.motionZ * 0.800000011920929D); 285 } 286 else 287 { 288 this.moveEntity(this.motionX, this.motionY, this.motionZ); 289 } 290 291 Vec3 var23 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.motionX, this.motionY, this.motionZ).normalize(); 292 float var24 = (float)(var23.dotProduct(var40) + 1.0D) / 2.0F; 293 var24 = 0.8F + 0.15F * var24; 294 this.motionX *= (double)var24; 295 this.motionZ *= (double)var24; 296 this.motionY *= 0.9100000262260437D; 297 } 298 299 this.renderYawOffset = this.rotationYaw; 300 this.dragonPartHead.width = this.dragonPartHead.height = 3.0F; 301 this.dragonPartTail1.width = this.dragonPartTail1.height = 2.0F; 302 this.dragonPartTail2.width = this.dragonPartTail2.height = 2.0F; 303 this.dragonPartTail3.width = this.dragonPartTail3.height = 2.0F; 304 this.dragonPartBody.height = 3.0F; 305 this.dragonPartBody.width = 5.0F; 306 this.dragonPartWing1.height = 2.0F; 307 this.dragonPartWing1.width = 4.0F; 308 this.dragonPartWing2.height = 3.0F; 309 this.dragonPartWing2.width = 4.0F; 310 var2 = (float)(this.getMovementOffsets(5, 1.0F)[1] - this.getMovementOffsets(10, 1.0F)[1]) * 10.0F / 180.0F * (float)Math.PI; 311 var3 = MathHelper.cos(var2); 312 float var28 = -MathHelper.sin(var2); 313 float var5 = this.rotationYaw * (float)Math.PI / 180.0F; 314 float var27 = MathHelper.sin(var5); 315 float var7 = MathHelper.cos(var5); 316 this.dragonPartBody.onUpdate(); 317 this.dragonPartBody.setLocationAndAngles(this.posX + (double)(var27 * 0.5F), this.posY, this.posZ - (double)(var7 * 0.5F), 0.0F, 0.0F); 318 this.dragonPartWing1.onUpdate(); 319 this.dragonPartWing1.setLocationAndAngles(this.posX + (double)(var7 * 4.5F), this.posY + 2.0D, this.posZ + (double)(var27 * 4.5F), 0.0F, 0.0F); 320 this.dragonPartWing2.onUpdate(); 321 this.dragonPartWing2.setLocationAndAngles(this.posX - (double)(var7 * 4.5F), this.posY + 2.0D, this.posZ - (double)(var27 * 4.5F), 0.0F, 0.0F); 322 323 if (!this.worldObj.isRemote && this.hurtTime == 0) 324 { 325 this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing1.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D))); 326 this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing2.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D))); 327 this.attackEntitiesInList(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartHead.boundingBox.expand(1.0D, 1.0D, 1.0D))); 328 } 329 330 double[] var29 = this.getMovementOffsets(5, 1.0F); 331 double[] var9 = this.getMovementOffsets(0, 1.0F); 332 var33 = MathHelper.sin(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F); 333 float var32 = MathHelper.cos(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F); 334 this.dragonPartHead.onUpdate(); 335 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); 336 337 for (int var30 = 0; var30 < 3; ++var30) 338 { 339 EntityDragonPart var31 = null; 340 341 if (var30 == 0) 342 { 343 var31 = this.dragonPartTail1; 344 } 345 346 if (var30 == 1) 347 { 348 var31 = this.dragonPartTail2; 349 } 350 351 if (var30 == 2) 352 { 353 var31 = this.dragonPartTail3; 354 } 355 356 double[] var35 = this.getMovementOffsets(12 + var30 * 2, 1.0F); 357 float var34 = this.rotationYaw * (float)Math.PI / 180.0F + this.simplifyAngle(var35[0] - var29[0]) * (float)Math.PI / 180.0F * 1.0F; 358 float var38 = MathHelper.sin(var34); 359 float var37 = MathHelper.cos(var34); 360 float var36 = 1.5F; 361 float var39 = (float)(var30 + 1) * 2.0F; 362 var31.onUpdate(); 363 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); 364 } 365 366 if (!this.worldObj.isRemote) 367 { 368 this.slowed = this.destroyBlocksInAABB(this.dragonPartHead.boundingBox) | this.destroyBlocksInAABB(this.dragonPartBody.boundingBox); 369 } 370 } 371 } 372 373 /** 374 * Updates the state of the enderdragon's current endercrystal. 375 */ 376 private void updateDragonEnderCrystal() 377 { 378 if (this.healingEnderCrystal != null) 379 { 380 if (this.healingEnderCrystal.isDead) 381 { 382 if (!this.worldObj.isRemote) 383 { 384 this.attackEntityFromPart(this.dragonPartHead, DamageSource.explosion, 10); 385 } 386 387 this.healingEnderCrystal = null; 388 } 389 else if (this.ticksExisted % 10 == 0 && this.health < this.getMaxHealth()) 390 { 391 ++this.health; 392 } 393 } 394 395 if (this.rand.nextInt(10) == 0) 396 { 397 float var1 = 32.0F; 398 List var2 = this.worldObj.getEntitiesWithinAABB(EntityEnderCrystal.class, this.boundingBox.expand((double)var1, (double)var1, (double)var1)); 399 EntityEnderCrystal var3 = null; 400 double var4 = Double.MAX_VALUE; 401 Iterator var6 = var2.iterator(); 402 403 while (var6.hasNext()) 404 { 405 EntityEnderCrystal var7 = (EntityEnderCrystal)var6.next(); 406 double var8 = var7.getDistanceSqToEntity(this); 407 408 if (var8 < var4) 409 { 410 var4 = var8; 411 var3 = var7; 412 } 413 } 414 415 this.healingEnderCrystal = var3; 416 } 417 } 418 419 /** 420 * Pushes all entities inside the list away from the enderdragon. 421 */ 422 private void collideWithEntities(List par1List) 423 { 424 double var2 = (this.dragonPartBody.boundingBox.minX + this.dragonPartBody.boundingBox.maxX) / 2.0D; 425 double var4 = (this.dragonPartBody.boundingBox.minZ + this.dragonPartBody.boundingBox.maxZ) / 2.0D; 426 Iterator var6 = par1List.iterator(); 427 428 while (var6.hasNext()) 429 { 430 Entity var7 = (Entity)var6.next(); 431 432 if (var7 instanceof EntityLiving) 433 { 434 double var8 = var7.posX - var2; 435 double var10 = var7.posZ - var4; 436 double var12 = var8 * var8 + var10 * var10; 437 var7.addVelocity(var8 / var12 * 4.0D, 0.20000000298023224D, var10 / var12 * 4.0D); 438 } 439 } 440 } 441 442 /** 443 * Attacks all entities inside this list, dealing 5 hearts of damage. 444 */ 445 private void attackEntitiesInList(List par1List) 446 { 447 for (int var2 = 0; var2 < par1List.size(); ++var2) 448 { 449 Entity var3 = (Entity)par1List.get(var2); 450 451 if (var3 instanceof EntityLiving) 452 { 453 var3.attackEntityFrom(DamageSource.causeMobDamage(this), 10); 454 } 455 } 456 } 457 458 /** 459 * Sets a new target for the flight AI. It can be a random coordinate or a nearby player. 460 */ 461 private void setNewTarget() 462 { 463 this.forceNewTarget = false; 464 465 if (this.rand.nextInt(2) == 0 && !this.worldObj.playerEntities.isEmpty()) 466 { 467 this.target = (Entity)this.worldObj.playerEntities.get(this.rand.nextInt(this.worldObj.playerEntities.size())); 468 } 469 else 470 { 471 boolean var1 = false; 472 473 do 474 { 475 this.targetX = 0.0D; 476 this.targetY = (double)(70.0F + this.rand.nextFloat() * 50.0F); 477 this.targetZ = 0.0D; 478 this.targetX += (double)(this.rand.nextFloat() * 120.0F - 60.0F); 479 this.targetZ += (double)(this.rand.nextFloat() * 120.0F - 60.0F); 480 double var2 = this.posX - this.targetX; 481 double var4 = this.posY - this.targetY; 482 double var6 = this.posZ - this.targetZ; 483 var1 = var2 * var2 + var4 * var4 + var6 * var6 > 100.0D; 484 } 485 while (!var1); 486 487 this.target = null; 488 } 489 } 490 491 /** 492 * Simplifies the value of a number by adding/subtracting 180 to the point that the number is between -180 and 180. 493 */ 494 private float simplifyAngle(double par1) 495 { 496 return (float)MathHelper.wrapAngleTo180_double(par1); 497 } 498 499 /** 500 * Destroys all blocks that aren't associated with 'The End' inside the given bounding box. 501 */ 502 private boolean destroyBlocksInAABB(AxisAlignedBB par1AxisAlignedBB) 503 { 504 int var2 = MathHelper.floor_double(par1AxisAlignedBB.minX); 505 int var3 = MathHelper.floor_double(par1AxisAlignedBB.minY); 506 int var4 = MathHelper.floor_double(par1AxisAlignedBB.minZ); 507 int var5 = MathHelper.floor_double(par1AxisAlignedBB.maxX); 508 int var6 = MathHelper.floor_double(par1AxisAlignedBB.maxY); 509 int var7 = MathHelper.floor_double(par1AxisAlignedBB.maxZ); 510 boolean var8 = false; 511 boolean var9 = false; 512 513 for (int var10 = var2; var10 <= var5; ++var10) 514 { 515 for (int var11 = var3; var11 <= var6; ++var11) 516 { 517 for (int var12 = var4; var12 <= var7; ++var12) 518 { 519 int var13 = this.worldObj.getBlockId(var10, var11, var12); 520 Block block = Block.blocksList[var13]; 521 522 if (block != null) 523 { 524 if (block.canDragonDestroy(worldObj, var10, var11, var12)) 525 { 526 var9 = true; 527 this.worldObj.setBlockWithNotify(var10, var11, var12, 0); 528 } 529 else 530 { 531 var8 = true; 532 } 533 } 534 } 535 } 536 } 537 538 if (var9) 539 { 540 double var16 = par1AxisAlignedBB.minX + (par1AxisAlignedBB.maxX - par1AxisAlignedBB.minX) * (double)this.rand.nextFloat(); 541 double var17 = par1AxisAlignedBB.minY + (par1AxisAlignedBB.maxY - par1AxisAlignedBB.minY) * (double)this.rand.nextFloat(); 542 double var14 = par1AxisAlignedBB.minZ + (par1AxisAlignedBB.maxZ - par1AxisAlignedBB.minZ) * (double)this.rand.nextFloat(); 543 this.worldObj.spawnParticle("largeexplode", var16, var17, var14, 0.0D, 0.0D, 0.0D); 544 } 545 546 return var8; 547 } 548 549 public boolean attackEntityFromPart(EntityDragonPart par1EntityDragonPart, DamageSource par2DamageSource, int par3) 550 { 551 if (par1EntityDragonPart != this.dragonPartHead) 552 { 553 par3 = par3 / 4 + 1; 554 } 555 556 float var4 = this.rotationYaw * (float)Math.PI / 180.0F; 557 float var5 = MathHelper.sin(var4); 558 float var6 = MathHelper.cos(var4); 559 this.targetX = this.posX + (double)(var5 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F); 560 this.targetY = this.posY + (double)(this.rand.nextFloat() * 3.0F) + 1.0D; 561 this.targetZ = this.posZ - (double)(var6 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F); 562 this.target = null; 563 564 if (par2DamageSource.getEntity() instanceof EntityPlayer || par2DamageSource == DamageSource.explosion) 565 { 566 this.func_82195_e(par2DamageSource, par3); 567 } 568 569 return true; 570 } 571 572 /** 573 * Called when the entity is attacked. 574 */ 575 public boolean attackEntityFrom(DamageSource par1DamageSource, int par2) 576 { 577 return false; 578 } 579 580 protected boolean func_82195_e(DamageSource par1DamageSource, int par2) 581 { 582 return super.attackEntityFrom(par1DamageSource, par2); 583 } 584 585 /** 586 * handles entity death timer, experience orb and particle creation 587 */ 588 protected void onDeathUpdate() 589 { 590 ++this.deathTicks; 591 592 if (this.deathTicks >= 180 && this.deathTicks <= 200) 593 { 594 float var1 = (this.rand.nextFloat() - 0.5F) * 8.0F; 595 float var2 = (this.rand.nextFloat() - 0.5F) * 4.0F; 596 float var3 = (this.rand.nextFloat() - 0.5F) * 8.0F; 597 this.worldObj.spawnParticle("hugeexplosion", this.posX + (double)var1, this.posY + 2.0D + (double)var2, this.posZ + (double)var3, 0.0D, 0.0D, 0.0D); 598 } 599 600 int var4; 601 int var5; 602 603 if (!this.worldObj.isRemote) 604 { 605 if (this.deathTicks > 150 && this.deathTicks % 5 == 0) 606 { 607 var4 = 1000; 608 609 while (var4 > 0) 610 { 611 var5 = EntityXPOrb.getXPSplit(var4); 612 var4 -= var5; 613 this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, var5)); 614 } 615 } 616 617 if (this.deathTicks == 1) 618 { 619 this.worldObj.func_82739_e(1018, (int)this.posX, (int)this.posY, (int)this.posZ, 0); 620 } 621 } 622 623 this.moveEntity(0.0D, 0.10000000149011612D, 0.0D); 624 this.renderYawOffset = this.rotationYaw += 20.0F; 625 626 if (this.deathTicks == 200 && !this.worldObj.isRemote) 627 { 628 var4 = 2000; 629 630 while (var4 > 0) 631 { 632 var5 = EntityXPOrb.getXPSplit(var4); 633 var4 -= var5; 634 this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, var5)); 635 } 636 637 this.createEnderPortal(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.posZ)); 638 this.setDead(); 639 } 640 } 641 642 /** 643 * Creates the ender portal leading back to the normal world after defeating the enderdragon. 644 */ 645 private void createEnderPortal(int par1, int par2) 646 { 647 byte var3 = 64; 648 BlockEndPortal.bossDefeated = true; 649 byte var4 = 4; 650 651 for (int var5 = var3 - 1; var5 <= var3 + 32; ++var5) 652 { 653 for (int var6 = par1 - var4; var6 <= par1 + var4; ++var6) 654 { 655 for (int var7 = par2 - var4; var7 <= par2 + var4; ++var7) 656 { 657 double var8 = (double)(var6 - par1); 658 double var10 = (double)(var7 - par2); 659 double var12 = var8 * var8 + var10 * var10; 660 661 if (var12 <= ((double)var4 - 0.5D) * ((double)var4 - 0.5D)) 662 { 663 if (var5 < var3) 664 { 665 if (var12 <= ((double)(var4 - 1) - 0.5D) * ((double)(var4 - 1) - 0.5D)) 666 { 667 this.worldObj.setBlockWithNotify(var6, var5, var7, Block.bedrock.blockID); 668 } 669 } 670 else if (var5 > var3) 671 { 672 this.worldObj.setBlockWithNotify(var6, var5, var7, 0); 673 } 674 else if (var12 > ((double)(var4 - 1) - 0.5D) * ((double)(var4 - 1) - 0.5D)) 675 { 676 this.worldObj.setBlockWithNotify(var6, var5, var7, Block.bedrock.blockID); 677 } 678 else 679 { 680 this.worldObj.setBlockWithNotify(var6, var5, var7, Block.endPortal.blockID); 681 } 682 } 683 } 684 } 685 } 686 687 this.worldObj.setBlockWithNotify(par1, var3 + 0, par2, Block.bedrock.blockID); 688 this.worldObj.setBlockWithNotify(par1, var3 + 1, par2, Block.bedrock.blockID); 689 this.worldObj.setBlockWithNotify(par1, var3 + 2, par2, Block.bedrock.blockID); 690 this.worldObj.setBlockWithNotify(par1 - 1, var3 + 2, par2, Block.torchWood.blockID); 691 this.worldObj.setBlockWithNotify(par1 + 1, var3 + 2, par2, Block.torchWood.blockID); 692 this.worldObj.setBlockWithNotify(par1, var3 + 2, par2 - 1, Block.torchWood.blockID); 693 this.worldObj.setBlockWithNotify(par1, var3 + 2, par2 + 1, Block.torchWood.blockID); 694 this.worldObj.setBlockWithNotify(par1, var3 + 3, par2, Block.bedrock.blockID); 695 this.worldObj.setBlockWithNotify(par1, var3 + 4, par2, Block.dragonEgg.blockID); 696 BlockEndPortal.bossDefeated = false; 697 } 698 699 /** 700 * Makes the entity despawn if requirements are reached 701 */ 702 protected void despawnEntity() {} 703 704 /** 705 * Return the Entity parts making up this Entity (currently only for dragons) 706 */ 707 public Entity[] getParts() 708 { 709 return this.dragonPartArray; 710 } 711 712 /** 713 * Returns true if other Entities should be prevented from moving through this Entity. 714 */ 715 public boolean canBeCollidedWith() 716 { 717 return false; 718 } 719 720 @SideOnly(Side.CLIENT) 721 722 /** 723 * Returns the health points of the dragon. 724 */ 725 public int getDragonHealth() 726 { 727 return this.dataWatcher.getWatchableObjectInt(16); 728 } 729 730 public World func_82194_d() 731 { 732 return this.worldObj; 733 } 734 735 /** 736 * Returns the sound this mob makes while it's alive. 737 */ 738 protected String getLivingSound() 739 { 740 return "mob.enderdragon.growl"; 741 } 742 743 /** 744 * Returns the sound this mob makes when it is hurt. 745 */ 746 protected String getHurtSound() 747 { 748 return "mob.enderdragon.hit"; 749 } 750 751 /** 752 * Returns the volume for the sounds this mob makes. 753 */ 754 protected float getSoundVolume() 755 { 756 return 5.0F; 757 } 758 }