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            Iterator var2 = par1List.iterator();
448    
449            while (var2.hasNext())
450            {
451                Entity var3 = (Entity)var2.next();
452    
453                if (var3 instanceof EntityLiving)
454                {
455                    var3.attackEntityFrom(DamageSource.causeMobDamage(this), 10);
456                }
457            }
458        }
459    
460        /**
461         * Sets a new target for the flight AI. It can be a random coordinate or a nearby player.
462         */
463        private void setNewTarget()
464        {
465            this.forceNewTarget = false;
466    
467            if (this.rand.nextInt(2) == 0 && !this.worldObj.playerEntities.isEmpty())
468            {
469                this.target = (Entity)this.worldObj.playerEntities.get(this.rand.nextInt(this.worldObj.playerEntities.size()));
470            }
471            else
472            {
473                boolean var1 = false;
474    
475                do
476                {
477                    this.targetX = 0.0D;
478                    this.targetY = (double)(70.0F + this.rand.nextFloat() * 50.0F);
479                    this.targetZ = 0.0D;
480                    this.targetX += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
481                    this.targetZ += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
482                    double var2 = this.posX - this.targetX;
483                    double var4 = this.posY - this.targetY;
484                    double var6 = this.posZ - this.targetZ;
485                    var1 = var2 * var2 + var4 * var4 + var6 * var6 > 100.0D;
486                }
487                while (!var1);
488    
489                this.target = null;
490            }
491        }
492    
493        /**
494         * Simplifies the value of a number by adding/subtracting 180 to the point that the number is between -180 and 180.
495         */
496        private float simplifyAngle(double par1)
497        {
498            return (float)MathHelper.wrapAngleTo180_double(par1);
499        }
500    
501        /**
502         * Destroys all blocks that aren't associated with 'The End' inside the given bounding box.
503         */
504        private boolean destroyBlocksInAABB(AxisAlignedBB par1AxisAlignedBB)
505        {
506            int var2 = MathHelper.floor_double(par1AxisAlignedBB.minX);
507            int var3 = MathHelper.floor_double(par1AxisAlignedBB.minY);
508            int var4 = MathHelper.floor_double(par1AxisAlignedBB.minZ);
509            int var5 = MathHelper.floor_double(par1AxisAlignedBB.maxX);
510            int var6 = MathHelper.floor_double(par1AxisAlignedBB.maxY);
511            int var7 = MathHelper.floor_double(par1AxisAlignedBB.maxZ);
512            boolean var8 = false;
513            boolean var9 = false;
514    
515            for (int var10 = var2; var10 <= var5; ++var10)
516            {
517                for (int var11 = var3; var11 <= var6; ++var11)
518                {
519                    for (int var12 = var4; var12 <= var7; ++var12)
520                    {
521                        int var13 = this.worldObj.getBlockId(var10, var11, var12);
522                        Block block = Block.blocksList[var13];
523    
524                        if (block != null)
525                        {
526                            if (block.canDragonDestroy(worldObj, var10, var11, var12))
527                            {
528                                var9 = true;
529                                this.worldObj.setBlockWithNotify(var10, var11, var12, 0);
530                            }
531                            else
532                            {
533                                var8 = true;
534                            }
535                        }
536                    }
537                }
538            }
539    
540            if (var9)
541            {
542                double var16 = par1AxisAlignedBB.minX + (par1AxisAlignedBB.maxX - par1AxisAlignedBB.minX) * (double)this.rand.nextFloat();
543                double var17 = par1AxisAlignedBB.minY + (par1AxisAlignedBB.maxY - par1AxisAlignedBB.minY) * (double)this.rand.nextFloat();
544                double var14 = par1AxisAlignedBB.minZ + (par1AxisAlignedBB.maxZ - par1AxisAlignedBB.minZ) * (double)this.rand.nextFloat();
545                this.worldObj.spawnParticle("largeexplode", var16, var17, var14, 0.0D, 0.0D, 0.0D);
546            }
547    
548            return var8;
549        }
550    
551        public boolean attackEntityFromPart(EntityDragonPart par1EntityDragonPart, DamageSource par2DamageSource, int par3)
552        {
553            if (par1EntityDragonPart != this.dragonPartHead)
554            {
555                par3 = par3 / 4 + 1;
556            }
557    
558            float var4 = this.rotationYaw * (float)Math.PI / 180.0F;
559            float var5 = MathHelper.sin(var4);
560            float var6 = MathHelper.cos(var4);
561            this.targetX = this.posX + (double)(var5 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F);
562            this.targetY = this.posY + (double)(this.rand.nextFloat() * 3.0F) + 1.0D;
563            this.targetZ = this.posZ - (double)(var6 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F);
564            this.target = null;
565    
566            if (par2DamageSource.getEntity() instanceof EntityPlayer || par2DamageSource == DamageSource.explosion)
567            {
568                this.func_82195_e(par2DamageSource, par3);
569            }
570    
571            return true;
572        }
573    
574        /**
575         * Called when the entity is attacked.
576         */
577        public boolean attackEntityFrom(DamageSource par1DamageSource, int par2)
578        {
579            return false;
580        }
581    
582        protected boolean func_82195_e(DamageSource par1DamageSource, int par2)
583        {
584            return super.attackEntityFrom(par1DamageSource, par2);
585        }
586    
587        /**
588         * handles entity death timer, experience orb and particle creation
589         */
590        protected void onDeathUpdate()
591        {
592            ++this.deathTicks;
593    
594            if (this.deathTicks >= 180 && this.deathTicks <= 200)
595            {
596                float var1 = (this.rand.nextFloat() - 0.5F) * 8.0F;
597                float var2 = (this.rand.nextFloat() - 0.5F) * 4.0F;
598                float var3 = (this.rand.nextFloat() - 0.5F) * 8.0F;
599                this.worldObj.spawnParticle("hugeexplosion", this.posX + (double)var1, this.posY + 2.0D + (double)var2, this.posZ + (double)var3, 0.0D, 0.0D, 0.0D);
600            }
601    
602            int var4;
603            int var5;
604    
605            if (!this.worldObj.isRemote)
606            {
607                if (this.deathTicks > 150 && this.deathTicks % 5 == 0)
608                {
609                    var4 = 1000;
610    
611                    while (var4 > 0)
612                    {
613                        var5 = EntityXPOrb.getXPSplit(var4);
614                        var4 -= var5;
615                        this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, var5));
616                    }
617                }
618    
619                if (this.deathTicks == 1)
620                {
621                    this.worldObj.func_82739_e(1018, (int)this.posX, (int)this.posY, (int)this.posZ, 0);
622                }
623            }
624    
625            this.moveEntity(0.0D, 0.10000000149011612D, 0.0D);
626            this.renderYawOffset = this.rotationYaw += 20.0F;
627    
628            if (this.deathTicks == 200 && !this.worldObj.isRemote)
629            {
630                var4 = 2000;
631    
632                while (var4 > 0)
633                {
634                    var5 = EntityXPOrb.getXPSplit(var4);
635                    var4 -= var5;
636                    this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, var5));
637                }
638    
639                this.createEnderPortal(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.posZ));
640                this.setDead();
641            }
642        }
643    
644        /**
645         * Creates the ender portal leading back to the normal world after defeating the enderdragon.
646         */
647        private void createEnderPortal(int par1, int par2)
648        {
649            byte var3 = 64;
650            BlockEndPortal.bossDefeated = true;
651            byte var4 = 4;
652    
653            for (int var5 = var3 - 1; var5 <= var3 + 32; ++var5)
654            {
655                for (int var6 = par1 - var4; var6 <= par1 + var4; ++var6)
656                {
657                    for (int var7 = par2 - var4; var7 <= par2 + var4; ++var7)
658                    {
659                        double var8 = (double)(var6 - par1);
660                        double var10 = (double)(var7 - par2);
661                        double var12 = var8 * var8 + var10 * var10;
662    
663                        if (var12 <= ((double)var4 - 0.5D) * ((double)var4 - 0.5D))
664                        {
665                            if (var5 < var3)
666                            {
667                                if (var12 <= ((double)(var4 - 1) - 0.5D) * ((double)(var4 - 1) - 0.5D))
668                                {
669                                    this.worldObj.setBlockWithNotify(var6, var5, var7, Block.bedrock.blockID);
670                                }
671                            }
672                            else if (var5 > var3)
673                            {
674                                this.worldObj.setBlockWithNotify(var6, var5, var7, 0);
675                            }
676                            else if (var12 > ((double)(var4 - 1) - 0.5D) * ((double)(var4 - 1) - 0.5D))
677                            {
678                                this.worldObj.setBlockWithNotify(var6, var5, var7, Block.bedrock.blockID);
679                            }
680                            else
681                            {
682                                this.worldObj.setBlockWithNotify(var6, var5, var7, Block.endPortal.blockID);
683                            }
684                        }
685                    }
686                }
687            }
688    
689            this.worldObj.setBlockWithNotify(par1, var3 + 0, par2, Block.bedrock.blockID);
690            this.worldObj.setBlockWithNotify(par1, var3 + 1, par2, Block.bedrock.blockID);
691            this.worldObj.setBlockWithNotify(par1, var3 + 2, par2, Block.bedrock.blockID);
692            this.worldObj.setBlockWithNotify(par1 - 1, var3 + 2, par2, Block.torchWood.blockID);
693            this.worldObj.setBlockWithNotify(par1 + 1, var3 + 2, par2, Block.torchWood.blockID);
694            this.worldObj.setBlockWithNotify(par1, var3 + 2, par2 - 1, Block.torchWood.blockID);
695            this.worldObj.setBlockWithNotify(par1, var3 + 2, par2 + 1, Block.torchWood.blockID);
696            this.worldObj.setBlockWithNotify(par1, var3 + 3, par2, Block.bedrock.blockID);
697            this.worldObj.setBlockWithNotify(par1, var3 + 4, par2, Block.dragonEgg.blockID);
698            BlockEndPortal.bossDefeated = false;
699        }
700    
701        /**
702         * Makes the entity despawn if requirements are reached
703         */
704        protected void despawnEntity() {}
705    
706        /**
707         * Return the Entity parts making up this Entity (currently only for dragons)
708         */
709        public Entity[] getParts()
710        {
711            return this.dragonPartArray;
712        }
713    
714        /**
715         * Returns true if other Entities should be prevented from moving through this Entity.
716         */
717        public boolean canBeCollidedWith()
718        {
719            return false;
720        }
721    
722        @SideOnly(Side.CLIENT)
723    
724        /**
725         * Returns the health points of the dragon.
726         */
727        public int getDragonHealth()
728        {
729            return this.dataWatcher.getWatchableObjectInt(16);
730        }
731    
732        public World func_82194_d()
733        {
734            return this.worldObj;
735        }
736    
737        /**
738         * Returns the sound this mob makes while it's alive.
739         */
740        protected String getLivingSound()
741        {
742            return "mob.enderdragon.growl";
743        }
744    
745        /**
746         * Returns the sound this mob makes when it is hurt.
747         */
748        protected String getHurtSound()
749        {
750            return "mob.enderdragon.hit";
751        }
752    
753        /**
754         * Returns the volume for the sounds this mob makes.
755         */
756        protected float getSoundVolume()
757        {
758            return 5.0F;
759        }
760    }