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.Explosion;
020import net.minecraft.world.World;
021
022public class EntityDragon extends EntityLiving implements IBossDisplayData, IEntityMultiPart
023{
024    public double targetX;
025    public double targetY;
026    public double targetZ;
027
028    /**
029     * Ring buffer array for the last 64 Y-positions and yaw rotations. Used to calculate offsets for the animations.
030     */
031    public double[][] ringBuffer = new double[64][3];
032
033    /**
034     * Index into the ring buffer. Incremented once per tick and restarts at 0 once it reaches the end of the buffer.
035     */
036    public int ringBufferIndex = -1;
037
038    /** An array containing all body parts of this dragon */
039    public EntityDragonPart[] dragonPartArray;
040
041    /** The head bounding box of a dragon */
042    public EntityDragonPart dragonPartHead;
043
044    /** The body bounding box of a dragon */
045    public EntityDragonPart dragonPartBody;
046    public EntityDragonPart dragonPartTail1;
047    public EntityDragonPart dragonPartTail2;
048    public EntityDragonPart dragonPartTail3;
049    public EntityDragonPart dragonPartWing1;
050    public EntityDragonPart dragonPartWing2;
051
052    /** Animation time at previous tick. */
053    public float prevAnimTime = 0.0F;
054
055    /**
056     * Animation time, used to control the speed of the animation cycles (wings flapping, jaw opening, etc.)
057     */
058    public float animTime = 0.0F;
059
060    /** Force selecting a new flight target at next tick if set to true. */
061    public boolean forceNewTarget = false;
062
063    /**
064     * Activated if the dragon is flying though obsidian, white stone or bedrock. Slows movement and animation speed.
065     */
066    public boolean slowed = false;
067    private Entity target;
068    public int deathTicks = 0;
069
070    /** The current endercrystal that is healing this dragon */
071    public EntityEnderCrystal healingEnderCrystal = null;
072
073    public EntityDragon(World par1World)
074    {
075        super(par1World);
076        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)};
077        this.setEntityHealth(this.getMaxHealth());
078        this.texture = "/mob/enderdragon/ender.png";
079        this.setSize(16.0F, 8.0F);
080        this.noClip = true;
081        this.isImmuneToFire = true;
082        this.targetY = 100.0D;
083        this.ignoreFrustumCheck = true;
084    }
085
086    public int getMaxHealth()
087    {
088        return 200;
089    }
090
091    protected void entityInit()
092    {
093        super.entityInit();
094        this.dataWatcher.addObject(16, new Integer(this.getMaxHealth()));
095    }
096
097    /**
098     * Returns a double[3] array with movement offsets, used to calculate trailing tail/neck positions. [0] = yaw
099     * offset, [1] = y offset, [2] = unused, always 0. Parameters: buffer index offset, partial ticks.
100     */
101    public double[] getMovementOffsets(int par1, float par2)
102    {
103        if (this.health <= 0)
104        {
105            par2 = 0.0F;
106        }
107
108        par2 = 1.0F - par2;
109        int j = this.ringBufferIndex - par1 * 1 & 63;
110        int k = this.ringBufferIndex - par1 * 1 - 1 & 63;
111        double[] adouble = new double[3];
112        double d0 = this.ringBuffer[j][0];
113        double d1 = MathHelper.wrapAngleTo180_double(this.ringBuffer[k][0] - d0);
114        adouble[0] = d0 + d1 * (double)par2;
115        d0 = this.ringBuffer[j][1];
116        d1 = this.ringBuffer[k][1] - d0;
117        adouble[1] = d0 + d1 * (double)par2;
118        adouble[2] = this.ringBuffer[j][2] + (this.ringBuffer[k][2] - this.ringBuffer[j][2]) * (double)par2;
119        return adouble;
120    }
121
122    /**
123     * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
124     * use this to react to sunlight and start to burn.
125     */
126    public void onLivingUpdate()
127    {
128        float f;
129        float f1;
130
131        if (!this.worldObj.isRemote)
132        {
133            this.dataWatcher.updateObject(16, Integer.valueOf(this.health));
134        }
135        else
136        {
137            f = MathHelper.cos(this.animTime * (float)Math.PI * 2.0F);
138            f1 = MathHelper.cos(this.prevAnimTime * (float)Math.PI * 2.0F);
139
140            if (f1 <= -0.3F && f >= -0.3F)
141            {
142                this.worldObj.playSound(this.posX, this.posY, this.posZ, "mob.enderdragon.wings", 5.0F, 0.8F + this.rand.nextFloat() * 0.3F, false);
143            }
144        }
145
146        this.prevAnimTime = this.animTime;
147        float f2;
148
149        if (this.health <= 0)
150        {
151            f = (this.rand.nextFloat() - 0.5F) * 8.0F;
152            f1 = (this.rand.nextFloat() - 0.5F) * 4.0F;
153            f2 = (this.rand.nextFloat() - 0.5F) * 8.0F;
154            this.worldObj.spawnParticle("largeexplode", this.posX + (double)f, this.posY + 2.0D + (double)f1, this.posZ + (double)f2, 0.0D, 0.0D, 0.0D);
155        }
156        else
157        {
158            this.updateDragonEnderCrystal();
159            f = 0.2F / (MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 10.0F + 1.0F);
160            f *= (float)Math.pow(2.0D, this.motionY);
161
162            if (this.slowed)
163            {
164                this.animTime += f * 0.5F;
165            }
166            else
167            {
168                this.animTime += f;
169            }
170
171            this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw);
172
173            if (this.ringBufferIndex < 0)
174            {
175                for (int i = 0; i < this.ringBuffer.length; ++i)
176                {
177                    this.ringBuffer[i][0] = (double)this.rotationYaw;
178                    this.ringBuffer[i][1] = this.posY;
179                }
180            }
181
182            if (++this.ringBufferIndex == this.ringBuffer.length)
183            {
184                this.ringBufferIndex = 0;
185            }
186
187            this.ringBuffer[this.ringBufferIndex][0] = (double)this.rotationYaw;
188            this.ringBuffer[this.ringBufferIndex][1] = this.posY;
189            double d0;
190            double d1;
191            double d2;
192            double d3;
193            float f3;
194
195            if (this.worldObj.isRemote)
196            {
197                if (this.newPosRotationIncrements > 0)
198                {
199                    d3 = this.posX + (this.newPosX - this.posX) / (double)this.newPosRotationIncrements;
200                    d0 = this.posY + (this.newPosY - this.posY) / (double)this.newPosRotationIncrements;
201                    d1 = this.posZ + (this.newPosZ - this.posZ) / (double)this.newPosRotationIncrements;
202                    d2 = MathHelper.wrapAngleTo180_double(this.newRotationYaw - (double)this.rotationYaw);
203                    this.rotationYaw = (float)((double)this.rotationYaw + d2 / (double)this.newPosRotationIncrements);
204                    this.rotationPitch = (float)((double)this.rotationPitch + (this.newRotationPitch - (double)this.rotationPitch) / (double)this.newPosRotationIncrements);
205                    --this.newPosRotationIncrements;
206                    this.setPosition(d3, d0, d1);
207                    this.setRotation(this.rotationYaw, this.rotationPitch);
208                }
209            }
210            else
211            {
212                d3 = this.targetX - this.posX;
213                d0 = this.targetY - this.posY;
214                d1 = this.targetZ - this.posZ;
215                d2 = d3 * d3 + d0 * d0 + d1 * d1;
216
217                if (this.target != null)
218                {
219                    this.targetX = this.target.posX;
220                    this.targetZ = this.target.posZ;
221                    double d4 = this.targetX - this.posX;
222                    double d5 = this.targetZ - this.posZ;
223                    double d6 = Math.sqrt(d4 * d4 + d5 * d5);
224                    double d7 = 0.4000000059604645D + d6 / 80.0D - 1.0D;
225
226                    if (d7 > 10.0D)
227                    {
228                        d7 = 10.0D;
229                    }
230
231                    this.targetY = this.target.boundingBox.minY + d7;
232                }
233                else
234                {
235                    this.targetX += this.rand.nextGaussian() * 2.0D;
236                    this.targetZ += this.rand.nextGaussian() * 2.0D;
237                }
238
239                if (this.forceNewTarget || d2 < 100.0D || d2 > 22500.0D || this.isCollidedHorizontally || this.isCollidedVertically)
240                {
241                    this.setNewTarget();
242                }
243
244                d0 /= (double)MathHelper.sqrt_double(d3 * d3 + d1 * d1);
245                f3 = 0.6F;
246
247                if (d0 < (double)(-f3))
248                {
249                    d0 = (double)(-f3);
250                }
251
252                if (d0 > (double)f3)
253                {
254                    d0 = (double)f3;
255                }
256
257                this.motionY += d0 * 0.10000000149011612D;
258                this.rotationYaw = MathHelper.wrapAngleTo180_float(this.rotationYaw);
259                double d8 = 180.0D - Math.atan2(d3, d1) * 180.0D / Math.PI;
260                double d9 = MathHelper.wrapAngleTo180_double(d8 - (double)this.rotationYaw);
261
262                if (d9 > 50.0D)
263                {
264                    d9 = 50.0D;
265                }
266
267                if (d9 < -50.0D)
268                {
269                    d9 = -50.0D;
270                }
271
272                Vec3 vec3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.targetX - this.posX, this.targetY - this.posY, this.targetZ - this.posZ).normalize();
273                Vec3 vec31 = 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();
274                float f4 = (float)(vec31.dotProduct(vec3) + 0.5D) / 1.5F;
275
276                if (f4 < 0.0F)
277                {
278                    f4 = 0.0F;
279                }
280
281                this.randomYawVelocity *= 0.8F;
282                float f5 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0F + 1.0F;
283                double d10 = Math.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ) * 1.0D + 1.0D;
284
285                if (d10 > 40.0D)
286                {
287                    d10 = 40.0D;
288                }
289
290                this.randomYawVelocity = (float)((double)this.randomYawVelocity + d9 * (0.699999988079071D / d10 / (double)f5));
291                this.rotationYaw += this.randomYawVelocity * 0.1F;
292                float f6 = (float)(2.0D / (d10 + 1.0D));
293                float f7 = 0.06F;
294                this.moveFlying(0.0F, -1.0F, f7 * (f4 * f6 + (1.0F - f6)));
295
296                if (this.slowed)
297                {
298                    this.moveEntity(this.motionX * 0.800000011920929D, this.motionY * 0.800000011920929D, this.motionZ * 0.800000011920929D);
299                }
300                else
301                {
302                    this.moveEntity(this.motionX, this.motionY, this.motionZ);
303                }
304
305                Vec3 vec32 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.motionX, this.motionY, this.motionZ).normalize();
306                float f8 = (float)(vec32.dotProduct(vec31) + 1.0D) / 2.0F;
307                f8 = 0.8F + 0.15F * f8;
308                this.motionX *= (double)f8;
309                this.motionZ *= (double)f8;
310                this.motionY *= 0.9100000262260437D;
311            }
312
313            this.renderYawOffset = this.rotationYaw;
314            this.dragonPartHead.width = this.dragonPartHead.height = 3.0F;
315            this.dragonPartTail1.width = this.dragonPartTail1.height = 2.0F;
316            this.dragonPartTail2.width = this.dragonPartTail2.height = 2.0F;
317            this.dragonPartTail3.width = this.dragonPartTail3.height = 2.0F;
318            this.dragonPartBody.height = 3.0F;
319            this.dragonPartBody.width = 5.0F;
320            this.dragonPartWing1.height = 2.0F;
321            this.dragonPartWing1.width = 4.0F;
322            this.dragonPartWing2.height = 3.0F;
323            this.dragonPartWing2.width = 4.0F;
324            f1 = (float)(this.getMovementOffsets(5, 1.0F)[1] - this.getMovementOffsets(10, 1.0F)[1]) * 10.0F / 180.0F * (float)Math.PI;
325            f2 = MathHelper.cos(f1);
326            float f9 = -MathHelper.sin(f1);
327            float f10 = this.rotationYaw * (float)Math.PI / 180.0F;
328            float f11 = MathHelper.sin(f10);
329            float f12 = MathHelper.cos(f10);
330            this.dragonPartBody.onUpdate();
331            this.dragonPartBody.setLocationAndAngles(this.posX + (double)(f11 * 0.5F), this.posY, this.posZ - (double)(f12 * 0.5F), 0.0F, 0.0F);
332            this.dragonPartWing1.onUpdate();
333            this.dragonPartWing1.setLocationAndAngles(this.posX + (double)(f12 * 4.5F), this.posY + 2.0D, this.posZ + (double)(f11 * 4.5F), 0.0F, 0.0F);
334            this.dragonPartWing2.onUpdate();
335            this.dragonPartWing2.setLocationAndAngles(this.posX - (double)(f12 * 4.5F), this.posY + 2.0D, this.posZ - (double)(f11 * 4.5F), 0.0F, 0.0F);
336
337            if (!this.worldObj.isRemote && this.hurtTime == 0)
338            {
339                this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing1.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D)));
340                this.collideWithEntities(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartWing2.boundingBox.expand(4.0D, 2.0D, 4.0D).offset(0.0D, -2.0D, 0.0D)));
341                this.attackEntitiesInList(this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.dragonPartHead.boundingBox.expand(1.0D, 1.0D, 1.0D)));
342            }
343
344            double[] adouble = this.getMovementOffsets(5, 1.0F);
345            double[] adouble1 = this.getMovementOffsets(0, 1.0F);
346            f3 = MathHelper.sin(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F);
347            float f13 = MathHelper.cos(this.rotationYaw * (float)Math.PI / 180.0F - this.randomYawVelocity * 0.01F);
348            this.dragonPartHead.onUpdate();
349            this.dragonPartHead.setLocationAndAngles(this.posX + (double)(f3 * 5.5F * f2), this.posY + (adouble1[1] - adouble[1]) * 1.0D + (double)(f9 * 5.5F), this.posZ - (double)(f13 * 5.5F * f2), 0.0F, 0.0F);
350
351            for (int j = 0; j < 3; ++j)
352            {
353                EntityDragonPart entitydragonpart = null;
354
355                if (j == 0)
356                {
357                    entitydragonpart = this.dragonPartTail1;
358                }
359
360                if (j == 1)
361                {
362                    entitydragonpart = this.dragonPartTail2;
363                }
364
365                if (j == 2)
366                {
367                    entitydragonpart = this.dragonPartTail3;
368                }
369
370                double[] adouble2 = this.getMovementOffsets(12 + j * 2, 1.0F);
371                float f14 = this.rotationYaw * (float)Math.PI / 180.0F + this.simplifyAngle(adouble2[0] - adouble[0]) * (float)Math.PI / 180.0F * 1.0F;
372                float f15 = MathHelper.sin(f14);
373                float f16 = MathHelper.cos(f14);
374                float f17 = 1.5F;
375                float f18 = (float)(j + 1) * 2.0F;
376                entitydragonpart.onUpdate();
377                entitydragonpart.setLocationAndAngles(this.posX - (double)((f11 * f17 + f15 * f18) * f2), this.posY + (adouble2[1] - adouble[1]) * 1.0D - (double)((f18 + f17) * f9) + 1.5D, this.posZ + (double)((f12 * f17 + f16 * f18) * f2), 0.0F, 0.0F);
378            }
379
380            if (!this.worldObj.isRemote)
381            {
382                this.slowed = this.destroyBlocksInAABB(this.dragonPartHead.boundingBox) | this.destroyBlocksInAABB(this.dragonPartBody.boundingBox);
383            }
384        }
385    }
386
387    /**
388     * Updates the state of the enderdragon's current endercrystal.
389     */
390    private void updateDragonEnderCrystal()
391    {
392        if (this.healingEnderCrystal != null)
393        {
394            if (this.healingEnderCrystal.isDead)
395            {
396                if (!this.worldObj.isRemote)
397                {
398                    this.attackEntityFromPart(this.dragonPartHead, DamageSource.setExplosionSource((Explosion)null), 10);
399                }
400
401                this.healingEnderCrystal = null;
402            }
403            else if (this.ticksExisted % 10 == 0 && this.getHealth() < this.getMaxHealth())
404            {
405                this.setEntityHealth(this.getHealth() + 1);
406            }
407        }
408
409        if (this.rand.nextInt(10) == 0)
410        {
411            float f = 32.0F;
412            List list = this.worldObj.getEntitiesWithinAABB(EntityEnderCrystal.class, this.boundingBox.expand((double)f, (double)f, (double)f));
413            EntityEnderCrystal entityendercrystal = null;
414            double d0 = Double.MAX_VALUE;
415            Iterator iterator = list.iterator();
416
417            while (iterator.hasNext())
418            {
419                EntityEnderCrystal entityendercrystal1 = (EntityEnderCrystal)iterator.next();
420                double d1 = entityendercrystal1.getDistanceSqToEntity(this);
421
422                if (d1 < d0)
423                {
424                    d0 = d1;
425                    entityendercrystal = entityendercrystal1;
426                }
427            }
428
429            this.healingEnderCrystal = entityendercrystal;
430        }
431    }
432
433    /**
434     * Pushes all entities inside the list away from the enderdragon.
435     */
436    private void collideWithEntities(List par1List)
437    {
438        double d0 = (this.dragonPartBody.boundingBox.minX + this.dragonPartBody.boundingBox.maxX) / 2.0D;
439        double d1 = (this.dragonPartBody.boundingBox.minZ + this.dragonPartBody.boundingBox.maxZ) / 2.0D;
440        Iterator iterator = par1List.iterator();
441
442        while (iterator.hasNext())
443        {
444            Entity entity = (Entity)iterator.next();
445
446            if (entity instanceof EntityLiving)
447            {
448                double d2 = entity.posX - d0;
449                double d3 = entity.posZ - d1;
450                double d4 = d2 * d2 + d3 * d3;
451                entity.addVelocity(d2 / d4 * 4.0D, 0.20000000298023224D, d3 / d4 * 4.0D);
452            }
453        }
454    }
455
456    /**
457     * Attacks all entities inside this list, dealing 5 hearts of damage.
458     */
459    private void attackEntitiesInList(List par1List)
460    {
461        for (int i = 0; i < par1List.size(); ++i)
462        {
463            Entity entity = (Entity)par1List.get(i);
464
465            if (entity instanceof EntityLiving)
466            {
467                entity.attackEntityFrom(DamageSource.causeMobDamage(this), 10);
468            }
469        }
470    }
471
472    /**
473     * Sets a new target for the flight AI. It can be a random coordinate or a nearby player.
474     */
475    private void setNewTarget()
476    {
477        this.forceNewTarget = false;
478
479        if (this.rand.nextInt(2) == 0 && !this.worldObj.playerEntities.isEmpty())
480        {
481            this.target = (Entity)this.worldObj.playerEntities.get(this.rand.nextInt(this.worldObj.playerEntities.size()));
482        }
483        else
484        {
485            boolean flag = false;
486
487            do
488            {
489                this.targetX = 0.0D;
490                this.targetY = (double)(70.0F + this.rand.nextFloat() * 50.0F);
491                this.targetZ = 0.0D;
492                this.targetX += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
493                this.targetZ += (double)(this.rand.nextFloat() * 120.0F - 60.0F);
494                double d0 = this.posX - this.targetX;
495                double d1 = this.posY - this.targetY;
496                double d2 = this.posZ - this.targetZ;
497                flag = d0 * d0 + d1 * d1 + d2 * d2 > 100.0D;
498            }
499            while (!flag);
500
501            this.target = null;
502        }
503    }
504
505    /**
506     * Simplifies the value of a number by adding/subtracting 180 to the point that the number is between -180 and 180.
507     */
508    private float simplifyAngle(double par1)
509    {
510        return (float)MathHelper.wrapAngleTo180_double(par1);
511    }
512
513    /**
514     * Destroys all blocks that aren't associated with 'The End' inside the given bounding box.
515     */
516    private boolean destroyBlocksInAABB(AxisAlignedBB par1AxisAlignedBB)
517    {
518        int i = MathHelper.floor_double(par1AxisAlignedBB.minX);
519        int j = MathHelper.floor_double(par1AxisAlignedBB.minY);
520        int k = MathHelper.floor_double(par1AxisAlignedBB.minZ);
521        int l = MathHelper.floor_double(par1AxisAlignedBB.maxX);
522        int i1 = MathHelper.floor_double(par1AxisAlignedBB.maxY);
523        int j1 = MathHelper.floor_double(par1AxisAlignedBB.maxZ);
524        boolean flag = false;
525        boolean flag1 = false;
526
527        for (int k1 = i; k1 <= l; ++k1)
528        {
529            for (int l1 = j; l1 <= i1; ++l1)
530            {
531                for (int i2 = k; i2 <= j1; ++i2)
532                {
533                    int j2 = this.worldObj.getBlockId(k1, l1, i2);
534                    Block block = Block.blocksList[j2];
535
536                    if (block != null)
537                    {
538                        if (block.canDragonDestroy(worldObj, k1, l1, i2) && this.worldObj.getGameRules().getGameRuleBooleanValue("mobGriefing"))
539                        {
540                            flag1 = this.worldObj.setBlockToAir(k1, l1, i2) || flag1;
541                        }
542                        else
543                        {
544                            flag = true;
545                        }
546                    }
547                }
548            }
549        }
550
551        if (flag1)
552        {
553            double d0 = par1AxisAlignedBB.minX + (par1AxisAlignedBB.maxX - par1AxisAlignedBB.minX) * (double)this.rand.nextFloat();
554            double d1 = par1AxisAlignedBB.minY + (par1AxisAlignedBB.maxY - par1AxisAlignedBB.minY) * (double)this.rand.nextFloat();
555            double d2 = par1AxisAlignedBB.minZ + (par1AxisAlignedBB.maxZ - par1AxisAlignedBB.minZ) * (double)this.rand.nextFloat();
556            this.worldObj.spawnParticle("largeexplode", d0, d1, d2, 0.0D, 0.0D, 0.0D);
557        }
558
559        return flag;
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 f = this.rotationYaw * (float)Math.PI / 180.0F;
570        float f1 = MathHelper.sin(f);
571        float f2 = MathHelper.cos(f);
572        this.targetX = this.posX + (double)(f1 * 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)(f2 * 5.0F) + (double)((this.rand.nextFloat() - 0.5F) * 2.0F);
575        this.target = null;
576
577        if (par2DamageSource.getEntity() instanceof EntityPlayer || par2DamageSource.isExplosion())
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 f = (this.rand.nextFloat() - 0.5F) * 8.0F;
608            float f1 = (this.rand.nextFloat() - 0.5F) * 4.0F;
609            float f2 = (this.rand.nextFloat() - 0.5F) * 8.0F;
610            this.worldObj.spawnParticle("hugeexplosion", this.posX + (double)f, this.posY + 2.0D + (double)f1, this.posZ + (double)f2, 0.0D, 0.0D, 0.0D);
611        }
612
613        int i;
614        int j;
615
616        if (!this.worldObj.isRemote)
617        {
618            if (this.deathTicks > 150 && this.deathTicks % 5 == 0)
619            {
620                i = 1000;
621
622                while (i > 0)
623                {
624                    j = EntityXPOrb.getXPSplit(i);
625                    i -= j;
626                    this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, j));
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            i = 2000;
642
643            while (i > 0)
644            {
645                j = EntityXPOrb.getXPSplit(i);
646                i -= j;
647                this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, j));
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 b0 = 64;
661        BlockEndPortal.bossDefeated = true;
662        byte b1 = 4;
663
664        for (int k = b0 - 1; k <= b0 + 32; ++k)
665        {
666            for (int l = par1 - b1; l <= par1 + b1; ++l)
667            {
668                for (int i1 = par2 - b1; i1 <= par2 + b1; ++i1)
669                {
670                    double d0 = (double)(l - par1);
671                    double d1 = (double)(i1 - par2);
672                    double d2 = d0 * d0 + d1 * d1;
673
674                    if (d2 <= ((double)b1 - 0.5D) * ((double)b1 - 0.5D))
675                    {
676                        if (k < b0)
677                        {
678                            if (d2 <= ((double)(b1 - 1) - 0.5D) * ((double)(b1 - 1) - 0.5D))
679                            {
680                                this.worldObj.setBlock(l, k, i1, Block.bedrock.blockID);
681                            }
682                        }
683                        else if (k > b0)
684                        {
685                            this.worldObj.setBlock(l, k, i1, 0);
686                        }
687                        else if (d2 > ((double)(b1 - 1) - 0.5D) * ((double)(b1 - 1) - 0.5D))
688                        {
689                            this.worldObj.setBlock(l, k, i1, Block.bedrock.blockID);
690                        }
691                        else
692                        {
693                            this.worldObj.setBlock(l, k, i1, Block.endPortal.blockID);
694                        }
695                    }
696                }
697            }
698        }
699
700        this.worldObj.setBlock(par1, b0 + 0, par2, Block.bedrock.blockID);
701        this.worldObj.setBlock(par1, b0 + 1, par2, Block.bedrock.blockID);
702        this.worldObj.setBlock(par1, b0 + 2, par2, Block.bedrock.blockID);
703        this.worldObj.setBlock(par1 - 1, b0 + 2, par2, Block.torchWood.blockID);
704        this.worldObj.setBlock(par1 + 1, b0 + 2, par2, Block.torchWood.blockID);
705        this.worldObj.setBlock(par1, b0 + 2, par2 - 1, Block.torchWood.blockID);
706        this.worldObj.setBlock(par1, b0 + 2, par2 + 1, Block.torchWood.blockID);
707        this.worldObj.setBlock(par1, b0 + 3, par2, Block.bedrock.blockID);
708        this.worldObj.setBlock(par1, b0 + 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}