/// <summary>
        /// Called to update the entity's position/logic.
        /// </summary>
        public override void OnUpdate()
        {
            Field_22062_y = 0.0F;
            base.OnUpdate();
            Field_705_Q = Field_704_R;
            double d  = PosX - PrevPosX;
            double d1 = PosZ - PrevPosZ;
            float  f  = MathHelper2.Sqrt_double(d * d + d1 * d1) * 4F;

            if (f > 1.0F)
            {
                f = 1.0F;
            }

            Field_704_R += (f - Field_704_R) * 0.4F;
            Field_703_S += Field_704_R;

            if (!IsItemInUse && IsEating() && Inventory.MainInventory[Inventory.CurrentItem] != null)
            {
                ItemStack itemstack = Inventory.MainInventory[Inventory.CurrentItem];
                SetItemInUse(Inventory.MainInventory[Inventory.CurrentItem], Item.ItemsList[itemstack.ItemID].GetMaxItemUseDuration(itemstack));
                IsItemInUse = true;
            }
            else if (IsItemInUse && !IsEating())
            {
                ClearItemInUse();
                IsItemInUse = false;
            }
        }
        /// <summary>
        /// Basic mob attack. Default to touch of death in EntityCreature. Overridden by each mob to define their attack.
        /// </summary>
        protected override void AttackEntity(Entity par1Entity, float par2)
        {
            float f = GetBrightness(1.0F);

            if (f > 0.5F && Rand.Next(100) == 0)
            {
                EntityToAttack = null;
                return;
            }

            if (par2 > 2.0F && par2 < 6F && Rand.Next(10) == 0)
            {
                if (OnGround)
                {
                    float d  = par1Entity.PosX - PosX;
                    float d1 = par1Entity.PosZ - PosZ;
                    float f1 = MathHelper2.Sqrt_double(d * d + d1 * d1);
                    MotionX = (d / f1) * 0.5F * 0.80000001192092896F + MotionX * 0.20000000298023224F;
                    MotionZ = (d1 / f1) * 0.5F * 0.80000001192092896F + MotionZ * 0.20000000298023224F;
                    MotionY = 0.40000000596046448F;
                }
            }
            else
            {
                base.AttackEntity(par1Entity, par2);
            }
        }
예제 #3
0
        /// <summary>
        /// Euclidean distance between this and the specified vector, returned as double.
        /// </summary>
        public virtual double DistanceTo(Vec3D par1Vec3D)
        {
            double d  = par1Vec3D.XCoord - XCoord;
            double d1 = par1Vec3D.YCoord - YCoord;
            double d2 = par1Vec3D.ZCoord - ZCoord;

            return((double)MathHelper2.Sqrt_double(d * d + d1 * d1 + d2 * d2));
        }
        /// <summary>
        /// Sets the velocity to the args. Args: x, y, z
        /// </summary>
        public override void SetVelocity(float par1, float par3, float par5)
        {
            MotionX = par1;
            MotionY = par3;
            MotionZ = par5;

            if (PrevRotationPitch == 0.0F && PrevRotationYaw == 0.0F)
            {
                float f = MathHelper2.Sqrt_double(par1 * par1 + par5 * par5);
                PrevRotationYaw   = RotationYaw = (float)((Math.Atan2(par1, par5) * 180D) / Math.PI);
                PrevRotationPitch = RotationPitch = (float)((Math.Atan2(par3, f) * 180D) / Math.PI);
            }
        }
예제 #5
0
        /// <summary>
        /// Normalizes the vector to a length of 1 (except if it is the zero vector)
        /// </summary>
        public virtual Vec3D Normalize()
        {
            double d = MathHelper2.Sqrt_double(XCoord * XCoord + YCoord * YCoord + ZCoord * ZCoord);

            if (d < 0.0001D)
            {
                return(CreateVector(0.0F, 0.0F, 0.0F));
            }
            else
            {
                return(CreateVector(XCoord / d, YCoord / d, ZCoord / d));
            }
        }
        /// <summary>
        /// Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
        /// use this to react to sunlight and start to burn.
        /// </summary>
        public override void OnLivingUpdate()
        {
            base.UpdateEntityActionState();

            if (OtherPlayerMPPosRotationIncrements > 0)
            {
                float  d  = PosX + (OtherPlayerMPX - PosX) / OtherPlayerMPPosRotationIncrements;
                float  d1 = PosY + (OtherPlayerMPY - PosY) / OtherPlayerMPPosRotationIncrements;
                float  d2 = PosZ + (OtherPlayerMPZ - PosZ) / OtherPlayerMPPosRotationIncrements;
                double d3;

                for (d3 = OtherPlayerMPYaw - RotationYaw; d3 < -180D; d3 += 360D)
                {
                }

                for (; d3 >= 180D; d3 -= 360D)
                {
                }

                RotationYaw   += (float)d3 / OtherPlayerMPPosRotationIncrements;
                RotationPitch += (float)(OtherPlayerMPPitch - RotationPitch) / OtherPlayerMPPosRotationIncrements;
                OtherPlayerMPPosRotationIncrements--;
                SetPosition(d, d1, d2);
                SetRotation(RotationYaw, RotationPitch);
            }

            PrevCameraYaw = CameraYaw;
            float f  = MathHelper2.Sqrt_double(MotionX * MotionX + MotionZ * MotionZ);
            float f1 = (float)Math.Atan(-MotionY * 0.20000000298023224D) * 15F;

            if (f > 0.1F)
            {
                f = 0.1F;
            }

            if (!OnGround || GetHealth() <= 0)
            {
                f = 0.0F;
            }

            if (OnGround || GetHealth() <= 0)
            {
                f1 = 0.0F;
            }

            CameraYaw   += (f - CameraYaw) * 0.4F;
            CameraPitch += (f1 - CameraPitch) * 0.8F;
        }
예제 #7
0
        /// <summary>
        /// Sets the velocity to the args. Args: x, y, z
        /// </summary>
        public override void SetVelocity(float par1, float par3, float par5)
        {
            MotionX = par1;
            MotionY = par3;
            MotionZ = par5;

            if (PrevRotationPitch == 0.0F && PrevRotationYaw == 0.0F)
            {
                float f = MathHelper2.Sqrt_double(par1 * par1 + par5 * par5);
                PrevRotationYaw   = RotationYaw = (float)((Math.Atan2(par1, par5) * 180D) / Math.PI);
                PrevRotationPitch = RotationPitch = (float)((Math.Atan2(par3, f) * 180D) / Math.PI);
                PrevRotationPitch = RotationPitch;
                PrevRotationYaw   = RotationYaw;
                SetLocationAndAngles(PosX, PosY, PosZ, RotationYaw, RotationPitch);
                TicksInGround = 0;
            }
        }
예제 #8
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        public EntityFireball(World par1World, float par2, float par4, float par6, float par8, float par10, float par12)
            : base(par1World)
        {
            XTile      = -1;
            YTile      = -1;
            ZTile      = -1;
            InTile     = 0;
            InGround   = false;
            TicksInAir = 0;
            SetSize(1.0F, 1.0F);
            SetLocationAndAngles(par2, par4, par6, RotationYaw, RotationPitch);
            SetPosition(par2, par4, par6);
            float d = MathHelper2.Sqrt_double(par8 * par8 + par10 * par10 + par12 * par12);

            AccelerationX = (par8 / d) * 0.10000000000000001F;
            AccelerationY = (par10 / d) * 0.10000000000000001F;
            AccelerationZ = (par12 / d) * 0.10000000000000001F;
        }
예제 #9
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        /// <summary>
        /// Updates look
        /// </summary>
        public virtual void OnUpdateLook()
        {
            Entity.RotationPitch = 0.0F;

            if (Field_46147_d)
            {
                Field_46147_d = false;
                double d  = PosX - Entity.PosX;
                double d1 = PosY - (Entity.PosY + (double)Entity.GetEyeHeight());
                double d2 = PosZ - Entity.PosZ;
                double d3 = MathHelper2.Sqrt_double(d * d + d2 * d2);
                float  f1 = (float)((Math.Atan2(d2, d) * 180D) / Math.PI) - 90F;
                float  f2 = (float)(-((Math.Atan2(d1, d3) * 180D) / Math.PI));
                Entity.RotationPitch   = UpdateRotation(Entity.RotationPitch, f2, Field_46150_c);
                Entity.RotationYawHead = UpdateRotation(Entity.RotationYawHead, f1, Field_46149_b);
            }
            else
            {
                Entity.RotationYawHead = UpdateRotation(Entity.RotationYawHead, Entity.RenderYawOffset, 10F);
            }

            float f;

            for (f = Entity.RotationYawHead - Entity.RenderYawOffset; f < -180F; f += 360F)
            {
            }

            for (; f >= 180F; f -= 360F)
            {
            }

            if (!Entity.GetNavigator().NoPath())
            {
                if (f < -75F)
                {
                    Entity.RotationYawHead = Entity.RenderYawOffset - 75F;
                }

                if (f > 75F)
                {
                    Entity.RotationYawHead = Entity.RenderYawOffset + 75F;
                }
            }
        }
 /// <summary>
 /// Performs a ranged attack according to the AI's rangedAttackID.
 /// </summary>
 private void DoRangedAttack()
 {
     if (RangedAttackID == 1)
     {
         EntityArrow entityarrow = new EntityArrow(WorldObj, EntityHost, AttackTarget, 1.6F, 12F);
         WorldObj.PlaySoundAtEntity(EntityHost, "random.bow", 1.0F, 1.0F / (EntityHost.GetRNG().NextFloat() * 0.4F + 0.8F));
         WorldObj.SpawnEntityInWorld(entityarrow);
     }
     else if (RangedAttackID == 2)
     {
         EntitySnowball entitysnowball = new EntitySnowball(WorldObj, EntityHost);
         float          d  = AttackTarget.PosX - EntityHost.PosX;
         float          d1 = (AttackTarget.PosY + AttackTarget.GetEyeHeight()) - 1.1000000238418579F - entitysnowball.PosY;
         float          d2 = AttackTarget.PosZ - EntityHost.PosZ;
         float          f  = MathHelper2.Sqrt_double(d * d + d2 * d2) * 0.2F;
         entitysnowball.SetThrowableHeading(d, d1 + f, d2, 1.6F, 12F);
         WorldObj.PlaySoundAtEntity(EntityHost, "random.bow", 1.0F, 1.0F / (EntityHost.GetRNG().NextFloat() * 0.4F + 0.8F));
         WorldObj.SpawnEntityInWorld(entitysnowball);
     }
 }
예제 #11
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        public virtual int CatchFish()
        {
            byte byte0 = 0;

            if (Bobber != null)
            {
                float  d  = Angler.PosX - PosX;
                float  d2 = Angler.PosY - PosY;
                float  d4 = Angler.PosZ - PosZ;
                double d6 = MathHelper2.Sqrt_double(d * d + d2 * d2 + d4 * d4);
                float  d8 = 0.10000000000000001F;
                Bobber.MotionX += d * d8;
                Bobber.MotionY += d2 * d8 + MathHelper2.Sqrt_double(d6) * 0.080000000000000002F;
                Bobber.MotionZ += d4 * d8;
                byte0           = 3;
            }
            else if (TicksCatchable > 0)
            {
                EntityItem entityitem = new EntityItem(WorldObj, PosX, PosY, PosZ, new ItemStack(Item.FishRaw));
                float      d1         = Angler.PosX - PosX;
                float      d3         = Angler.PosY - PosY;
                float      d5         = Angler.PosZ - PosZ;
                double     d7         = MathHelper2.Sqrt_double(d1 * d1 + d3 * d3 + d5 * d5);
                float      d9         = 0.10000000000000001F;
                entityitem.MotionX = d1 * d9;
                entityitem.MotionY = d3 * d9 + MathHelper2.Sqrt_double(d7) * 0.080000000000000002F;
                entityitem.MotionZ = d5 * d9;
                WorldObj.SpawnEntityInWorld(entityitem);
                Angler.AddStat(StatList.FishCaughtStat, 1);
                byte0 = 1;
            }

            if (InGround)
            {
                byte0 = 2;
            }

            SetDead();
            Angler.FishEntity = null;
            return(byte0);
        }
        /// <summary>
        /// Similar to setArrowHeading, it's point the throwable entity to a x, y, z direction.
        /// </summary>
        public virtual void SetThrowableHeading(float par1, float par3, float par5, float par7, float par8)
        {
            float f = MathHelper2.Sqrt_double(par1 * par1 + par3 * par3 + par5 * par5);

            par1   /= f;
            par3   /= f;
            par5   /= f;
            par1   += Rand.NextGaussian() * 0.0074999998323619366F * par8;
            par3   += Rand.NextGaussian() * 0.0074999998323619366F * par8;
            par5   += Rand.NextGaussian() * 0.0074999998323619366F * par8;
            par1   *= par7;
            par3   *= par7;
            par5   *= par7;
            MotionX = par1;
            MotionY = par3;
            MotionZ = par5;
            float f1 = MathHelper2.Sqrt_double(par1 * par1 + par5 * par5);

            PrevRotationYaw   = RotationYaw = (float)((Math.Atan2(par1, par5) * 180D) / Math.PI);
            PrevRotationPitch = RotationPitch = (float)((Math.Atan2(par3, f1) * 180D) / Math.PI);
            TicksInGround     = 0;
        }
예제 #13
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        public EntityArrow(World par1World, EntityLiving par2EntityLiving, EntityLiving par3EntityLiving, float par4, float par5) : base(par1World)
        {
            XTile    = -1;
            YTile    = -1;
            ZTile    = -1;
            InTile   = 0;
            InData   = 0;
            InGround = false;
            DoesArrowBelongToPlayer = false;
            ArrowShake              = 0;
            TicksInAir              = 0;
            Damage                  = 2D;
            ArrowCritical           = false;
            ShootingEntity          = par2EntityLiving;
            DoesArrowBelongToPlayer = par2EntityLiving is EntityPlayer;
            PosY = (par2EntityLiving.PosY + par2EntityLiving.GetEyeHeight()) - 0.10000000149011612F;
            float d  = par3EntityLiving.PosX - par2EntityLiving.PosX;
            float d1 = (par3EntityLiving.PosY + par3EntityLiving.GetEyeHeight()) - 0.69999998807907104F - PosY;
            float d2 = par3EntityLiving.PosZ - par2EntityLiving.PosZ;
            float d3 = MathHelper2.Sqrt_double(d * d + d2 * d2);

            //JAVA TO C# CONVERTER TODO TASK: Octal literals cannot be represented in C#:
            if (d3 < 9.9999999999999995E-008D)
            {
                return;
            }
            else
            {
                float f  = (float)((Math.Atan2(d2, d) * 180D) / Math.PI) - 90F;
                float f1 = (float)(-((Math.Atan2(d1, d3) * 180D) / Math.PI));
                float d4 = d / d3;
                float d5 = d2 / d3;
                SetLocationAndAngles(par2EntityLiving.PosX + d4, PosY, par2EntityLiving.PosZ + d5, f, f1);
                YOffset = 0.0F;
                float f2 = (float)d3 * 0.2F;
                SetArrowHeading(d, d1 + f2, d2, par4, par5);
                return;
            }
        }
        public virtual void Func_40090_a(double par1, int par3, double par4)
        {
            double d  = par1 - PosX;
            double d1 = par4 - PosZ;
            float  f  = MathHelper2.Sqrt_double(d * d + d1 * d1);

            if (f > 12F)
            {
                Field_40094_b = PosX + (d / (double)f) * 12D;
                Field_40091_d = PosZ + (d1 / (double)f) * 12D;
                Field_40095_c = PosY + 8D;
            }
            else
            {
                Field_40094_b = par1;
                Field_40095_c = par3;
                Field_40091_d = par4;
            }

            DespawnTimer  = 0;
            ShatterOrDrop = Rand.Next(5) > 0;
        }
예제 #15
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        public EntityFX(World par1World, float par2, float par4, float par6, float par8, float par10, float par12)
            : base(par1World)
        {
            ParticleAge    = 0;
            ParticleMaxAge = 0;
            SetSize(0.2F, 0.2F);
            YOffset = Height / 2.0F;
            SetPosition(par2, par4, par6);
            ParticleRed = ParticleGreen = ParticleBlue = 1.0F;
            MotionX     = par8 + ((new Random(1).NextFloat() * 2 - 1.0F) * 0.4F);
            MotionY     = par10 + ((new Random(2).NextFloat() * 2 - 1.0F) * 0.4F);
            MotionZ     = par12 + ((new Random(3).NextFloat() * 2 - 1.0F) * 0.4F);
            float f  = (new Random(4).NextFloat() + new Random(5).NextFloat() + 1.0F) * 0.15F;
            float f1 = MathHelper2.Sqrt_double(MotionX * MotionX + MotionY * MotionY + MotionZ * MotionZ);

            MotionX = (MotionX / f1) * f * 0.40000000596046448F;
            MotionY = (MotionY / f1) * f * 0.40000000596046448F + 0.10000000149011612F;
            MotionZ = (MotionZ / f1) * f * 0.40000000596046448F;
            ParticleTextureJitterX = Rand.NextFloat() * 3F;
            ParticleTextureJitterY = Rand.NextFloat() * 3F;
            ParticleScale          = (Rand.NextFloat() * 0.5F + 0.5F) * 2.0F;
            ParticleMaxAge         = (int)(4F / (Rand.NextFloat() * 0.9F + 0.1F));
            ParticleAge            = 0;
        }
예제 #16
0
        public EntityFireball(World par1World, EntityLiving par2EntityLiving, float par3, float par5, float par7)
            : base(par1World)
        {
            XTile          = -1;
            YTile          = -1;
            ZTile          = -1;
            InTile         = 0;
            InGround       = false;
            TicksInAir     = 0;
            ShootingEntity = par2EntityLiving;
            SetSize(1.0F, 1.0F);
            SetLocationAndAngles(par2EntityLiving.PosX, par2EntityLiving.PosY, par2EntityLiving.PosZ, par2EntityLiving.RotationYaw, par2EntityLiving.RotationPitch);
            SetPosition(PosX, PosY, PosZ);
            YOffset = 0.0F;
            MotionX = MotionY = MotionZ = 0.0F;
            par3   += Rand.NextGaussian() * 0.40000000000000002F;
            par5   += Rand.NextGaussian() * 0.40000000000000002F;
            par7   += Rand.NextGaussian() * 0.40000000000000002F;
            float d = MathHelper2.Sqrt_double(par3 * par3 + par5 * par5 + par7 * par7);

            AccelerationX = (par3 / d) * 0.10000000000000001F;
            AccelerationY = (par5 / d) * 0.10000000000000001F;
            AccelerationZ = (par7 / d) * 0.10000000000000001F;
        }
        /// <summary>
        /// Called to update the entity's position/logic.
        /// </summary>
        public override void OnUpdate()
        {
            LastTickPosX = PosX;
            LastTickPosY = PosY;
            LastTickPosZ = PosZ;
            base.OnUpdate();

            if (ThrowableShake > 0)
            {
                ThrowableShake--;
            }

            if (InGround)
            {
                int i = WorldObj.GetBlockId(XTile, YTile, ZTile);

                if (i != InTile)
                {
                    InGround      = false;
                    MotionX      *= Rand.NextFloat() * 0.2F;
                    MotionY      *= Rand.NextFloat() * 0.2F;
                    MotionZ      *= Rand.NextFloat() * 0.2F;
                    TicksInGround = 0;
                    TicksInAir    = 0;
                }
                else
                {
                    TicksInGround++;

                    if (TicksInGround == 1200)
                    {
                        SetDead();
                    }

                    return;
                }
            }
            else
            {
                TicksInAir++;
            }

            Vec3D vec3d  = Vec3D.CreateVector(PosX, PosY, PosZ);
            Vec3D vec3d1 = Vec3D.CreateVector(PosX + MotionX, PosY + MotionY, PosZ + MotionZ);
            MovingObjectPosition movingobjectposition = WorldObj.RayTraceBlocks(vec3d, vec3d1);

            vec3d  = Vec3D.CreateVector(PosX, PosY, PosZ);
            vec3d1 = Vec3D.CreateVector(PosX + MotionX, PosY + MotionY, PosZ + MotionZ);

            if (movingobjectposition != null)
            {
                vec3d1 = Vec3D.CreateVector(movingobjectposition.HitVec.XCoord, movingobjectposition.HitVec.YCoord, movingobjectposition.HitVec.ZCoord);
            }

            if (!WorldObj.IsRemote)
            {
                Entity        entity = null;
                List <Entity> list   = WorldObj.GetEntitiesWithinAABBExcludingEntity(this, BoundingBox.AddCoord(MotionX, MotionY, MotionZ).Expand(1.0F, 1.0F, 1.0F));
                float         d      = 0.0F;

                for (int k = 0; k < list.Count; k++)
                {
                    Entity entity1 = list[k];

                    if (!entity1.CanBeCollidedWith() || entity1 == Thrower && TicksInAir < 5)
                    {
                        continue;
                    }

                    float                f4                    = 0.3F;
                    AxisAlignedBB        axisalignedbb         = entity1.BoundingBox.Expand(f4, f4, f4);
                    MovingObjectPosition movingobjectposition1 = axisalignedbb.CalculateIntercept(vec3d, vec3d1);

                    if (movingobjectposition1 == null)
                    {
                        continue;
                    }

                    float d1 = (float)vec3d.DistanceTo(movingobjectposition1.HitVec);

                    if (d1 < d || d == 0.0F)
                    {
                        entity = entity1;
                        d      = d1;
                    }
                }

                if (entity != null)
                {
                    movingobjectposition = new MovingObjectPosition(entity);
                }
            }

            if (movingobjectposition != null)
            {
                OnImpact(movingobjectposition);
            }

            PosX += MotionX;
            PosY += MotionY;
            PosZ += MotionZ;
            float f = MathHelper2.Sqrt_double(MotionX * MotionX + MotionZ * MotionZ);

            RotationYaw = (float)((Math.Atan2(MotionX, MotionZ) * 180D) / Math.PI);

            for (RotationPitch = (float)((Math.Atan2(MotionY, f) * 180D) / Math.PI); RotationPitch - PrevRotationPitch < -180F; PrevRotationPitch -= 360F)
            {
            }

            for (; RotationPitch - PrevRotationPitch >= 180F; PrevRotationPitch += 360F)
            {
            }

            for (; RotationYaw - PrevRotationYaw < -180F; PrevRotationYaw -= 360F)
            {
            }

            for (; RotationYaw - PrevRotationYaw >= 180F; PrevRotationYaw += 360F)
            {
            }

            RotationPitch = PrevRotationPitch + (RotationPitch - PrevRotationPitch) * 0.2F;
            RotationYaw   = PrevRotationYaw + (RotationYaw - PrevRotationYaw) * 0.2F;
            float f1 = 0.99F;
            float f2 = Func_40075_e();

            if (IsInWater())
            {
                for (int j = 0; j < 4; j++)
                {
                    float f3 = 0.25F;
                    WorldObj.SpawnParticle("bubble", PosX - MotionX * f3, PosY - MotionY * f3, PosZ - MotionZ * f3, MotionX, MotionY, MotionZ);
                }

                f1 = 0.8F;
            }

            MotionX *= f1;
            MotionY *= f1;
            MotionZ *= f1;
            MotionY -= f2;
            SetPosition(PosX, PosY, PosZ);
        }
예제 #18
0
        /// <summary>
        /// Applies a velocity to each of the entities pushing them away from each other. Args: entity
        /// </summary>
        public override void ApplyEntityCollision(Entity par1Entity)
        {
            if (WorldObj.IsRemote)
            {
                return;
            }

            if (par1Entity == RiddenByEntity)
            {
                return;
            }

            if ((par1Entity is EntityLiving) && !(par1Entity is EntityPlayer) && !(par1Entity is EntityIronGolem) && MinecartType == 0 && MotionX * MotionX + MotionZ * MotionZ > 0.01D && RiddenByEntity == null && par1Entity.RidingEntity == null)
            {
                par1Entity.MountEntity(this);
            }

            float d  = par1Entity.PosX - PosX;
            float d1 = par1Entity.PosZ - PosZ;
            float d2 = d * d + d1 * d1;

            //JAVA TO C# CONVERTER TODO TASK: Octal literals cannot be represented in C#:
            if (d2 >= 9.9999997473787516E-005D)
            {
                d2  = MathHelper2.Sqrt_double(d2);
                d  /= d2;
                d1 /= d2;
                float d3 = 1.0F / d2;

                if (d3 > 1.0F)
                {
                    d3 = 1.0F;
                }

                d  *= d3;
                d1 *= d3;
                d  *= 0.10000000149011612F;
                d1 *= 0.10000000149011612F;
                d  *= 1.0F - EntityCollisionReduction;
                d1 *= 1.0F - EntityCollisionReduction;
                d  *= 0.5F;
                d1 *= 0.5F;

                if (par1Entity is EntityMinecart)
                {
                    double d4     = par1Entity.PosX - PosX;
                    double d5     = par1Entity.PosZ - PosZ;
                    Vec3D  vec3d  = Vec3D.CreateVector(d4, 0.0F, d5).Normalize();
                    Vec3D  vec3d1 = Vec3D.CreateVector(MathHelper2.Cos((RotationYaw * (float)Math.PI) / 180F), 0.0F, MathHelper2.Sin((RotationYaw * (float)Math.PI) / 180F)).Normalize();
                    double d6     = Math.Abs(vec3d.DotProduct(vec3d1));

                    if (d6 < 0.80000001192092896D)
                    {
                        return;
                    }

                    float d7 = par1Entity.MotionX + MotionX;
                    float d8 = par1Entity.MotionZ + MotionZ;

                    if (((EntityMinecart)par1Entity).MinecartType == 2 && MinecartType != 2)
                    {
                        MotionX *= 0.20000000298023224F;
                        MotionZ *= 0.20000000298023224F;
                        AddVelocity(par1Entity.MotionX - d, 0.0F, par1Entity.MotionZ - d1);
                        par1Entity.MotionX *= 0.94999998807907104F;
                        par1Entity.MotionZ *= 0.94999998807907104F;
                    }
                    else if (((EntityMinecart)par1Entity).MinecartType != 2 && MinecartType == 2)
                    {
                        par1Entity.MotionX *= 0.20000000298023224F;
                        par1Entity.MotionZ *= 0.20000000298023224F;
                        par1Entity.AddVelocity(MotionX + d, 0.0F, MotionZ + d1);
                        MotionX *= 0.94999998807907104F;
                        MotionZ *= 0.94999998807907104F;
                    }
                    else
                    {
                        d7      /= 2F;
                        d8      /= 2F;
                        MotionX *= 0.20000000298023224F;
                        MotionZ *= 0.20000000298023224F;
                        AddVelocity(d7 - d, 0.0F, d8 - d1);
                        par1Entity.MotionX *= 0.20000000298023224F;
                        par1Entity.MotionZ *= 0.20000000298023224F;
                        par1Entity.AddVelocity(d7 + d, 0.0F, d8 + d1);
                    }
                }
                else
                {
                    AddVelocity(-d, 0.0F, -d1);
                    par1Entity.AddVelocity(d / 4F, 0.0F, d1 / 4F);
                }
            }
        }
예제 #19
0
        /// <summary>
        /// Called to update the entity's position/logic.
        /// </summary>
        public override void OnUpdate()
        {
            if (Func_41023_l() > 0)
            {
                Func_41028_c(Func_41023_l() - 1);
            }

            if (Func_41025_i() > 0)
            {
                Func_41024_b(Func_41025_i() - 1);
            }

            if (PosY < -64D)
            {
                Kill();
            }

            if (IsMinecartPowered() && Rand.Next(4) == 0)
            {
                WorldObj.SpawnParticle("largesmoke", PosX, PosY + 0.80000000000000004D, PosZ, 0.0F, 0.0F, 0.0F);
            }

            if (WorldObj.IsRemote)
            {
                if (TurnProgress > 0)
                {
                    float  d  = PosX + (MinecartX - PosX) / TurnProgress;
                    float  d1 = PosY + (MinecartY - PosY) / TurnProgress;
                    float  d3 = PosZ + (MinecartZ - PosZ) / TurnProgress;
                    double d5;

                    for (d5 = MinecartYaw - RotationYaw; d5 < -180D; d5 += 360D)
                    {
                    }

                    for (; d5 >= 180D; d5 -= 360D)
                    {
                    }

                    RotationYaw   += (float)d5 / TurnProgress;
                    RotationPitch += ((float)MinecartPitch - RotationPitch) / TurnProgress;
                    TurnProgress--;
                    SetPosition(d, d1, d3);
                    SetRotation(RotationYaw, RotationPitch);
                }
                else
                {
                    SetPosition(PosX, PosY, PosZ);
                    SetRotation(RotationYaw, RotationPitch);
                }

                return;
            }

            PrevPosX = PosX;
            PrevPosY = PosY;
            PrevPosZ = PosZ;
            MotionY -= 0.039999999105930328F;
            int i = MathHelper2.Floor_double(PosX);
            int j = MathHelper2.Floor_double(PosY);
            int k = MathHelper2.Floor_double(PosZ);

            if (BlockRail.IsRailBlockAt(WorldObj, i, j - 1, k))
            {
                j--;
            }

            float d2 = 0.40000000000000002F;
            float d4 = 0.0078125F;
            int   l  = WorldObj.GetBlockId(i, j, k);

            if (BlockRail.IsRailBlock(l))
            {
                Vec3D vec3d = Func_514_g(PosX, PosY, PosZ);
                int   i1    = WorldObj.GetBlockMetadata(i, j, k);
                PosY = j;
                bool flag  = false;
                bool flag1 = false;

                if (l == Block.RailPowered.BlockID)
                {
                    flag  = (i1 & 8) != 0;
                    flag1 = !flag;
                }

                if (((BlockRail)Block.BlocksList[l]).IsPowered())
                {
                    i1 &= 7;
                }

                if (i1 >= 2 && i1 <= 5)
                {
                    PosY = j + 1;
                }

                if (i1 == 2)
                {
                    MotionX -= d4;
                }

                if (i1 == 3)
                {
                    MotionX += d4;
                }

                if (i1 == 4)
                {
                    MotionZ += d4;
                }

                if (i1 == 5)
                {
                    MotionZ -= d4;
                }

                int[][] ai  = Field_855_j[i1];
                float   d9  = ai[1][0] - ai[0][0];
                float   d10 = ai[1][2] - ai[0][2];
                float   d11 = (float)Math.Sqrt(d9 * d9 + d10 * d10);
                double  d12 = MotionX * d9 + MotionZ * d10;

                if (d12 < 0.0F)
                {
                    d9  = -d9;
                    d10 = -d10;
                }

                float d13 = (float)Math.Sqrt(MotionX * MotionX + MotionZ * MotionZ);
                MotionX = (d13 * d9) / d11;
                MotionZ = (d13 * d10) / d11;

                if (flag1)
                {
                    double d16 = Math.Sqrt(MotionX * MotionX + MotionZ * MotionZ);

                    if (d16 < 0.029999999999999999D)
                    {
                        MotionX *= 0.0F;
                        MotionY *= 0.0F;
                        MotionZ *= 0.0F;
                    }
                    else
                    {
                        MotionX *= 0.5F;
                        MotionY *= 0.0F;
                        MotionZ *= 0.5F;
                    }
                }

                float d17 = 0.0F;
                float d18 = i + 0.5F + ai[0][0] * 0.5F;
                float d19 = k + 0.5F + ai[0][2] * 0.5F;
                float d20 = i + 0.5F + ai[1][0] * 0.5F;
                float d21 = k + 0.5F + ai[1][2] * 0.5F;
                d9  = d20 - d18;
                d10 = d21 - d19;

                if (d9 == 0.0F)
                {
                    PosX = i + 0.5F;
                    d17  = PosZ - k;
                }
                else if (d10 == 0.0F)
                {
                    PosZ = k + 0.5F;
                    d17  = PosX - i;
                }
                else
                {
                    float d22 = PosX - d18;
                    float d24 = PosZ - d19;
                    float d26 = (d22 * d9 + d24 * d10) * 2F;
                    d17 = d26;
                }

                PosX = d18 + d9 * d17;
                PosZ = d19 + d10 * d17;
                SetPosition(PosX, PosY + YOffset, PosZ);
                float d23 = MotionX;
                float d25 = MotionZ;

                if (RiddenByEntity != null)
                {
                    d23 *= 0.75F;
                    d25 *= 0.75F;
                }

                if (d23 < -d2)
                {
                    d23 = -d2;
                }

                if (d23 > d2)
                {
                    d23 = d2;
                }

                if (d25 < -d2)
                {
                    d25 = -d2;
                }

                if (d25 > d2)
                {
                    d25 = d2;
                }

                MoveEntity(d23, 0.0F, d25);

                if (ai[0][1] != 0 && MathHelper2.Floor_double(PosX) - i == ai[0][0] && MathHelper2.Floor_double(PosZ) - k == ai[0][2])
                {
                    SetPosition(PosX, PosY + ai[0][1], PosZ);
                }
                else if (ai[1][1] != 0 && MathHelper2.Floor_double(PosX) - i == ai[1][0] && MathHelper2.Floor_double(PosZ) - k == ai[1][2])
                {
                    SetPosition(PosX, PosY + ai[1][1], PosZ);
                }

                if (RiddenByEntity != null)
                {
                    MotionX *= 0.99699997901916504F;
                    MotionY *= 0.0F;
                    MotionZ *= 0.99699997901916504F;
                }
                else
                {
                    if (MinecartType == 2)
                    {
                        float d27 = MathHelper2.Sqrt_double(PushX * PushX + PushZ * PushZ);

                        if (d27 > 0.01D)
                        {
                            PushX /= d27;
                            PushZ /= d27;
                            float d29 = 0.040000000000000001F;
                            MotionX *= 0.80000001192092896F;
                            MotionY *= 0.0F;
                            MotionZ *= 0.80000001192092896F;
                            MotionX += PushX * d29;
                            MotionZ += PushZ * d29;
                        }
                        else
                        {
                            MotionX *= 0.89999997615814209F;
                            MotionY *= 0.0F;
                            MotionZ *= 0.89999997615814209F;
                        }
                    }

                    MotionX *= 0.95999997854232788F;
                    MotionY *= 0.0F;
                    MotionZ *= 0.95999997854232788F;
                }

                Vec3D vec3d1 = Func_514_g(PosX, PosY, PosZ);

                if (vec3d1 != null && vec3d != null)
                {
                    float d28 = ((float)vec3d.YCoord - (float)vec3d1.YCoord) * 0.050000000000000003F;
                    float d14 = (float)Math.Sqrt(MotionX * MotionX + MotionZ * MotionZ);

                    if (d14 > 0.0F)
                    {
                        MotionX = (MotionX / d14) * (d14 + d28);
                        MotionZ = (MotionZ / d14) * (d14 + d28);
                    }

                    SetPosition(PosX, (float)vec3d1.YCoord, PosZ);
                }

                int k1 = MathHelper2.Floor_double(PosX);
                int l1 = MathHelper2.Floor_double(PosZ);

                if (k1 != i || l1 != k)
                {
                    float d15 = (float)Math.Sqrt(MotionX * MotionX + MotionZ * MotionZ);
                    MotionX = d15 * (k1 - i);
                    MotionZ = d15 * (l1 - k);
                }

                if (MinecartType == 2)
                {
                    float d30 = MathHelper2.Sqrt_double(PushX * PushX + PushZ * PushZ);

                    if (d30 > 0.01F && MotionX * MotionX + MotionZ * MotionZ > 0.001F)
                    {
                        PushX /= d30;
                        PushZ /= d30;

                        if (PushX * MotionX + PushZ * MotionZ < 0.0F)
                        {
                            PushX = 0.0F;
                            PushZ = 0.0F;
                        }
                        else
                        {
                            PushX = MotionX;
                            PushZ = MotionZ;
                        }
                    }
                }

                if (flag)
                {
                    float d31 = (float)Math.Sqrt(MotionX * MotionX + MotionZ * MotionZ);

                    if (d31 > 0.01D)
                    {
                        float d32 = 0.059999999999999998F;
                        MotionX += (MotionX / d31) * d32;
                        MotionZ += (MotionZ / d31) * d32;
                    }
                    else if (i1 == 1)
                    {
                        if (WorldObj.IsBlockNormalCube(i - 1, j, k))
                        {
                            MotionX = 0.02F;
                        }
                        else if (WorldObj.IsBlockNormalCube(i + 1, j, k))
                        {
                            MotionX = -0.02F;
                        }
                    }
                    else if (i1 == 0)
                    {
                        if (WorldObj.IsBlockNormalCube(i, j, k - 1))
                        {
                            MotionZ = 0.02F;
                        }
                        else if (WorldObj.IsBlockNormalCube(i, j, k + 1))
                        {
                            MotionZ = -0.02F;
                        }
                    }
                }
            }
            else
            {
                if (MotionX < -d2)
                {
                    MotionX = -d2;
                }

                if (MotionX > d2)
                {
                    MotionX = d2;
                }

                if (MotionZ < -d2)
                {
                    MotionZ = -d2;
                }

                if (MotionZ > d2)
                {
                    MotionZ = d2;
                }

                if (OnGround)
                {
                    MotionX *= 0.5F;
                    MotionY *= 0.5F;
                    MotionZ *= 0.5F;
                }

                MoveEntity(MotionX, MotionY, MotionZ);

                if (!OnGround)
                {
                    MotionX *= 0.94999998807907104F;
                    MotionY *= 0.94999998807907104F;
                    MotionZ *= 0.94999998807907104F;
                }
            }

            RotationPitch = 0.0F;
            float d6 = PrevPosX - PosX;
            float d7 = PrevPosZ - PosZ;

            if (d6 * d6 + d7 * d7 > 0.001F)
            {
                RotationYaw = (float)((Math.Atan2(d7, d6) * 180F) / Math.PI);

                if (Field_856_i)
                {
                    RotationYaw += 180F;
                }
            }

            float d8;

            for (d8 = RotationYaw - PrevRotationYaw; d8 >= 180F; d8 -= 360F)
            {
            }

            for (; d8 < -180D; d8 += 360F)
            {
            }

            if (d8 < -170D || d8 >= 170D)
            {
                RotationYaw += 180F;
                Field_856_i  = !Field_856_i;
            }

            SetRotation(RotationYaw, RotationPitch);
            List <Entity> list = WorldObj.GetEntitiesWithinAABBExcludingEntity(this, BoundingBox.Expand(0.20000000298023224F, 0.0F, 0.20000000298023224F));

            if (list != null && list.Count > 0)
            {
                for (int j1 = 0; j1 < list.Count; j1++)
                {
                    Entity entity = list[j1];

                    if (entity != RiddenByEntity && entity.CanBePushed() && (entity is EntityMinecart))
                    {
                        entity.ApplyEntityCollision(this);
                    }
                }
            }

            if (RiddenByEntity != null && RiddenByEntity.IsDead)
            {
                if (RiddenByEntity.RidingEntity == this)
                {
                    RiddenByEntity.RidingEntity = null;
                }

                RiddenByEntity = null;
            }

            if (Fuel > 0)
            {
                Fuel--;
            }

            if (Fuel <= 0)
            {
                PushX = PushZ = 0.0F;
            }

            SetMinecartPowered(Fuel > 0);
        }
예제 #20
0
 /// <summary>
 /// Returns the length of the vector.
 /// </summary>
 public virtual double LengthVector()
 {
     return((double)MathHelper2.Sqrt_double(XCoord * XCoord + YCoord * YCoord + ZCoord * ZCoord));
 }
예제 #21
0
        /// <summary>
        /// Creates the ender portal leading back to the normal world after defeating the enderdragon.
        /// </summary>
        private void CreateEnderPortal(int par1, int par2)
        {
            sbyte byte0 = 64;

            BlockEndPortal.BossDefeated = true;
            int i = 4;

            for (int j = byte0 - 1; j <= byte0 + 32; j++)
            {
                for (int k = par1 - i; k <= par1 + i; k++)
                {
                    for (int l = par2 - i; l <= par2 + i; l++)
                    {
                        double d  = k - par1;
                        double d1 = l - par2;
                        double d2 = MathHelper2.Sqrt_double(d * d + d1 * d1);

                        if (d2 > (double)i - 0.5D)
                        {
                            continue;
                        }

                        if (j < byte0)
                        {
                            if (d2 <= (double)(i - 1) - 0.5D)
                            {
                                WorldObj.SetBlockWithNotify(k, j, l, Block.Bedrock.BlockID);
                            }

                            continue;
                        }

                        if (j > byte0)
                        {
                            WorldObj.SetBlockWithNotify(k, j, l, 0);
                            continue;
                        }

                        if (d2 > (double)(i - 1) - 0.5D)
                        {
                            WorldObj.SetBlockWithNotify(k, j, l, Block.Bedrock.BlockID);
                        }
                        else
                        {
                            WorldObj.SetBlockWithNotify(k, j, l, Block.EndPortal.BlockID);
                        }
                    }
                }
            }

            WorldObj.SetBlockWithNotify(par1, byte0 + 0, par2, Block.Bedrock.BlockID);
            WorldObj.SetBlockWithNotify(par1, byte0 + 1, par2, Block.Bedrock.BlockID);
            WorldObj.SetBlockWithNotify(par1, byte0 + 2, par2, Block.Bedrock.BlockID);
            WorldObj.SetBlockWithNotify(par1 - 1, byte0 + 2, par2, Block.TorchWood.BlockID);
            WorldObj.SetBlockWithNotify(par1 + 1, byte0 + 2, par2, Block.TorchWood.BlockID);
            WorldObj.SetBlockWithNotify(par1, byte0 + 2, par2 - 1, Block.TorchWood.BlockID);
            WorldObj.SetBlockWithNotify(par1, byte0 + 2, par2 + 1, Block.TorchWood.BlockID);
            WorldObj.SetBlockWithNotify(par1, byte0 + 3, par2, Block.Bedrock.BlockID);
            WorldObj.SetBlockWithNotify(par1, byte0 + 4, par2, Block.DragonEgg.BlockID);
            BlockEndPortal.BossDefeated = false;
        }
        /// <summary>
        /// Called to update the entity's position/logic.
        /// </summary>
        public override void OnUpdate()
        {
            LastTickPosX = PosX;
            LastTickPosY = PosY;
            LastTickPosZ = PosZ;
            base.OnUpdate();
            PosX += MotionX;
            PosY += MotionY;
            PosZ += MotionZ;
            float f = MathHelper2.Sqrt_double(MotionX * MotionX + MotionZ * MotionZ);

            RotationYaw = (float)((Math.Atan2(MotionX, MotionZ) * 180D) / Math.PI);

            for (RotationPitch = (float)((Math.Atan2(MotionY, f) * 180D) / Math.PI); RotationPitch - PrevRotationPitch < -180F; PrevRotationPitch -= 360F)
            {
            }

            for (; RotationPitch - PrevRotationPitch >= 180F; PrevRotationPitch += 360F)
            {
            }

            for (; RotationYaw - PrevRotationYaw < -180F; PrevRotationYaw -= 360F)
            {
            }

            for (; RotationYaw - PrevRotationYaw >= 180F; PrevRotationYaw += 360F)
            {
            }

            RotationPitch = PrevRotationPitch + (RotationPitch - PrevRotationPitch) * 0.2F;
            RotationYaw   = PrevRotationYaw + (RotationYaw - PrevRotationYaw) * 0.2F;

            if (!WorldObj.IsRemote)
            {
                double d  = Field_40094_b - PosX;
                double d1 = Field_40091_d - PosZ;
                float  f2 = (float)Math.Sqrt(d * d + d1 * d1);
                float  f3 = (float)Math.Atan2(d1, d);
                float  d2 = f + (f2 - f) * 0.0025000000000000001F;

                if (f2 < 1.0F)
                {
                    d2      *= 0.80000000000000004F;
                    MotionY *= 0.80000000000000004F;
                }

                MotionX = (float)Math.Cos(f3) * d2;
                MotionZ = (float)Math.Sin(f3) * d2;

                if (PosY < Field_40095_c)
                {
                    MotionY = MotionY + (1 - MotionY) * 0.014999999664723873F;
                }
                else
                {
                    MotionY = MotionY + (-1 - MotionY) * 0.014999999664723873F;
                }
            }

            float f1 = 0.25F;

            if (IsInWater())
            {
                for (int i = 0; i < 4; i++)
                {
                    WorldObj.SpawnParticle("bubble", PosX - MotionX * (double)f1, PosY - MotionY * (double)f1, PosZ - MotionZ * (double)f1, MotionX, MotionY, MotionZ);
                }
            }
            else
            {
                WorldObj.SpawnParticle("portal", ((PosX - MotionX * (double)f1) + Rand.NextDouble() * 0.59999999999999998D) - 0.29999999999999999D, PosY - MotionY * (double)f1 - 0.5D, ((PosZ - MotionZ * (double)f1) + Rand.NextDouble() * 0.59999999999999998D) - 0.29999999999999999D, MotionX, MotionY, MotionZ);
            }

            if (!WorldObj.IsRemote)
            {
                SetPosition(PosX, PosY, PosZ);
                DespawnTimer++;

                if (DespawnTimer > 80 && !WorldObj.IsRemote)
                {
                    SetDead();

                    if (ShatterOrDrop)
                    {
                        WorldObj.SpawnEntityInWorld(new EntityItem(WorldObj, PosX, PosY, PosZ, new ItemStack(Item.EyeOfEnder)));
                    }
                    else
                    {
                        WorldObj.PlayAuxSFX(2003, (int)Math.Round(PosX), (int)Math.Round(PosY), (int)Math.Round(PosZ), 0);
                    }
                }
            }
        }
예제 #23
0
        /// <summary>
        /// Called to update the entity's position/logic.
        /// </summary>
        public override void OnUpdate()
        {
            base.OnUpdate();

            if (PrevRotationPitch == 0.0F && PrevRotationYaw == 0.0F)
            {
                float f = MathHelper2.Sqrt_double(MotionX * MotionX + MotionZ * MotionZ);
                PrevRotationYaw   = RotationYaw = (float)((Math.Atan2(MotionX, MotionZ) * 180D) / Math.PI);
                PrevRotationPitch = RotationPitch = (float)((Math.Atan2(MotionY, f) * 180D) / Math.PI);
            }

            int i = WorldObj.GetBlockId(XTile, YTile, ZTile);

            if (i > 0)
            {
                Block.BlocksList[i].SetBlockBoundsBasedOnState(WorldObj, XTile, YTile, ZTile);
                AxisAlignedBB axisalignedbb = Block.BlocksList[i].GetCollisionBoundingBoxFromPool(WorldObj, XTile, YTile, ZTile);

                if (axisalignedbb != null && axisalignedbb.IsVecInside(Vec3D.CreateVector(PosX, PosY, PosZ)))
                {
                    InGround = true;
                }
            }

            if (ArrowShake > 0)
            {
                ArrowShake--;
            }

            if (InGround)
            {
                int j = WorldObj.GetBlockId(XTile, YTile, ZTile);
                int k = WorldObj.GetBlockMetadata(XTile, YTile, ZTile);

                if (j != InTile || k != InData)
                {
                    InGround      = false;
                    MotionX      *= Rand.NextFloat() * 0.2F;
                    MotionY      *= Rand.NextFloat() * 0.2F;
                    MotionZ      *= Rand.NextFloat() * 0.2F;
                    TicksInGround = 0;
                    TicksInAir    = 0;
                    return;
                }

                TicksInGround++;

                if (TicksInGround == 1200)
                {
                    SetDead();
                }

                return;
            }

            TicksInAir++;
            Vec3D vec3d  = Vec3D.CreateVector(PosX, PosY, PosZ);
            Vec3D vec3d1 = Vec3D.CreateVector(PosX + MotionX, PosY + MotionY, PosZ + MotionZ);
            MovingObjectPosition movingobjectposition = WorldObj.RayTraceBlocks_do_do(vec3d, vec3d1, false, true);

            vec3d  = Vec3D.CreateVector(PosX, PosY, PosZ);
            vec3d1 = Vec3D.CreateVector(PosX + MotionX, PosY + MotionY, PosZ + MotionZ);

            if (movingobjectposition != null)
            {
                vec3d1 = Vec3D.CreateVector(movingobjectposition.HitVec.XCoord, movingobjectposition.HitVec.YCoord, movingobjectposition.HitVec.ZCoord);
            }

            Entity        entity = null;
            List <Entity> list   = WorldObj.GetEntitiesWithinAABBExcludingEntity(this, BoundingBox.AddCoord(MotionX, MotionY, MotionZ).Expand(1.0F, 1.0F, 1.0F));
            double        d      = 0.0F;

            for (int l = 0; l < list.Count; l++)
            {
                Entity entity1 = list[l];

                if (!entity1.CanBeCollidedWith() || entity1 == ShootingEntity && TicksInAir < 5)
                {
                    continue;
                }

                float                f5                    = 0.3F;
                AxisAlignedBB        axisalignedbb1        = entity1.BoundingBox.Expand(f5, f5, f5);
                MovingObjectPosition movingobjectposition1 = axisalignedbb1.CalculateIntercept(vec3d, vec3d1);

                if (movingobjectposition1 == null)
                {
                    continue;
                }

                double d1 = vec3d.DistanceTo(movingobjectposition1.HitVec);

                if (d1 < d || d == 0.0F)
                {
                    entity = entity1;
                    d      = d1;
                }
            }

            if (entity != null)
            {
                movingobjectposition = new MovingObjectPosition(entity);
            }

            if (movingobjectposition != null)
            {
                if (movingobjectposition.EntityHit != null)
                {
                    float f1 = MathHelper2.Sqrt_double(MotionX * MotionX + MotionY * MotionY + MotionZ * MotionZ);
                    int   j1 = (int)Math.Ceiling((double)f1 * Damage);

                    if (ArrowCritical)
                    {
                        j1 += Rand.Next(j1 / 2 + 2);
                    }

                    DamageSource damagesource = null;

                    if (ShootingEntity == null)
                    {
                        damagesource = DamageSource.CauseArrowDamage(this, this);
                    }
                    else
                    {
                        damagesource = DamageSource.CauseArrowDamage(this, ShootingEntity);
                    }

                    if (IsBurning())
                    {
                        movingobjectposition.EntityHit.SetFire(5);
                    }

                    if (movingobjectposition.EntityHit.AttackEntityFrom(damagesource, j1))
                    {
                        if (movingobjectposition.EntityHit is EntityLiving)
                        {
                            ((EntityLiving)movingobjectposition.EntityHit).ArrowHitTempCounter++;

                            if (Field_46027_au > 0)
                            {
                                float f7 = MathHelper2.Sqrt_double(MotionX * MotionX + MotionZ * MotionZ);

                                if (f7 > 0.0F)
                                {
                                    movingobjectposition.EntityHit.AddVelocity((MotionX * Field_46027_au * 0.60000002384185791F) / f7, 0.10000000000000001F, (MotionZ * Field_46027_au * 0.60000002384185791F) / f7);
                                }
                            }
                        }

                        WorldObj.PlaySoundAtEntity(this, "random.bowhit", 1.0F, 1.2F / (Rand.NextFloat() * 0.2F + 0.9F));
                        SetDead();
                    }
                    else
                    {
                        MotionX         *= -0.10000000149011612F;
                        MotionY         *= -0.10000000149011612F;
                        MotionZ         *= -0.10000000149011612F;
                        RotationYaw     += 180F;
                        PrevRotationYaw += 180F;
                        TicksInAir       = 0;
                    }
                }
                else
                {
                    XTile   = movingobjectposition.BlockX;
                    YTile   = movingobjectposition.BlockY;
                    ZTile   = movingobjectposition.BlockZ;
                    InTile  = WorldObj.GetBlockId(XTile, YTile, ZTile);
                    InData  = WorldObj.GetBlockMetadata(XTile, YTile, ZTile);
                    MotionX = (float)(movingobjectposition.HitVec.XCoord - PosX);
                    MotionY = (float)(movingobjectposition.HitVec.YCoord - PosY);
                    MotionZ = (float)(movingobjectposition.HitVec.ZCoord - PosZ);
                    float f2 = MathHelper2.Sqrt_double(MotionX * MotionX + MotionY * MotionY + MotionZ * MotionZ);
                    PosX -= (MotionX / f2) * 0.05000000074505806F;
                    PosY -= (MotionY / f2) * 0.05000000074505806F;
                    PosZ -= (MotionZ / f2) * 0.05000000074505806F;
                    WorldObj.PlaySoundAtEntity(this, "random.bowhit", 1.0F, 1.2F / (Rand.NextFloat() * 0.2F + 0.9F));
                    InGround      = true;
                    ArrowShake    = 7;
                    ArrowCritical = false;
                }
            }

            if (ArrowCritical)
            {
                for (int i1 = 0; i1 < 4; i1++)
                {
                    WorldObj.SpawnParticle("crit", PosX + (MotionX * (double)i1) / 4D, PosY + (MotionY * (double)i1) / 4D, PosZ + (MotionZ * (double)i1) / 4D, -MotionX, -MotionY + 0.20000000000000001D, -MotionZ);
                }
            }

            PosX += MotionX;
            PosY += MotionY;
            PosZ += MotionZ;
            float f3 = MathHelper2.Sqrt_double(MotionX * MotionX + MotionZ * MotionZ);

            RotationYaw = (float)((Math.Atan2(MotionX, MotionZ) * 180D) / Math.PI);

            for (RotationPitch = (float)((Math.Atan2(MotionY, f3) * 180D) / Math.PI); RotationPitch - PrevRotationPitch < -180F; PrevRotationPitch -= 360F)
            {
            }

            for (; RotationPitch - PrevRotationPitch >= 180F; PrevRotationPitch += 360F)
            {
            }

            for (; RotationYaw - PrevRotationYaw < -180F; PrevRotationYaw -= 360F)
            {
            }

            for (; RotationYaw - PrevRotationYaw >= 180F; PrevRotationYaw += 360F)
            {
            }

            RotationPitch = PrevRotationPitch + (RotationPitch - PrevRotationPitch) * 0.2F;
            RotationYaw   = PrevRotationYaw + (RotationYaw - PrevRotationYaw) * 0.2F;
            float f4 = 0.99F;
            float f6 = 0.05F;

            if (IsInWater())
            {
                for (int k1 = 0; k1 < 4; k1++)
                {
                    float f8 = 0.25F;
                    WorldObj.SpawnParticle("bubble", PosX - MotionX * (double)f8, PosY - MotionY * (double)f8, PosZ - MotionZ * (double)f8, MotionX, MotionY, MotionZ);
                }

                f4 = 0.8F;
            }

            MotionX *= f4;
            MotionY *= f4;
            MotionZ *= f4;
            MotionY -= f6;
            SetPosition(PosX, PosY, PosZ);
        }
예제 #24
0
        /// <summary>
        /// Does the second part of explosion (sound, particles, drop spawn)
        /// </summary>
        public virtual void DoExplosionB(bool par1)
        {
            WorldObj.PlaySoundEffect(ExplosionX, ExplosionY, ExplosionZ, "random.explode", 4F, (1.0F + (WorldObj.Rand.NextFloat() - WorldObj.Rand.NextFloat()) * 0.2F) * 0.7F);
            WorldObj.SpawnParticle("hugeexplosion", ExplosionX, ExplosionY, ExplosionZ, 0.0F, 0.0F, 0.0F);
            List <ChunkPosition> arraylist = new List <ChunkPosition>();

            arraylist.AddRange(DestroyedBlockPositions);

            for (int i = arraylist.Count - 1; i >= 0; i--)
            {
                ChunkPosition chunkposition = arraylist[i];
                int           k             = chunkposition.x;
                int           i1            = chunkposition.y;
                int           k1            = chunkposition.z;
                int           i2            = WorldObj.GetBlockId(k, i1, k1);

                if (par1)
                {
                    double d  = (float)k + WorldObj.Rand.NextFloat();
                    double d1 = (float)i1 + WorldObj.Rand.NextFloat();
                    double d2 = (float)k1 + WorldObj.Rand.NextFloat();
                    double d3 = d - ExplosionX;
                    double d4 = d1 - ExplosionY;
                    double d5 = d2 - ExplosionZ;
                    double d6 = MathHelper2.Sqrt_double(d3 * d3 + d4 * d4 + d5 * d5);
                    d3 /= d6;
                    d4 /= d6;
                    d5 /= d6;
                    double d7 = 0.5D / (d6 / (double)ExplosionSize + 0.10000000000000001D);
                    d7 *= WorldObj.Rand.NextFloat() * WorldObj.Rand.NextFloat() + 0.3F;
                    d3 *= d7;
                    d4 *= d7;
                    d5 *= d7;
                    WorldObj.SpawnParticle("explode", (d + ExplosionX * 1.0D) / 2D, (d1 + ExplosionY * 1.0D) / 2D, (d2 + ExplosionZ * 1.0D) / 2D, d3, d4, d5);
                    WorldObj.SpawnParticle("smoke", d, d1, d2, d3, d4, d5);
                }

                if (i2 > 0)
                {
                    Block.BlocksList[i2].DropBlockAsItemWithChance(WorldObj, k, i1, k1, WorldObj.GetBlockMetadata(k, i1, k1), 0.3F, 0);
                    WorldObj.SetBlockWithNotify(k, i1, k1, 0);
                    Block.BlocksList[i2].OnBlockDestroyedByExplosion(WorldObj, k, i1, k1);
                }
            }

            if (IsFlaming)
            {
                for (int j = arraylist.Count - 1; j >= 0; j--)
                {
                    ChunkPosition chunkposition1 = arraylist[j];
                    int           l  = chunkposition1.x;
                    int           j1 = chunkposition1.y;
                    int           l1 = chunkposition1.z;
                    int           j2 = WorldObj.GetBlockId(l, j1, l1);
                    int           k2 = WorldObj.GetBlockId(l, j1 - 1, l1);

                    if (j2 == 0 && Block.OpaqueCubeLookup[k2] && ExplosionRNG.Next(3) == 0)
                    {
                        WorldObj.SetBlockWithNotify(l, j1, l1, Block.Fire.BlockID);
                    }
                }
            }
        }
예제 #25
0
        /// <summary>
        /// Called to update the entity's position/logic.
        /// </summary>
        public override void OnUpdate()
        {
            base.OnUpdate();

            if (FishPosRotationIncrements > 0)
            {
                float  d  = PosX + (FishX - PosX) / FishPosRotationIncrements;
                float  d1 = PosY + (FishY - PosY) / FishPosRotationIncrements;
                float  d2 = PosZ + (FishZ - PosZ) / FishPosRotationIncrements;
                double d4;

                for (d4 = FishYaw - RotationYaw; d4 < -180D; d4 += 360D)
                {
                }

                for (; d4 >= 180D; d4 -= 360D)
                {
                }

                RotationYaw   += (float)d4 / FishPosRotationIncrements;
                RotationPitch += (float)(FishPitch - RotationPitch) / FishPosRotationIncrements;
                FishPosRotationIncrements--;
                SetPosition(d, d1, d2);
                SetRotation(RotationYaw, RotationPitch);
                return;
            }

            if (!WorldObj.IsRemote)
            {
                ItemStack itemstack = Angler.GetCurrentEquippedItem();

                if (Angler.IsDead || !Angler.IsEntityAlive() || itemstack == null || itemstack.GetItem() != Item.FishingRod || GetDistanceSqToEntity(Angler) > 1024D)
                {
                    SetDead();
                    Angler.FishEntity = null;
                    return;
                }

                if (Bobber != null)
                {
                    if (Bobber.IsDead)
                    {
                        Bobber = null;
                    }
                    else
                    {
                        PosX = Bobber.PosX;
                        PosY = Bobber.BoundingBox.MinY + Bobber.Height * 0.80000000000000004F;
                        PosZ = Bobber.PosZ;
                        return;
                    }
                }
            }

            if (Shake > 0)
            {
                Shake--;
            }

            if (InGround)
            {
                int i = WorldObj.GetBlockId(XTile, YTile, ZTile);

                if (i != InTile)
                {
                    InGround      = false;
                    MotionX      *= Rand.NextFloat() * 0.2F;
                    MotionY      *= Rand.NextFloat() * 0.2F;
                    MotionZ      *= Rand.NextFloat() * 0.2F;
                    TicksInGround = 0;
                    TicksInAir    = 0;
                }
                else
                {
                    TicksInGround++;

                    if (TicksInGround == 1200)
                    {
                        SetDead();
                    }

                    return;
                }
            }
            else
            {
                TicksInAir++;
            }

            Vec3D vec3d  = Vec3D.CreateVector(PosX, PosY, PosZ);
            Vec3D vec3d1 = Vec3D.CreateVector(PosX + MotionX, PosY + MotionY, PosZ + MotionZ);
            MovingObjectPosition movingobjectposition = WorldObj.RayTraceBlocks(vec3d, vec3d1);

            vec3d  = Vec3D.CreateVector(PosX, PosY, PosZ);
            vec3d1 = Vec3D.CreateVector(PosX + MotionX, PosY + MotionY, PosZ + MotionZ);

            if (movingobjectposition != null)
            {
                vec3d1 = Vec3D.CreateVector(movingobjectposition.HitVec.XCoord, movingobjectposition.HitVec.YCoord, movingobjectposition.HitVec.ZCoord);
            }

            Entity        entity = null;
            List <Entity> list   = WorldObj.GetEntitiesWithinAABBExcludingEntity(this, BoundingBox.AddCoord(MotionX, MotionY, MotionZ).Expand(1.0F, 1.0F, 1.0F));
            double        d3     = 0.0F;

            for (int j = 0; j < list.Count; j++)
            {
                Entity entity1 = list[j];

                if (!entity1.CanBeCollidedWith() || entity1 == Angler && TicksInAir < 5)
                {
                    continue;
                }

                float                f2                    = 0.3F;
                AxisAlignedBB        axisalignedbb         = entity1.BoundingBox.Expand(f2, f2, f2);
                MovingObjectPosition movingobjectposition1 = axisalignedbb.CalculateIntercept(vec3d, vec3d1);

                if (movingobjectposition1 == null)
                {
                    continue;
                }

                double d6 = vec3d.DistanceTo(movingobjectposition1.HitVec);

                if (d6 < d3 || d3 == 0.0F)
                {
                    entity = entity1;
                    d3     = d6;
                }
            }

            if (entity != null)
            {
                movingobjectposition = new MovingObjectPosition(entity);
            }

            if (movingobjectposition != null)
            {
                if (movingobjectposition.EntityHit != null)
                {
                    if (movingobjectposition.EntityHit.AttackEntityFrom(DamageSource.CauseThrownDamage(this, Angler), 0))
                    {
                        Bobber = movingobjectposition.EntityHit;
                    }
                }
                else
                {
                    InGround = true;
                }
            }

            if (InGround)
            {
                return;
            }

            MoveEntity(MotionX, MotionY, MotionZ);
            float f = MathHelper2.Sqrt_double(MotionX * MotionX + MotionZ * MotionZ);

            RotationYaw = (float)((Math.Atan2(MotionX, MotionZ) * 180D) / Math.PI);

            for (RotationPitch = (float)((Math.Atan2(MotionY, f) * 180D) / Math.PI); RotationPitch - PrevRotationPitch < -180F; PrevRotationPitch -= 360F)
            {
            }

            for (; RotationPitch - PrevRotationPitch >= 180F; PrevRotationPitch += 360F)
            {
            }

            for (; RotationYaw - PrevRotationYaw < -180F; PrevRotationYaw -= 360F)
            {
            }

            for (; RotationYaw - PrevRotationYaw >= 180F; PrevRotationYaw += 360F)
            {
            }

            RotationPitch = PrevRotationPitch + (RotationPitch - PrevRotationPitch) * 0.2F;
            RotationYaw   = PrevRotationYaw + (RotationYaw - PrevRotationYaw) * 0.2F;
            float f1 = 0.92F;

            if (OnGround || IsCollidedHorizontally)
            {
                f1 = 0.5F;
            }

            int   k  = 5;
            float d5 = 0.0F;

            for (int l = 0; l < k; l++)
            {
                float         d8             = ((BoundingBox.MinY + ((BoundingBox.MaxY - BoundingBox.MinY) * (l + 0)) / k) - 0.125F) + 0.125F;
                float         d9             = ((BoundingBox.MinY + ((BoundingBox.MaxY - BoundingBox.MinY) * (l + 1)) / k) - 0.125F) + 0.125F;
                AxisAlignedBB axisalignedbb1 = AxisAlignedBB.GetBoundingBoxFromPool(BoundingBox.MinX, d8, BoundingBox.MinZ, BoundingBox.MaxX, d9, BoundingBox.MaxZ);

                if (WorldObj.IsAABBInMaterial(axisalignedbb1, Material.Water))
                {
                    d5 += 1.0F / k;
                }
            }

            if (d5 > 0.0F)
            {
                if (TicksCatchable > 0)
                {
                    TicksCatchable--;
                }
                else
                {
                    int c = 500;

                    if (WorldObj.CanLightningStrikeAt(MathHelper2.Floor_double(PosX), MathHelper2.Floor_double(PosY) + 1, MathHelper2.Floor_double(PosZ)))
                    {
                        c = 300;
                    }

                    if (Rand.Next(c) == 0)
                    {
                        TicksCatchable = Rand.Next(30) + 10;
                        MotionY       -= 0.20000000298023224F;
                        WorldObj.PlaySoundAtEntity(this, "random.splash", 0.25F, 1.0F + (Rand.NextFloat() - Rand.NextFloat()) * 0.4F);
                        float f3 = MathHelper2.Floor_double(BoundingBox.MinY);

                        for (int i1 = 0; (float)i1 < 1.0F + Width * 20F; i1++)
                        {
                            float f4 = (Rand.NextFloat() * 2.0F - 1.0F) * Width;
                            float f6 = (Rand.NextFloat() * 2.0F - 1.0F) * Width;
                            WorldObj.SpawnParticle("bubble", PosX + f4, f3 + 1.0F, PosZ + f6, MotionX, MotionY - (Rand.NextFloat() * 0.2F), MotionZ);
                        }

                        for (int j1 = 0; (float)j1 < 1.0F + Width * 20F; j1++)
                        {
                            float f5 = (Rand.NextFloat() * 2.0F - 1.0F) * Width;
                            float f7 = (Rand.NextFloat() * 2.0F - 1.0F) * Width;
                            WorldObj.SpawnParticle("splash", PosX + f5, f3 + 1.0F, PosZ + f7, MotionX, MotionY, MotionZ);
                        }
                    }
                }
            }

            if (TicksCatchable > 0)
            {
                MotionY -= (Rand.NextFloat() * Rand.NextFloat() * Rand.NextFloat()) * 0.20000000000000001F;
            }

            float d7 = d5 * 2F - 1.0F;

            MotionY += 0.039999999105930328F * d7;

            if (d5 > 0.0F)
            {
                f1       = (float)((double)f1 * 0.90000000000000002D);
                MotionY *= 0.80000000000000004F;
            }

            MotionX *= f1;
            MotionY *= f1;
            MotionZ *= f1;
            SetPosition(PosX, PosY, PosZ);
        }
예제 #26
0
        /// <summary>
        /// Called to update the entity's position/logic.
        /// </summary>
        public override void OnUpdate()
        {
            if (!WorldObj.IsRemote && (ShootingEntity != null && ShootingEntity.IsDead || !WorldObj.BlockExists((int)PosX, (int)PosY, (int)PosZ)))
            {
                SetDead();
                return;
            }

            base.OnUpdate();
            SetFire(1);

            if (InGround)
            {
                int i = WorldObj.GetBlockId(XTile, YTile, ZTile);

                if (i != InTile)
                {
                    InGround   = false;
                    MotionX   *= Rand.NextFloat() * 0.2F;
                    MotionY   *= Rand.NextFloat() * 0.2F;
                    MotionZ   *= Rand.NextFloat() * 0.2F;
                    TicksAlive = 0;
                    TicksInAir = 0;
                }
                else
                {
                    TicksAlive++;

                    if (TicksAlive == 600)
                    {
                        SetDead();
                    }

                    return;
                }
            }
            else
            {
                TicksInAir++;
            }

            Vec3D vec3d  = Vec3D.CreateVector(PosX, PosY, PosZ);
            Vec3D vec3d1 = Vec3D.CreateVector(PosX + MotionX, PosY + MotionY, PosZ + MotionZ);
            MovingObjectPosition movingobjectposition = WorldObj.RayTraceBlocks(vec3d, vec3d1);

            vec3d  = Vec3D.CreateVector(PosX, PosY, PosZ);
            vec3d1 = Vec3D.CreateVector(PosX + MotionX, PosY + MotionY, PosZ + MotionZ);

            if (movingobjectposition != null)
            {
                vec3d1 = Vec3D.CreateVector(movingobjectposition.HitVec.XCoord, movingobjectposition.HitVec.YCoord, movingobjectposition.HitVec.ZCoord);
            }

            Entity        entity = null;
            List <Entity> list   = WorldObj.GetEntitiesWithinAABBExcludingEntity(this, BoundingBox.AddCoord(MotionX, MotionY, MotionZ).Expand(1.0F, 1.0F, 1.0F));
            double        d      = 0.0F;

            for (int j = 0; j < list.Count; j++)
            {
                Entity entity1 = list[j];

                if (!entity1.CanBeCollidedWith() || entity1.IsEntityEqual(ShootingEntity) && TicksInAir < 25)
                {
                    continue;
                }

                float                f2                    = 0.3F;
                AxisAlignedBB        axisalignedbb         = entity1.BoundingBox.Expand(f2, f2, f2);
                MovingObjectPosition movingobjectposition1 = axisalignedbb.CalculateIntercept(vec3d, vec3d1);

                if (movingobjectposition1 == null)
                {
                    continue;
                }

                double d1 = vec3d.DistanceTo(movingobjectposition1.HitVec);

                if (d1 < d || d == 0.0F)
                {
                    entity = entity1;
                    d      = d1;
                }
            }

            if (entity != null)
            {
                movingobjectposition = new MovingObjectPosition(entity);
            }

            if (movingobjectposition != null)
            {
                Func_40071_a(movingobjectposition);
            }

            PosX += MotionX;
            PosY += MotionY;
            PosZ += MotionZ;
            float f = MathHelper2.Sqrt_double(MotionX * MotionX + MotionZ * MotionZ);

            RotationYaw = (float)((Math.Atan2(MotionX, MotionZ) * 180D) / Math.PI);

            for (RotationPitch = (float)((Math.Atan2(MotionY, f) * 180D) / Math.PI); RotationPitch - PrevRotationPitch < -180F; PrevRotationPitch -= 360F)
            {
            }

            for (; RotationPitch - PrevRotationPitch >= 180F; PrevRotationPitch += 360F)
            {
            }

            for (; RotationYaw - PrevRotationYaw < -180F; PrevRotationYaw -= 360F)
            {
            }

            for (; RotationYaw - PrevRotationYaw >= 180F; PrevRotationYaw += 360F)
            {
            }

            RotationPitch = PrevRotationPitch + (RotationPitch - PrevRotationPitch) * 0.2F;
            RotationYaw   = PrevRotationYaw + (RotationYaw - PrevRotationYaw) * 0.2F;
            float f1 = 0.95F;

            if (IsInWater())
            {
                for (int k = 0; k < 4; k++)
                {
                    float f3 = 0.25F;
                    WorldObj.SpawnParticle("bubble", PosX - MotionX * (double)f3, PosY - MotionY * (double)f3, PosZ - MotionZ * (double)f3, MotionX, MotionY, MotionZ);
                }

                f1 = 0.8F;
            }

            MotionX += AccelerationX;
            MotionY += AccelerationY;
            MotionZ += AccelerationZ;
            MotionX *= f1;
            MotionY *= f1;
            MotionZ *= f1;
            WorldObj.SpawnParticle("smoke", PosX, PosY + 0.5D, PosZ, 0.0F, 0.0F, 0.0F);
            SetPosition(PosX, PosY, PosZ);
        }
예제 #27
0
        /// <summary>
        /// Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
        /// use this to react to sunlight and start to burn.
        /// </summary>
        public override void OnLivingUpdate()
        {
            Field_40173_aw = Field_40172_ax;

            if (!WorldObj.IsRemote)
            {
                DataWatcher.UpdateObject(16, Convert.ToInt32(Health));
            }

            if (Health <= 0)
            {
                float f  = (Rand.NextFloat() - 0.5F) * 8F;
                float f2 = (Rand.NextFloat() - 0.5F) * 4F;
                float f4 = (Rand.NextFloat() - 0.5F) * 8F;
                WorldObj.SpawnParticle("largeexplode", PosX + (double)f, PosY + 2D + (double)f2, PosZ + (double)f4, 0.0F, 0.0F, 0.0F);
                return;
            }

            UpdateDragonEnderCrystal();
            float f1 = 0.2F / (MathHelper2.Sqrt_double(MotionX * MotionX + MotionZ * MotionZ) * 10F + 1.0F);

            f1 *= (float)Math.Pow(2D, MotionY);

            if (Field_40161_az)
            {
                Field_40172_ax += f1 * 0.5F;
            }
            else
            {
                Field_40172_ax += f1;
            }

            for (; RotationYaw >= 180F; RotationYaw -= 360F)
            {
            }

            for (; RotationYaw < -180F; RotationYaw += 360F)
            {
            }

            if (Field_40164_e < 0)
            {
                for (int i = 0; i < Field_40162_d.Length; i++)
                {
                    Field_40162_d[i][0] = RotationYaw;
                    Field_40162_d[i][1] = PosY;
                }
            }

            if (++Field_40164_e == Field_40162_d.Length)
            {
                Field_40164_e = 0;
            }

            Field_40162_d[Field_40164_e][0] = RotationYaw;
            Field_40162_d[Field_40164_e][1] = PosY;

            if (WorldObj.IsRemote)
            {
                if (NewPosRotationIncrements > 0)
                {
                    float  d  = PosX + (NewPosX - PosX) / NewPosRotationIncrements;
                    float  d2 = PosY + (NewPosY - PosY) / NewPosRotationIncrements;
                    float  d4 = PosZ + (NewPosZ - PosZ) / NewPosRotationIncrements;
                    double d6;

                    for (d6 = NewRotationYaw - (double)RotationYaw; d6 < -180D; d6 += 360D)
                    {
                    }

                    for (; d6 >= 180D; d6 -= 360D)
                    {
                    }

                    RotationYaw   += (float)d6 / NewPosRotationIncrements;
                    RotationPitch += (float)(NewRotationPitch - RotationPitch) / NewPosRotationIncrements;
                    NewPosRotationIncrements--;
                    SetPosition(d, d2, d4);
                    SetRotation(RotationYaw, RotationPitch);
                }
            }
            else
            {
                double d1 = TargetX - PosX;
                float  d3 = TargetY - PosY;
                double d5 = TargetZ - PosZ;
                double d7 = d1 * d1 + d3 * d3 + d5 * d5;

                if (Target != null)
                {
                    TargetX = Target.PosX;
                    TargetZ = Target.PosZ;
                    float d8  = TargetX - PosX;
                    float d10 = TargetZ - PosZ;
                    float d12 = (float)Math.Sqrt(d8 * d8 + d10 * d10);
                    float d13 = (0.40000000596046448F + d12 / 80F) - 1.0F;

                    if (d13 > 10F)
                    {
                        d13 = 10F;
                    }

                    TargetY = Target.BoundingBox.MinY + d13;
                }
                else
                {
                    TargetX += Rand.NextGaussian() * 2F;
                    TargetZ += Rand.NextGaussian() * 2F;
                }

                if (Field_40163_ay || d7 < 100D || d7 > 22500D || IsCollidedHorizontally || IsCollidedVertically)
                {
                    Func_41006_aA();
                }

                d3 /= MathHelper2.Sqrt_double(d1 * d1 + d5 * d5);
                float f10 = 0.6F;

                if (d3 < (double)(-f10))
                {
                    d3 = -f10;
                }

                if (d3 > (double)f10)
                {
                    d3 = f10;
                }

                MotionY += d3 * 0.10000000149011612F;

                for (; RotationYaw < -180F; RotationYaw += 360F)
                {
                }

                for (; RotationYaw >= 180F; RotationYaw -= 360F)
                {
                }

                double d9 = 180D - (Math.Atan2(d1, d5) * 180D) / Math.PI;
                double d11;

                for (d11 = d9 - (double)RotationYaw; d11 < -180D; d11 += 360D)
                {
                }

                for (; d11 >= 180D; d11 -= 360D)
                {
                }

                if (d11 > 50D)
                {
                    d11 = 50D;
                }

                if (d11 < -50D)
                {
                    d11 = -50D;
                }

                Vec3D vec3d  = Vec3D.CreateVector(TargetX - PosX, TargetY - PosY, TargetZ - PosZ).Normalize();
                Vec3D vec3d1 = Vec3D.CreateVector(MathHelper2.Sin((RotationYaw * (float)Math.PI) / 180F), MotionY, -MathHelper2.Cos((RotationYaw * (float)Math.PI) / 180F)).Normalize();
                float f18    = (float)(vec3d1.DotProduct(vec3d) + 0.5D) / 1.5F;

                if (f18 < 0.0F)
                {
                    f18 = 0.0F;
                }

                RandomYawVelocity *= 0.8F;
                float  f19 = MathHelper2.Sqrt_double(MotionX * MotionX + MotionZ * MotionZ) * 1.0F + 1.0F;
                double d14 = Math.Sqrt(MotionX * MotionX + MotionZ * MotionZ) * 1.0D + 1.0D;

                if (d14 > 40D)
                {
                    d14 = 40D;
                }

                RandomYawVelocity += (float)(d11 * (0.69999998807907104D / d14 / f19));
                RotationYaw       += RandomYawVelocity * 0.1F;
                float f20 = (float)(2D / (d14 + 1.0D));
                float f21 = 0.06F;
                MoveFlying(0.0F, -1F, f21 * (f18 * f20 + (1.0F - f20)));

                if (Field_40161_az)
                {
                    MoveEntity(MotionX * 0.80000001192092896F, MotionY * 0.80000001192092896F, MotionZ * 0.80000001192092896F);
                }
                else
                {
                    MoveEntity(MotionX, MotionY, MotionZ);
                }

                Vec3D vec3d2 = Vec3D.CreateVector(MotionX, MotionY, MotionZ).Normalize();
                float f22    = (float)(vec3d2.DotProduct(vec3d1) + 1.0D) / 2.0F;
                f22      = 0.8F + 0.15F * f22;
                MotionX *= f22;
                MotionZ *= f22;
                MotionY *= 0.9100000262260437F;
            }

            RenderYawOffset        = RotationYaw;
            DragonPartHead.Width   = DragonPartHead.Height = 3F;
            DragonPartTail1.Width  = DragonPartTail1.Height = 2.0F;
            DragonPartTail2.Width  = DragonPartTail2.Height = 2.0F;
            DragonPartTail3.Width  = DragonPartTail3.Height = 2.0F;
            DragonPartBody.Height  = 3F;
            DragonPartBody.Width   = 5F;
            DragonPartWing1.Height = 2.0F;
            DragonPartWing1.Width  = 4F;
            DragonPartWing2.Height = 3F;
            DragonPartWing2.Width  = 4F;
            float f3 = (((float)(Func_40160_a(5, 1.0F)[1] - Func_40160_a(10, 1.0F)[1]) * 10F) / 180F) * (float)Math.PI;
            float f5 = MathHelper2.Cos(f3);
            float f6 = -MathHelper2.Sin(f3);
            float f7 = (RotationYaw * (float)Math.PI) / 180F;
            float f8 = MathHelper2.Sin(f7);
            float f9 = MathHelper2.Cos(f7);

            DragonPartBody.OnUpdate();
            DragonPartBody.SetLocationAndAngles(PosX + (f8 * 0.5F), PosY, PosZ - (f9 * 0.5F), 0.0F, 0.0F);
            DragonPartWing1.OnUpdate();
            DragonPartWing1.SetLocationAndAngles(PosX + (f9 * 4.5F), PosY + 2F, PosZ + (f8 * 4.5F), 0.0F, 0.0F);
            DragonPartWing2.OnUpdate();
            DragonPartWing2.SetLocationAndAngles(PosX - (f9 * 4.5F), PosY + 2F, PosZ - (f8 * 4.5F), 0.0F, 0.0F);

            if (!WorldObj.IsRemote)
            {
                Func_41007_az();
            }

            if (!WorldObj.IsRemote && MaxHurtTime == 0)
            {
                CollideWithEntities(WorldObj.GetEntitiesWithinAABBExcludingEntity(this, DragonPartWing1.BoundingBox.Expand(4, 2, 4).Offset(0.0F, -2F, 0.0F)));
                CollideWithEntities(WorldObj.GetEntitiesWithinAABBExcludingEntity(this, DragonPartWing2.BoundingBox.Expand(4, 2, 4).Offset(0.0F, -2F, 0.0F)));
                AttackEntitiesInList(WorldObj.GetEntitiesWithinAABBExcludingEntity(this, DragonPartHead.BoundingBox.Expand(1.0F, 1.0F, 1.0F)));
            }

            float[] ad  = Func_40160_a(5, 1.0F);
            float[] ad1 = Func_40160_a(0, 1.0F);
            float   f11 = MathHelper2.Sin((RotationYaw * (float)Math.PI) / 180F - RandomYawVelocity * 0.01F);
            float   f12 = MathHelper2.Cos((RotationYaw * (float)Math.PI) / 180F - RandomYawVelocity * 0.01F);

            DragonPartHead.OnUpdate();
            DragonPartHead.SetLocationAndAngles(PosX + (f11 * 5.5F * f5), PosY + (ad1[1] - ad[1]) * 1.0F + (f6 * 5.5F), PosZ - (f12 * 5.5F * f5), 0.0F, 0.0F);

            for (int j = 0; j < 3; j++)
            {
                EntityDragonPart entitydragonpart = null;

                if (j == 0)
                {
                    entitydragonpart = DragonPartTail1;
                }

                if (j == 1)
                {
                    entitydragonpart = DragonPartTail2;
                }

                if (j == 2)
                {
                    entitydragonpart = DragonPartTail3;
                }

                float[] ad2 = Func_40160_a(12 + j * 2, 1.0F);
                float   f13 = (RotationYaw * (float)Math.PI) / 180F + ((SimplifyAngle(ad2[0] - ad[0]) * (float)Math.PI) / 180F) * 1.0F;
                float   f14 = MathHelper2.Sin(f13);
                float   f15 = MathHelper2.Cos(f13);
                float   f16 = 1.5F;
                float   f17 = (float)(j + 1) * 2.0F;
                entitydragonpart.OnUpdate();
                entitydragonpart.SetLocationAndAngles(PosX - ((f8 * f16 + f14 * f17) * f5), ((PosY + (ad2[1] - ad[1]) * 1.0F) - ((f17 + f16) * f6)) + 1.5F, PosZ + ((f9 * f16 + f15 * f17) * f5), 0.0F, 0.0F);
            }

            if (!WorldObj.IsRemote)
            {
                Field_40161_az = DestroyBlocksInAABB(DragonPartHead.BoundingBox) | DestroyBlocksInAABB(DragonPartBody.BoundingBox);
            }
        }
        /// <summary>
        /// Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
        /// use this to react to sunlight and start to burn.
        /// </summary>
        public override void OnLivingUpdate()
        {
            base.OnLivingUpdate();
            Field_21088_b     = Field_21089_a;
            Field_21086_f     = Field_21087_c;
            Field_21084_h     = Field_21085_g;
            LastTentacleAngle = TentacleAngle;
            Field_21085_g    += Field_21080_l;

            if (Field_21085_g > ((float)Math.PI * 2F))
            {
                Field_21085_g -= ((float)Math.PI * 2F);

                if (Rand.Next(10) == 0)
                {
                    Field_21080_l = (1.0F / (Rand.NextFloat() + 1.0F)) * 0.2F;
                }
            }

            if (IsInWater())
            {
                if (Field_21085_g < (float)Math.PI)
                {
                    float f = Field_21085_g / (float)Math.PI;
                    TentacleAngle = MathHelper2.Sin(f * f * (float)Math.PI) * (float)Math.PI * 0.25F;

                    if ((double)f > 0.75D)
                    {
                        RandomMotionSpeed = 1.0F;
                        Field_21079_m     = 1.0F;
                    }
                    else
                    {
                        Field_21079_m = Field_21079_m * 0.8F;
                    }
                }
                else
                {
                    TentacleAngle     = 0.0F;
                    RandomMotionSpeed = RandomMotionSpeed * 0.9F;
                    Field_21079_m     = Field_21079_m * 0.99F;
                }

                if (!WorldObj.IsRemote)
                {
                    MotionX = RandomMotionVecX * RandomMotionSpeed;
                    MotionY = RandomMotionVecY * RandomMotionSpeed;
                    MotionZ = RandomMotionVecZ * RandomMotionSpeed;
                }

                float f1 = MathHelper2.Sqrt_double(MotionX * MotionX + MotionZ * MotionZ);
                RenderYawOffset += ((-(float)Math.Atan2(MotionX, MotionZ) * 180F) / (float)Math.PI - RenderYawOffset) * 0.1F;
                RotationYaw      = RenderYawOffset;
                Field_21087_c    = Field_21087_c + (float)Math.PI * Field_21079_m * 1.5F;
                Field_21089_a   += ((-(float)Math.Atan2(f1, MotionY) * 180F) / (float)Math.PI - Field_21089_a) * 0.1F;
            }
            else
            {
                TentacleAngle = MathHelper2.Abs(MathHelper2.Sin(Field_21085_g)) * (float)Math.PI * 0.25F;

                if (!WorldObj.IsRemote)
                {
                    MotionX  = 0.0F;
                    MotionY -= 0.080000000000000002F;
                    MotionY *= 0.98000001907348633F;
                    MotionZ  = 0.0F;
                }

                Field_21089_a += (-90F - Field_21089_a) * 0.02F;
            }
        }
        public override void UpdateEntityActionState()
        {
            if (!WorldObj.IsRemote && WorldObj.DifficultySetting == 0)
            {
                SetDead();
            }

            DespawnEntity();
            PrevAttackCounter = AttackCounter;
            float d  = WaypointX - PosX;
            float d1 = WaypointY - PosY;
            float d2 = WaypointZ - PosZ;
            float d3 = (float)MathHelper2.Sqrt_double(d * d + d1 * d1 + d2 * d2);

            if (d3 < 1.0D || d3 > 60D)
            {
                WaypointX = PosX + ((Rand.NextFloat() * 2.0F - 1.0F) * 16F);
                WaypointY = PosY + ((Rand.NextFloat() * 2.0F - 1.0F) * 16F);
                WaypointZ = PosZ + ((Rand.NextFloat() * 2.0F - 1.0F) * 16F);
            }

            if (CourseChangeCooldown-- <= 0)
            {
                CourseChangeCooldown += Rand.Next(5) + 2;

                if (IsCourseTraversable(WaypointX, WaypointY, WaypointZ, d3))
                {
                    MotionX += (d / d3) * 0.10000000000000001F;
                    MotionY += (d1 / d3) * 0.10000000000000001F;
                    MotionZ += (d2 / d3) * 0.10000000000000001F;
                }
                else
                {
                    WaypointX = PosX;
                    WaypointY = PosY;
                    WaypointZ = PosZ;
                }
            }

            if (TargetedEntity != null && TargetedEntity.IsDead)
            {
                TargetedEntity = null;
            }

            if (TargetedEntity == null || AggroCooldown-- <= 0)
            {
                TargetedEntity = WorldObj.GetClosestVulnerablePlayerToEntity(this, 100);

                if (TargetedEntity != null)
                {
                    AggroCooldown = 20;
                }
            }

            double d4 = 64D;

            if (TargetedEntity != null && TargetedEntity.GetDistanceSqToEntity(this) < d4 * d4)
            {
                float d5 = TargetedEntity.PosX - PosX;
                float d6 = (TargetedEntity.BoundingBox.MinY + TargetedEntity.Height / 2.0F) - PosY + (Height / 2.0F);
                float d7 = TargetedEntity.PosZ - PosZ;
                RenderYawOffset = RotationYaw = (-(float)Math.Atan2(d5, d7) * 180F) / (float)Math.PI;

                if (CanEntityBeSeen(TargetedEntity))
                {
                    if (AttackCounter == 10)
                    {
                        WorldObj.PlayAuxSFXAtEntity(null, 1007, (int)PosX, (int)PosY, (int)PosZ, 0);
                    }

                    AttackCounter++;

                    if (AttackCounter == 20)
                    {
                        WorldObj.PlayAuxSFXAtEntity(null, 1008, (int)PosX, (int)PosY, (int)PosZ, 0);
                        EntityFireball entityfireball = new EntityFireball(WorldObj, this, d5, d6, d7);
                        float          d8             = 4;
                        Vec3D          vec3d          = GetLook(1.0F);
                        entityfireball.PosX = PosX + (float)vec3d.XCoord * d8;
                        entityfireball.PosY = PosY + (Height / 2.0F) + 0.5F;
                        entityfireball.PosZ = PosZ + (float)vec3d.ZCoord * d8;
                        WorldObj.SpawnEntityInWorld(entityfireball);
                        AttackCounter = -40;
                    }
                }
                else if (AttackCounter > 0)
                {
                    AttackCounter--;
                }
            }
            else
            {
                RenderYawOffset = RotationYaw = (-(float)Math.Atan2(MotionX, MotionZ) * 180F) / (float)Math.PI;

                if (AttackCounter > 0)
                {
                    AttackCounter--;
                }
            }

            if (!WorldObj.IsRemote)
            {
                byte byte0 = DataWatcher.GetWatchableObjectByte(16);
                byte byte1 = (byte)(AttackCounter <= 10 ? 0 : 1);

                if (byte0 != byte1)
                {
                    DataWatcher.UpdateObject(16, byte1);
                }
            }
        }
예제 #30
0
        /// <summary>
        /// Does the first part of explosion (destroy blocks)
        /// </summary>
        public virtual void DoExplosionA()
        {
            float f = ExplosionSize;
            int   i = 16;

            for (int j = 0; j < i; j++)
            {
                for (int l = 0; l < i; l++)
                {
label0:

                    for (int j1 = 0; j1 < i; j1++)
                    {
                        if (j != 0 && j != i - 1 && l != 0 && l != i - 1 && j1 != 0 && j1 != i - 1)
                        {
                            continue;
                        }

                        double d  = ((float)j / ((float)i - 1.0F)) * 2.0F - 1.0F;
                        double d1 = ((float)l / ((float)i - 1.0F)) * 2.0F - 1.0F;
                        double d2 = ((float)j1 / ((float)i - 1.0F)) * 2.0F - 1.0F;
                        double d3 = Math.Sqrt(d * d + d1 * d1 + d2 * d2);
                        d  /= d3;
                        d1 /= d3;
                        d2 /= d3;
                        float  f1 = ExplosionSize * (0.7F + WorldObj.Rand.NextFloat() * 0.6F);
                        double d5 = ExplosionX;
                        double d7 = ExplosionY;
                        double d9 = ExplosionZ;
                        float  f2 = 0.3F;

                        do
                        {
                            if (f1 <= 0.0F)
                            {
                                goto label0;
                            }

                            int l2 = MathHelper2.Floor_double(d5);
                            int i3 = MathHelper2.Floor_double(d7);
                            int j3 = MathHelper2.Floor_double(d9);
                            int k3 = WorldObj.GetBlockId(l2, i3, j3);

                            if (k3 > 0)
                            {
                                f1 -= (Block.BlocksList[k3].GetExplosionResistance(Exploder) + 0.3F) * f2;
                            }

                            if (f1 > 0.0F)
                            {
                                DestroyedBlockPositions.Add(new ChunkPosition(l2, i3, j3));
                            }

                            d5 += d * (double)f2;
                            d7 += d1 * (double)f2;
                            d9 += d2 * (double)f2;
                            f1 -= f2 * 0.75F;
                        }while (true);
                    }
                }
            }

            ExplosionSize *= 2.0F;
            int           k     = MathHelper2.Floor_double(ExplosionX - ExplosionSize - 1.0D);
            int           i1    = MathHelper2.Floor_double(ExplosionX + ExplosionSize + 1.0D);
            int           k1    = MathHelper2.Floor_double(ExplosionY - ExplosionSize - 1.0D);
            int           l1    = MathHelper2.Floor_double(ExplosionY + ExplosionSize + 1.0D);
            int           i2    = MathHelper2.Floor_double(ExplosionZ - ExplosionSize - 1.0D);
            int           j2    = MathHelper2.Floor_double(ExplosionZ + ExplosionSize + 1.0D);
            List <Entity> list  = WorldObj.GetEntitiesWithinAABBExcludingEntity(Exploder, AxisAlignedBB.GetBoundingBoxFromPool(k, k1, i2, i1, l1, j2));
            Vec3D         vec3d = Vec3D.CreateVector(ExplosionX, ExplosionY, ExplosionZ);

            for (int k2 = 0; k2 < list.Count; k2++)
            {
                Entity entity = list[k2];
                float  d4     = (float)entity.GetDistance(ExplosionX, ExplosionY, ExplosionZ) / ExplosionSize;

                if (d4 <= 1.0D)
                {
                    float d6  = entity.PosX - ExplosionX;
                    float d8  = entity.PosY - ExplosionY;
                    float d10 = entity.PosZ - ExplosionZ;
                    float d11 = MathHelper2.Sqrt_double(d6 * d6 + d8 * d8 + d10 * d10);
                    d6  /= d11;
                    d8  /= d11;
                    d10 /= d11;
                    float d12 = WorldObj.GetBlockDensity(vec3d, entity.BoundingBox);
                    float d13 = (1.0F - d4) * d12;
                    entity.AttackEntityFrom(DamageSource.Explosion, (int)(((d13 * d13 + d13) / 2D) * 8D * ExplosionSize + 1.0D));
                    float d14 = d13;
                    entity.MotionX += d6 * d14;
                    entity.MotionY += d8 * d14;
                    entity.MotionZ += d10 * d14;
                }
            }

            ExplosionSize = f;
            List <ChunkPosition> arraylist = new List <ChunkPosition>();

            arraylist.AddRange(DestroyedBlockPositions);
        }