package net.minecraft.entity.ai;
import net.minecraft.entity.EntityLiving;
public class EntityAIBreakDoor extends EntityAIDoorInteract
{
private int breakingTime;
private int field_75358_j = -1;
public EntityAIBreakDoor(EntityLiving par1EntityLiving)
{
super(par1EntityLiving);
}
/**
* Returns whether the EntityAIBase should begin execution.
*/
public boolean shouldExecute()
{
return !super.shouldExecute() ? false : (!this.theEntity.worldObj.getGameRules().getGameRuleBooleanValue("mobGriefing") ? false : !this.targetDoor.isDoorOpen(this.theEntity.worldObj, this.entityPosX, this.entityPosY, this.entityPosZ));
}
/**
* Execute a one shot task or start executing a continuous task
*/
public void startExecuting()
{
super.startExecuting();
this.breakingTime = 0;
}
/**
* Returns whether an in-progress EntityAIBase should continue executing
*/
public boolean continueExecuting()
{
double var1 = this.theEntity.getDistanceSq((double)this.entityPosX, (double)this.entityPosY, (double)this.entityPosZ);
return this.breakingTime <= 240 && !this.targetDoor.isDoorOpen(this.theEntity.worldObj, this.entityPosX, this.entityPosY, this.entityPosZ) && var1 < 4.0D;
}
/**
* Resets the task
*/
public void resetTask()
{
super.resetTask();
this.theEntity.worldObj.destroyBlockInWorldPartially(this.theEntity.entityId, this.entityPosX, this.entityPosY, this.entityPosZ, -1);
}
/**
* Updates the task
*/
public void updateTask()
{
super.updateTask();
if (this.theEntity.getRNG().nextInt(20) == 0)
{
this.theEntity.worldObj.playAuxSFX(1010, this.entityPosX, this.entityPosY, this.entityPosZ, 0);
}
++this.breakingTime;
int var1 = (int)((float)this.breakingTime / 240.0F * 10.0F);
if (var1 != this.field_75358_j)
{
this.theEntity.worldObj.destroyBlockInWorldPartially(this.theEntity.entityId, this.entityPosX, this.entityPosY, this.entityPosZ, var1);
this.field_75358_j = var1;
}
if (this.breakingTime == 240 && this.theEntity.worldObj.difficultySetting == 3)
{
this.theEntity.worldObj.setBlockWithNotify(this.entityPosX, this.entityPosY, this.entityPosZ, 0);
this.theEntity.worldObj.playAuxSFX(1012, this.entityPosX, this.entityPosY, this.entityPosZ, 0);
this.theEntity.worldObj.playAuxSFX(2001, this.entityPosX, this.entityPosY, this.entityPosZ, this.targetDoor.blockID);
}
}
}