package game.entity.animal; import game.ExtMath; import game.ai.EntityAIBase; import game.color.DyeColor; import game.entity.npc.Alignment; import game.entity.types.EntityWaterMob; import game.init.Items; import game.init.SoundEvent; import game.item.Item; import game.item.ItemStack; import game.world.World; public class EntitySquid extends EntityWaterMob { public float squidPitch; public float prevSquidPitch; public float squidYaw; public float prevSquidYaw; /** * appears to be rotation in radians; we already have pitch & yaw, so this completes the triumvirate. */ public float squidRotation; /** previous squidRotation in radians */ public float prevSquidRotation; /** angle of the tentacles in radians */ public float tentacleAngle; /** the last calculated angle of the tentacles in radians */ public float lastTentacleAngle; private float randomMotionSpeed; /** change in squidRotation in radians. */ private float rotationVelocity; private float field_70871_bB; private float randomMotionVecX; private float randomMotionVecY; private float randomMotionVecZ; public EntitySquid(World worldIn) { super(worldIn); this.setSize(0.95F, 0.95F); this.rand.setSeed((long)(1 + this.getId())); this.rotationVelocity = 1.0F / (this.rand.floatv() + 1.0F) * 0.2F; this.tasks.addTask(0, new EntitySquid.AIMoveRandom(this)); } protected void applyEntityAttributes() { super.applyEntityAttributes(); this.setMaxHealth(10); } public float getEyeHeight() { return this.height * 0.5F; } // /** // * Returns the sound this mob makes while it's alive. // */ // protected String getLivingSound() // { // return null; // } /** * Returns the sound this mob makes when it is hurt. */ protected SoundEvent getHurtSound() { return null; } /** * Returns the sound this mob makes on death. */ protected SoundEvent getDeathSound() { return null; } /** * Returns the volume for the sounds this mob makes. */ protected float getSoundVolume() { return 0.4F; } protected Item getDropItem() { return null; } /** * returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to * prevent them from trampling crops */ protected boolean canTriggerWalking() { return false; } /** * Drop 0-2 items of this living's type * * @param wasRecentlyHit true if this this entity was recently hit by appropriate entity (generally only if player * or tameable) * @param lootingModifier level of enchanment to be applied to this drop */ protected void dropFewItems(boolean wasRecentlyHit, int lootingModifier) { int i = this.rand.roll(3 + lootingModifier); for (int j = 0; j < i; ++j) { this.entityDropItem(new ItemStack(Items.dye, 1, DyeColor.BLACK.getDyeDamage()), 0.0F); } } /** * Checks if this entity is inside water (if inWater field is true as a result of handleWaterMovement() returning * true) */ public boolean isInLiquid() { return this.worldObj.handleLiquidAcceleration(this.getEntityBoundingBox().expand(0.0D, -0.6000000238418579D, 0.0D), this); } /** * 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. */ public void onLivingUpdate() { super.onLivingUpdate(); this.prevSquidPitch = this.squidPitch; this.prevSquidYaw = this.squidYaw; this.prevSquidRotation = this.squidRotation; this.lastTentacleAngle = this.tentacleAngle; this.squidRotation += this.rotationVelocity; if ((double)this.squidRotation > (Math.PI * 2D)) { if (this.worldObj.client) { this.squidRotation = ((float)Math.PI * 2F); } else { this.squidRotation = (float)((double)this.squidRotation - (Math.PI * 2D)); if (this.rand.chance(10)) { this.rotationVelocity = 1.0F / (this.rand.floatv() + 1.0F) * 0.2F; } this.worldObj.setEntityState(this, (byte)19); } } if (this.inLiquid) { if (this.squidRotation < (float)Math.PI) { float f = this.squidRotation / (float)Math.PI; this.tentacleAngle = ExtMath.sin(f * f * (float)Math.PI) * (float)Math.PI * 0.25F; if ((double)f > 0.75D) { this.randomMotionSpeed = 1.0F; this.field_70871_bB = 1.0F; } else { this.field_70871_bB *= 0.8F; } } else { this.tentacleAngle = 0.0F; this.randomMotionSpeed *= 0.9F; this.field_70871_bB *= 0.99F; } if (!this.worldObj.client) { this.motionX = (double)(this.randomMotionVecX * this.randomMotionSpeed); this.motionY = (double)(this.randomMotionVecY * this.randomMotionSpeed); this.motionZ = (double)(this.randomMotionVecZ * this.randomMotionSpeed); } float f1 = ExtMath.sqrtd(this.motionX * this.motionX + this.motionZ * this.motionZ); this.yawOffset += (-((float)ExtMath.atan2(this.motionX, this.motionZ)) * 180.0F / (float)Math.PI - this.yawOffset) * 0.1F; this.rotYaw = this.yawOffset; this.squidYaw = (float)((double)this.squidYaw + Math.PI * (double)this.field_70871_bB * 1.5D); this.squidPitch += (-((float)ExtMath.atan2((double)f1, this.motionY)) * 180.0F / (float)Math.PI - this.squidPitch) * 0.1F; } else { this.tentacleAngle = ExtMath.absf(ExtMath.sin(this.squidRotation)) * (float)Math.PI * 0.25F; if (!this.worldObj.client) { this.motionX = 0.0D; this.motionY -= 0.08D; this.motionY *= 0.9800000190734863D; this.motionZ = 0.0D; } this.squidPitch = (float)((double)this.squidPitch + (double)(-90.0F - this.squidPitch) * 0.02D); } } /** * Moves the entity based on the specified heading. Args: strafe, forward */ public void moveEntityWithHeading(float strafe, float forward) { this.moveEntity(this.motionX, this.motionY, this.motionZ); } public void handleStatusUpdate(byte id) { if (id == 19) { this.squidRotation = 0.0F; } else { super.handleStatusUpdate(id); } } public void func_175568_b(float randomMotionVecXIn, float randomMotionVecYIn, float randomMotionVecZIn) { this.randomMotionVecX = randomMotionVecXIn; this.randomMotionVecY = randomMotionVecYIn; this.randomMotionVecZ = randomMotionVecZIn; } public boolean func_175567_n() { return this.randomMotionVecX != 0.0F || this.randomMotionVecY != 0.0F || this.randomMotionVecZ != 0.0F; } public int getColor() { return 0x0000ff; } public Alignment getAlignment() { return Alignment.CHAOTIC_GOOD; } static class AIMoveRandom extends EntityAIBase { private EntitySquid squid; public AIMoveRandom(EntitySquid p_i45859_1_) { this.squid = p_i45859_1_; } public boolean shouldExecute() { return true; } public void updateTask() { // int i = this.squid.getAge(); // // if (i > 100) // { // this.squid.func_175568_b(0.0F, 0.0F, 0.0F); // } // else if (this.squid.getRNG().chance(50) || !this.squid.inLiquid || !this.squid.func_175567_n()) { float f = this.squid.getRNG().floatv() * (float)Math.PI * 2.0F; float f1 = ExtMath.cos(f) * 0.2F; float f2 = -0.1F + this.squid.getRNG().floatv() * 0.2F; float f3 = ExtMath.sin(f) * 0.2F; this.squid.func_175568_b(f1, f2, f3); } } } }