001package net.minecraft.entity.boss;
002
003import cpw.mods.fml.relauncher.Side;
004import cpw.mods.fml.relauncher.SideOnly;
005import java.util.Iterator;
006import java.util.List;
007import net.minecraft.block.Block;
008import net.minecraft.block.BlockEndPortal;
009import net.minecraft.entity.Entity;
010import net.minecraft.entity.EntityLiving;
011import net.minecraft.entity.IEntityMultiPart;
012import net.minecraft.entity.item.EntityEnderCrystal;
013import net.minecraft.entity.item.EntityXPOrb;
014import net.minecraft.entity.player.EntityPlayer;
015import net.minecraft.util.AxisAlignedBB;
016import net.minecraft.util.DamageSource;
017import net.minecraft.util.MathHelper;
018import net.minecraft.util.Vec3;
019import net.minecraft.world.World;
020
021public class EntityDragon extends EntityLiving implements IBossDisplayData, IEntityMultiPart
022{
023    public double targetX;
024    public double targetY;
025    public double targetZ;
026
027    /**
028     * Ring buffer array for the last 64 Y-positions and yaw rotations. Used to calculate offsets for the animations.
029     */
030    public double[][] ringBuffer = new double[64][3];
031
032    /**
033     * Index into the ring buffer. Incremented once per tick and restarts at 0 once it reaches the end of the buffer.
034     */
035    public int ringBufferIndex = -1;
036
037    /** An array containing all body parts of this dragon */
038    public EntityDragonPart[] dragonPartArray;
039
040    /** The head bounding box of a dragon */
041    public EntityDragonPart dragonPartHead;
042
043    /** The body bounding box of a dragon */
044    public EntityDragonPart dragonPartBody;
045    public EntityDragonPart dragonPartTail1;
046    public EntityDragonPart dragonPartTail2;
047    public EntityDragonPart dragonPartTail3;
048    public EntityDragonPart dragonPartWing1;
049    public EntityDragonPart dragonPartWing2;
050
051    /** Animation time at previous tick. */
052    public float prevAnimTime = 0.0F;
053
054    /**
055     * Animation time, used to control the speed of the animation cycles (wings flapping, jaw opening, etc.)
056     */
057    public float animTime = 0.0F;
058
059    /** Force selecting a new flight target at next tick if set to true. */
060    public boolean forceNewTarget = false;
061
062    /**
063     * Activated if the dragon is flying though obsidian, white stone or bedrock. Slows movement and animation speed.
064     */
065    public boolean slowed = false;
066    private Entity target;
067    public int deathTicks = 0;
068
069    /** The current endercrystal that is healing this dragon */
070    public EntityEnderCrystal healingEnderCrystal = null;
071
072    public EntityDragon(World par1World)
073    {
074        super(par1World);
075        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)};
076        this.setEntityHealth(this.getMaxHealth());
077        this.texture = "/mob/enderdragon/ender.png";
078        this.setSize(16.0F, 8.0F);
079        this.noClip = true;
080        this.isImmuneToFire = true;
081        this.targetY = 100.0D;
082        this.ignoreFrustumCheck = true;
083    }
084
085    public int getMaxHealth()
086    {
087        return 200;
088    }
089
090    protected void entityInit()
091    {
092        super.entityInit();
093        this.dataWatcher.addObject(16, new Integer(this.getMaxHealth()));
094    }
095
096    /**
097     * Returns a double[3] array with movement offsets, used to calculate trailing tail/neck positions. [0] = yaw
098     * offset, [1] = y offset, [2] = unused, always 0. Parameters: buffer index offset, partial ticks.
099     */
100    public double[] getMovementOffsets(int par1, float par2)
101    {
102        if (this.health <= 0)
103        {
104            par2 = 0.0F;
105        }
106
107        par2 = 1.0F - par2;
108        int var3 = this.ringBufferIndex - par1 * 1 & 63;
109        int var4 = this.ringBufferIndex - par1 * 1 - 1 & 63;
110        double[] var5 = new double[3];
111        double var6 = this.ringBuffer[var3][0];
112        double var8 = MathHelper.wrapAngleTo180_double(this.ringBuffer[var4][0] - var6);
113        var5[0] = var6 + var8 * (double)par2;
114        var6 = this.ringBuffer[var3][1];
115        var8 = this.ringBuffer[var4][1] - var6;
116        var5[1] = var6 + var8 * (double)par2;
117        var5[2] = this.ringBuffer[var3][2] + (this.ringBuffer[var4][2] - this.ringBuffer[var3][2]) * (double)par2;
118        return var5;
119    }
120
121    /**
122     * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
123     * use this to react to sunlight and start to burn.
124     */
125    public void onLivingUpdate()
126    {
127        float var1;
128        float var2;
129
130        if (!this.worldObj.isRemote)
131        {
132            this.dataWatcher.updateObject(16, Integer.valueOf(this.health));
133        }
134        else
135        {
136            var1 = MathHelper.cos(this.animTime * (float)Math.PI * 2.0F);
137            var2 = MathHelper.cos(this.prevAnimTime * (float)Math.PI * 2.0F);
138
139            if (var2 <= -0.3F && var1 >= -0.3F)
140            {
141                this.worldObj.playSound(this.posX, this.posY, this.posZ, "mob.enderdragon.wings", 5.0F, 0.8F + this.rand.nextFloat() * 0.3F, false);
142            }
143        }
144
145        this.prevAnimTime = this.animTime;
146        float var3;
147
148        if (this.health <= 0)
149        {
150            var1 = (this.rand.nextFloat() - 0.5F) * 8.0F;
151            var2 = (this.rand.nextFloat() - 0.5F) * 4.0F;
152            var3 = (this.rand.nextFloat() - 0.5F) * 8.0F;
153            this.worldObj.spawnParticle("largeexplode", this.posX + (double)var1, this.posY + 2.0D + (double)var2, this.posZ + (double)var3, 0.0D, 0.0D, 0.0D);
154        }
155        else
156        {
157            this.updateDragonEnderCrystal();
158            var1 = 0.2F / (MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 10.0F + 1.0F);
159            var1 *= (float)Math.pow(2.0D, this.motionY);
160
161            if (this.slowed)
162            {
163                this.animTime += var1 * 0.5F;
164            }
165            else
166            {
167                this.animTime += var1;
168            }
169
170            this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw);
171
172            if (this.ringBufferIndex < 0)
173            {
174                for (int var25 = 0; var25 < this.ringBuffer.length; ++var25)
175                {
176                    this.ringBuffer[var25][0] = (double)this.rotationYaw;
177                    this.ringBuffer[var25][1] = this.posY;
178                }
179            }
180
181            if (++this.ringBufferIndex == this.ringBuffer.length)
182            {
183                this.ringBufferIndex = 0;
184            }
185
186            this.ringBuffer[this.ringBufferIndex][0] = (double)this.rotationYaw;
187            this.ringBuffer[this.ringBufferIndex][1] = this.posY;
188            double var4;
189            double var6;
190            double var8;
191            double var26;
192            float var33;
193
194            if (this.worldObj.isRemote)
195            {
196                if (this.newPosRotationIncrements > 0)
197                {
198                    var26 = this.posX + (this.newPosX - this.posX) / (double)this.newPosRotationIncrements;
199                    var4 = this.posY + (this.newPosY - this.posY) / (double)this.newPosRotationIncrements;
200                    var6 = this.posZ + (this.newPosZ - this.posZ) / (double)this.newPosRotationIncrements;
201                    var8 = MathHelper.wrapAngleTo180_double(this.newRotationYaw - (double)this.rotationYaw);
202                    this.rotationYaw = (float)((double)this.rotationYaw + var8 / (double)this.newPosRotationIncrements);
203                    this.rotationPitch = (float)((double)this.rotationPitch + (this.newRotationPitch - (double)this.rotationPitch) / (double)this.newPosRotationIncrements);
204                    --this.newPosRotationIncrements;
205                    this.setPosition(var26, var4, var6);
206                    this.setRotation(this.rotationYaw, this.rotationPitch);
207                }
208            }
209            else
210            {
211                var26 = this.targetX - this.posX;
212                var4 = this.targetY - this.posY;
213                var6 = this.targetZ - this.posZ;
214                var8 = var26 * var26 + var4 * var4 + var6 * var6;
215
216                if (this.target != null)
217                {
218                    this.targetX = this.target.posX;
219                    this.targetZ = this.target.posZ;
220                    double var10 = this.targetX - this.posX;
221                    double var12 = this.targetZ - this.posZ;
222                    double var14 = Math.sqrt(var10 * var10 + var12 * var12);
223                    double var16 = 0.4000000059604645D + var14 / 80.0D - 1.0D;
224
225                    if (var16 > 10.0D)
226                    {
227                        var16 = 10.0D;
228                    }
229
230                    this.targetY = this.target.boundingBox.minY + var16;
231                }
232                else
233                {
234                    this.targetX += this.rand.nextGaussian() * 2.0D;
235                    this.targetZ += this.rand.nextGaussian() * 2.0D;
236                }
237
238                if (this.forceNewTarget || var8 < 100.0D || var8 > 22500.0D || this.isCollidedHorizontally || this.isCollidedVertically)
239                {
240                    this.setNewTarget();
241                }
242
243                var4 /= (double)MathHelper.sqrt_double(var26 * var26 + var6 * var6);
244                var33 = 0.6F;
245
246                if (var4 < (double)(-var33))
247                {
248                    var4 = (double)(-var33);
249                }
250
251                if (var4 > (double)var33)
252                {
253                    var4 = (double)var33;
254                }
255
256                this.motionY += var4 * 0.10000000149011612D;
257                this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw);
258                double var11 = 180.0D - Math.atan2(var26, var6) * 180.0D / Math.PI;
259                double var13 = MathHelper.wrapAngleTo180_double(var11 - (double)this.rotationYaw);
260
261                if (var13 > 50.0D)
262                {
263                    var13 = 50.0D;
264                }
265
266                if (var13 < -50.0D)
267                {
268                    var13 = -50.0D;
269                }
270
271                Vec3 var15 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.targetX - this.posX, this.targetY - this.posY, this.targetZ - this.posZ).normalize();
272                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();
273                float var17 = (float)(var40.dotProduct(var15) + 0.5D) / 1.5F;
274
275                if (var17 < 0.0F)
276                {
277                    var17 = 0.0F;
278                }
279
280                this.randomYawVelocity *= 0.8F;
281                float var18 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0F + 1.0F;
282                double var19 = Math.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0D + 1.0D;
283
284                if (var19 > 40.0D)
285                {
286                    var19 = 40.0D;
287                }
288
289                this.randomYawVelocity = (float)((double)this.randomYawVelocity + var13 * (0.699999988079071D / var19 / (double)var18));
290                this.rotationYaw += this.randomYawVelocity * 0.1F;
291                float var21 = (float)(2.0D / (var19 + 1.0D));
292                float var22 = 0.06F;
293                this.moveFlying(0.0F, -1.0F, var22 * (var17 * var21 + (1.0F - var21)));
294
295                if (this.slowed)
296                {
297                    this.moveEntity(this.motionX * 0.800000011920929D, this.motionY * 0.800000011920929D, this.motionZ * 0.800000011920929D);
298                }
299                else
300                {
301                    this.moveEntity(this.motionX, this.motionY, this.motionZ);
302                }
303
304                Vec3 var23 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.motionX, this.motionY, this.motionZ).normalize();
305                float var24 = (float)(var23.dotProduct(var40) + 1.0D) / 2.0F;
306                var24 = 0.8F + 0.15F * var24;
307                this.motionX *= (double)var24;
308                this.motionZ *= (double)var24;
309                this.motionY *= 0.9100000262260437D;
310            }
311
312            this.renderYawOffset = this.rotationYaw;
313            this.dragonPartHead.width = this.dragonPartHead.height = 3.0F;
314            this.dragonPartTail1.width = this.dragonPartTail1.height = 2.0F;
315            this.dragonPartTail2.width = this.dragonPartTail2.height = 2.0F;
316            this.dragonPartTail3.width = this.dragonPartTail3.height = 2.0F;
317            this.dragonPartBody.height = 3.0F;
318            this.dragonPartBody.width = 5.0F;
319            this.dragonPartWing1.height = 2.0F;
320            this.dragonPartWing1.width = 4.0F;
321            this.dragonPartWing2.height = 3.0F;
322            this.dragonPartWing2.width = 4.0F;
323            var2 = (float)(this.getMovementOffsets(5, 1.0F)[1] - this.getMovementOffsets(10, 1.0F)[1]) * 10.0F / 180.0F * (float)Math.PI;
324            var3 = MathHelper.cos(var2);
325            float var28 = -MathHelper.sin(var2);
326            float var5 = this.rotationYaw * (float)Math.PI / 180.0F;
327            float var27 = MathHelper.sin(var5);
328            float var7 = MathHelper.cos(var5);
329            this.dragonPartBody.onUpdate();
330            this.dragonPartBody.setLocationAndAngles(this.posX + (double)(var27 * 0.5F), this.posY, this.posZ - (double)(var7 * 0.5F), 0.0F, 0.0F);
331            this.dragonPartWing1.onUpdate();
332            this.dragonPartWing1.setLocationAndAngles(this.posX + (double)(var7 * 4.5F), this.posY + 2.0D, this.posZ + (double)(var27 * 4.5F), 0.0F, 0.0F);
333            this.dragonPartWing2.onUpdate();
334            this.dragonPartWing2.setLocationAndAngles(this.posX - (double)(var7 * 4.5F), this.posY + 2.0D, this.posZ - (double)(var27 * 4.5F), 0.0F, 0.0F);
335
336            if (!this.worldObj.isRemote && this.hurtTime == 0)
337            {
338                this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing1.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D)));
339                this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing2.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D)));
340                this.attackEntitiesInList(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartHead.boundingBox.expand(1.0D, 1.0D, 1.0D)));
341            }
342
343            double[] var29 = this.getMovementOffsets(5, 1.0F);
344            double[] var9 = this.getMovementOffsets(0, 1.0F);
345            var33 = MathHelper.sin(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F);
346            float var32 = MathHelper.cos(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F);
347            this.dragonPartHead.onUpdate();
348            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);
349
350            for (int var30 = 0; var30 < 3; ++var30)
351            {
352                EntityDragonPart var31 = null;
353
354                if (var30 == 0)
355                {
356                    var31 = this.dragonPartTail1;
357                }
358
359                if (var30 == 1)
360                {
361                    var31 = this.dragonPartTail2;
362                }
363
364                if (var30 == 2)
365                {
366                    var31 = this.dragonPartTail3;
367                }
368
369                double[] var35 = this.getMovementOffsets(12 + var30 * 2, 1.0F);
370                float var34 = this.rotationYaw * (float)Math.PI / 180.0F + this.simplifyAngle(var35[0] - var29[0]) * (float)Math.PI / 180.0F * 1.0F;
371                float var38 = MathHelper.sin(var34);
372                float var37 = MathHelper.cos(var34);
373                float var36 = 1.5F;
374                float var39 = (float)(var30 + 1) * 2.0F;
375                var31.onUpdate();
376                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);
377            }
378
379            if (!this.worldObj.isRemote)
380            {
381                this.slowed = this.destroyBlocksInAABB(this.dragonPartHead.boundingBox) | this.destroyBlocksInAABB(this.dragonPartBody.boundingBox);
382            }
383        }
384    }
385
386    /**
387     * Updates the state of the enderdragon's current endercrystal.
388     */
389    private void updateDragonEnderCrystal()
390    {
391        if (this.healingEnderCrystal != null)
392        {
393            if (this.healingEnderCrystal.isDead)
394            {
395                if (!this.worldObj.isRemote)
396                {
397                    this.attackEntityFromPart(this.dragonPartHead, DamageSource.explosion, 10);
398                }
399
400                this.healingEnderCrystal = null;
401            }
402            else if (this.ticksExisted % 10 == 0 && this.health < this.getMaxHealth())
403            {
404                ++this.health;
405            }
406        }
407
408        if (this.rand.nextInt(10) == 0)
409        {
410            float var1 = 32.0F;
411            List var2 = this.worldObj.getEntitiesWithinAABB(EntityEnderCrystal.class, this.boundingBox.expand((double)var1, (double)var1, (double)var1));
412            EntityEnderCrystal var3 = null;
413            double var4 = Double.MAX_VALUE;
414            Iterator var6 = var2.iterator();
415
416            while (var6.hasNext())
417            {
418                EntityEnderCrystal var7 = (EntityEnderCrystal)var6.next();
419                double var8 = var7.getDistanceSqToEntity(this);
420
421                if (var8 < var4)
422                {
423                    var4 = var8;
424                    var3 = var7;
425                }
426            }
427
428            this.healingEnderCrystal = var3;
429        }
430    }
431
432    /**
433     * Pushes all entities inside the list away from the enderdragon.
434     */
435    private void collideWithEntities(List par1List)
436    {
437        double var2 = (this.dragonPartBody.boundingBox.minX + this.dragonPartBody.boundingBox.maxX) / 2.0D;
438        double var4 = (this.dragonPartBody.boundingBox.minZ + this.dragonPartBody.boundingBox.maxZ) / 2.0D;
439        Iterator var6 = par1List.iterator();
440
441        while (var6.hasNext())
442        {
443            Entity var7 = (Entity)var6.next();
444
445            if (var7 instanceof EntityLiving)
446            {
447                double var8 = var7.posX - var2;
448                double var10 = var7.posZ - var4;
449                double var12 = var8 * var8 + var10 * var10;
450                var7.addVelocity(var8 / var12 * 4.0D, 0.20000000298023224D, var10 / var12 * 4.0D);
451            }
452        }
453    }
454
455    /**
456     * Attacks all entities inside this list, dealing 5 hearts of damage.
457     */
458    private void attackEntitiesInList(List par1List)
459    {
460        for (int var2 = 0; var2 < par1List.size(); ++var2)
461        {
462            Entity var3 = (Entity)par1List.get(var2);
463
464            if (var3 instanceof EntityLiving)
465            {
466                var3.attackEntityFrom(DamageSource.causeMobDamage(this), 10);
467            }
468        }
469    }
470
471    /**
472     * Sets a new target for the flight AI. It can be a random coordinate or a nearby player.
473     */
474    private void setNewTarget()
475    {
476        this.forceNewTarget = false;
477
478        if (this.rand.nextInt(2) == 0 && !this.worldObj.playerEntities.isEmpty())
479        {
480            this.target = (Entity)this.worldObj.playerEntities.get(this.rand.nextInt(this.worldObj.playerEntities.size()));
481        }
482        else
483        {
484            boolean var1 = false;
485
486            do
487            {
488                this.targetX = 0.0D;
489                this.targetY = (double)(70.0F + this.rand.nextFloat() * 50.0F);
490                this.targetZ = 0.0D;
491                this.targetX += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
492                this.targetZ += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
493                double var2 = this.posX - this.targetX;
494                double var4 = this.posY - this.targetY;
495                double var6 = this.posZ - this.targetZ;
496                var1 = var2 * var2 + var4 * var4 + var6 * var6 > 100.0D;
497            }
498            while (!var1);
499
500            this.target = null;
501        }
502    }
503
504    /**
505     * Simplifies the value of a number by adding/subtracting 180 to the point that the number is between -180 and 180.
506     */
507    private float simplifyAngle(double par1)
508    {
509        return (float)MathHelper.wrapAngleTo180_double(par1);
510    }
511
512    /**
513     * Destroys all blocks that aren't associated with 'The End' inside the given bounding box.
514     */
515    private boolean destroyBlocksInAABB(AxisAlignedBB par1AxisAlignedBB)
516    {
517        int var2 = MathHelper.floor_double(par1AxisAlignedBB.minX);
518        int var3 = MathHelper.floor_double(par1AxisAlignedBB.minY);
519        int var4 = MathHelper.floor_double(par1AxisAlignedBB.minZ);
520        int var5 = MathHelper.floor_double(par1AxisAlignedBB.maxX);
521        int var6 = MathHelper.floor_double(par1AxisAlignedBB.maxY);
522        int var7 = MathHelper.floor_double(par1AxisAlignedBB.maxZ);
523        boolean var8 = false;
524        boolean var9 = false;
525
526        for (int var10 = var2; var10 <= var5; ++var10)
527        {
528            for (int var11 = var3; var11 <= var6; ++var11)
529            {
530                for (int var12 = var4; var12 <= var7; ++var12)
531                {
532                    int var13 = this.worldObj.getBlockId(var10, var11, var12);
533                    Block block = Block.blocksList[var13];
534
535                    if (block != null)
536                    {
537                        if (block.canDragonDestroy(worldObj, var10, var11, var12))
538                        {
539                            var9 = true;
540                            this.worldObj.setBlockWithNotify(var10, var11, var12, 0);
541                        }
542                        else
543                        {
544                            var8 = true;
545                        }
546                    }
547                }
548            }
549        }
550
551        if (var9)
552        {
553            double var16 = par1AxisAlignedBB.minX + (par1AxisAlignedBB.maxX - par1AxisAlignedBB.minX) * (double)this.rand.nextFloat();
554            double var17 = par1AxisAlignedBB.minY + (par1AxisAlignedBB.maxY - par1AxisAlignedBB.minY) * (double)this.rand.nextFloat();
555            double var14 = par1AxisAlignedBB.minZ + (par1AxisAlignedBB.maxZ - par1AxisAlignedBB.minZ) * (double)this.rand.nextFloat();
556            this.worldObj.spawnParticle("largeexplode", var16, var17, var14, 0.0D, 0.0D, 0.0D);
557        }
558
559        return var8;
560    }
561
562    public boolean attackEntityFromPart(EntityDragonPart par1EntityDragonPart, DamageSource par2DamageSource, int par3)
563    {
564        if (par1EntityDragonPart != this.dragonPartHead)
565        {
566            par3 = par3 / 4 + 1;
567        }
568
569        float var4 = this.rotationYaw * (float)Math.PI / 180.0F;
570        float var5 = MathHelper.sin(var4);
571        float var6 = MathHelper.cos(var4);
572        this.targetX = this.posX + (double)(var5 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F);
573        this.targetY = this.posY + (double)(this.rand.nextFloat() * 3.0F) + 1.0D;
574        this.targetZ = this.posZ - (double)(var6 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F);
575        this.target = null;
576
577        if (par2DamageSource.getEntity() instanceof EntityPlayer || par2DamageSource == DamageSource.explosion)
578        {
579            this.func_82195_e(par2DamageSource, par3);
580        }
581
582        return true;
583    }
584
585    /**
586     * Called when the entity is attacked.
587     */
588    public boolean attackEntityFrom(DamageSource par1DamageSource, int par2)
589    {
590        return false;
591    }
592
593    protected boolean func_82195_e(DamageSource par1DamageSource, int par2)
594    {
595        return super.attackEntityFrom(par1DamageSource, par2);
596    }
597
598    /**
599     * handles entity death timer, experience orb and particle creation
600     */
601    protected void onDeathUpdate()
602    {
603        ++this.deathTicks;
604
605        if (this.deathTicks >= 180 && this.deathTicks <= 200)
606        {
607            float var1 = (this.rand.nextFloat() - 0.5F) * 8.0F;
608            float var2 = (this.rand.nextFloat() - 0.5F) * 4.0F;
609            float var3 = (this.rand.nextFloat() - 0.5F) * 8.0F;
610            this.worldObj.spawnParticle("hugeexplosion", this.posX + (double)var1, this.posY + 2.0D + (double)var2, this.posZ + (double)var3, 0.0D, 0.0D, 0.0D);
611        }
612
613        int var4;
614        int var5;
615
616        if (!this.worldObj.isRemote)
617        {
618            if (this.deathTicks > 150 && this.deathTicks % 5 == 0)
619            {
620                var4 = 1000;
621
622                while (var4 > 0)
623                {
624                    var5 = EntityXPOrb.getXPSplit(var4);
625                    var4 -= var5;
626                    this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, var5));
627                }
628            }
629
630            if (this.deathTicks == 1)
631            {
632                this.worldObj.func_82739_e(1018, (int)this.posX, (int)this.posY, (int)this.posZ, 0);
633            }
634        }
635
636        this.moveEntity(0.0D, 0.10000000149011612D, 0.0D);
637        this.renderYawOffset = this.rotationYaw += 20.0F;
638
639        if (this.deathTicks == 200 && !this.worldObj.isRemote)
640        {
641            var4 = 2000;
642
643            while (var4 > 0)
644            {
645                var5 = EntityXPOrb.getXPSplit(var4);
646                var4 -= var5;
647                this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, var5));
648            }
649
650            this.createEnderPortal(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.posZ));
651            this.setDead();
652        }
653    }
654
655    /**
656     * Creates the ender portal leading back to the normal world after defeating the enderdragon.
657     */
658    private void createEnderPortal(int par1, int par2)
659    {
660        byte var3 = 64;
661        BlockEndPortal.bossDefeated = true;
662        byte var4 = 4;
663
664        for (int var5 = var3 - 1; var5 <= var3 + 32; ++var5)
665        {
666            for (int var6 = par1 - var4; var6 <= par1 + var4; ++var6)
667            {
668                for (int var7 = par2 - var4; var7 <= par2 + var4; ++var7)
669                {
670                    double var8 = (double)(var6 - par1);
671                    double var10 = (double)(var7 - par2);
672                    double var12 = var8 * var8 + var10 * var10;
673
674                    if (var12 <= ((double)var4 - 0.5D) * ((double)var4 - 0.5D))
675                    {
676                        if (var5 < var3)
677                        {
678                            if (var12 <= ((double)(var4 - 1) - 0.5D) * ((double)(var4 - 1) - 0.5D))
679                            {
680                                this.worldObj.setBlockWithNotify(var6, var5, var7, Block.bedrock.blockID);
681                            }
682                        }
683                        else if (var5 > var3)
684                        {
685                            this.worldObj.setBlockWithNotify(var6, var5, var7, 0);
686                        }
687                        else if (var12 > ((double)(var4 - 1) - 0.5D) * ((double)(var4 - 1) - 0.5D))
688                        {
689                            this.worldObj.setBlockWithNotify(var6, var5, var7, Block.bedrock.blockID);
690                        }
691                        else
692                        {
693                            this.worldObj.setBlockWithNotify(var6, var5, var7, Block.endPortal.blockID);
694                        }
695                    }
696                }
697            }
698        }
699
700        this.worldObj.setBlockWithNotify(par1, var3 + 0, par2, Block.bedrock.blockID);
701        this.worldObj.setBlockWithNotify(par1, var3 + 1, par2, Block.bedrock.blockID);
702        this.worldObj.setBlockWithNotify(par1, var3 + 2, par2, Block.bedrock.blockID);
703        this.worldObj.setBlockWithNotify(par1 - 1, var3 + 2, par2, Block.torchWood.blockID);
704        this.worldObj.setBlockWithNotify(par1 + 1, var3 + 2, par2, Block.torchWood.blockID);
705        this.worldObj.setBlockWithNotify(par1, var3 + 2, par2 - 1, Block.torchWood.blockID);
706        this.worldObj.setBlockWithNotify(par1, var3 + 2, par2 + 1, Block.torchWood.blockID);
707        this.worldObj.setBlockWithNotify(par1, var3 + 3, par2, Block.bedrock.blockID);
708        this.worldObj.setBlockWithNotify(par1, var3 + 4, par2, Block.dragonEgg.blockID);
709        BlockEndPortal.bossDefeated = false;
710    }
711
712    /**
713     * Makes the entity despawn if requirements are reached
714     */
715    protected void despawnEntity() {}
716
717    /**
718     * Return the Entity parts making up this Entity (currently only for dragons)
719     */
720    public Entity[] getParts()
721    {
722        return this.dragonPartArray;
723    }
724
725    /**
726     * Returns true if other Entities should be prevented from moving through this Entity.
727     */
728    public boolean canBeCollidedWith()
729    {
730        return false;
731    }
732
733    @SideOnly(Side.CLIENT)
734
735    /**
736     * Returns the health points of the dragon.
737     */
738    public int getDragonHealth()
739    {
740        return this.dataWatcher.getWatchableObjectInt(16);
741    }
742
743    public World func_82194_d()
744    {
745        return this.worldObj;
746    }
747
748    /**
749     * Returns the sound this mob makes while it's alive.
750     */
751    protected String getLivingSound()
752    {
753        return "mob.enderdragon.growl";
754    }
755
756    /**
757     * Returns the sound this mob makes when it is hurt.
758     */
759    protected String getHurtSound()
760    {
761        return "mob.enderdragon.hit";
762    }
763
764    /**
765     * Returns the volume for the sounds this mob makes.
766     */
767    protected float getSoundVolume()
768    {
769        return 5.0F;
770    }
771}