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); } } }