001 package net.minecraft.entity.monster;
002
003 import net.minecraft.block.Block;
004 import net.minecraft.entity.EntityLiving;
005 import net.minecraft.entity.IRangedAttackMob;
006 import net.minecraft.entity.ai.EntityAIArrowAttack;
007 import net.minecraft.entity.ai.EntityAILookIdle;
008 import net.minecraft.entity.ai.EntityAINearestAttackableTarget;
009 import net.minecraft.entity.ai.EntityAIWander;
010 import net.minecraft.entity.ai.EntityAIWatchClosest;
011 import net.minecraft.entity.player.EntityPlayer;
012 import net.minecraft.entity.projectile.EntitySnowball;
013 import net.minecraft.item.Item;
014 import net.minecraft.util.DamageSource;
015 import net.minecraft.util.MathHelper;
016 import net.minecraft.world.World;
017
018 public class EntitySnowman extends EntityGolem implements IRangedAttackMob
019 {
020 public EntitySnowman(World par1World)
021 {
022 super(par1World);
023 this.texture = "/mob/snowman.png";
024 this.setSize(0.4F, 1.8F);
025 this.getNavigator().setAvoidsWater(true);
026 this.tasks.addTask(1, new EntityAIArrowAttack(this, 0.25F, 20, 10.0F));
027 this.tasks.addTask(2, new EntityAIWander(this, 0.2F));
028 this.tasks.addTask(3, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F));
029 this.tasks.addTask(4, new EntityAILookIdle(this));
030 this.targetTasks.addTask(1, new EntityAINearestAttackableTarget(this, EntityLiving.class, 16.0F, 0, true, false, IMob.mobSelector));
031 }
032
033 /**
034 * Returns true if the newer Entity AI code should be run
035 */
036 public boolean isAIEnabled()
037 {
038 return true;
039 }
040
041 public int getMaxHealth()
042 {
043 return 4;
044 }
045
046 /**
047 * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
048 * use this to react to sunlight and start to burn.
049 */
050 public void onLivingUpdate()
051 {
052 super.onLivingUpdate();
053
054 if (this.isWet())
055 {
056 this.attackEntityFrom(DamageSource.drown, 1);
057 }
058
059 int var1 = MathHelper.floor_double(this.posX);
060 int var2 = MathHelper.floor_double(this.posZ);
061
062 if (this.worldObj.getBiomeGenForCoords(var1, var2).getFloatTemperature() > 1.0F)
063 {
064 this.attackEntityFrom(DamageSource.onFire, 1);
065 }
066
067 for (var1 = 0; var1 < 4; ++var1)
068 {
069 var2 = MathHelper.floor_double(this.posX + (double)((float)(var1 % 2 * 2 - 1) * 0.25F));
070 int var3 = MathHelper.floor_double(this.posY);
071 int var4 = MathHelper.floor_double(this.posZ + (double)((float)(var1 / 2 % 2 * 2 - 1) * 0.25F));
072
073 if (this.worldObj.getBlockId(var2, var3, var4) == 0 && this.worldObj.getBiomeGenForCoords(var2, var4).getFloatTemperature() < 0.8F && Block.snow.canPlaceBlockAt(this.worldObj, var2, var3, var4))
074 {
075 this.worldObj.setBlockWithNotify(var2, var3, var4, Block.snow.blockID);
076 }
077 }
078 }
079
080 /**
081 * Returns the item ID for the item the mob drops on death.
082 */
083 protected int getDropItemId()
084 {
085 return Item.snowball.itemID;
086 }
087
088 /**
089 * Drop 0-2 items of this living's type. @param par1 - Whether this entity has recently been hit by a player. @param
090 * par2 - Level of Looting used to kill this mob.
091 */
092 protected void dropFewItems(boolean par1, int par2)
093 {
094 int var3 = this.rand.nextInt(16);
095
096 for (int var4 = 0; var4 < var3; ++var4)
097 {
098 this.dropItem(Item.snowball.itemID, 1);
099 }
100 }
101
102 /**
103 * Attack the specified entity using a ranged attack.
104 */
105 public void attackEntityWithRangedAttack(EntityLiving par1EntityLiving)
106 {
107 EntitySnowball var2 = new EntitySnowball(this.worldObj, this);
108 double var3 = par1EntityLiving.posX - this.posX;
109 double var5 = par1EntityLiving.posY + (double)par1EntityLiving.getEyeHeight() - 1.100000023841858D - var2.posY;
110 double var7 = par1EntityLiving.posZ - this.posZ;
111 float var9 = MathHelper.sqrt_double(var3 * var3 + var7 * var7) * 0.2F;
112 var2.setThrowableHeading(var3, var5 + (double)var9, var7, 1.6F, 12.0F);
113 this.playSound("random.bow", 1.0F, 1.0F / (this.getRNG().nextFloat() * 0.4F + 0.8F));
114 this.worldObj.spawnEntityInWorld(var2);
115 }
116 }