package net.minecraft.entity.monster; import net.minecraft.block.Block; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.IRangedAttackMob; import net.minecraft.entity.ai.EntityAIArrowAttack; import net.minecraft.entity.ai.EntityAILookIdle; import net.minecraft.entity.ai.EntityAINearestAttackableTarget; import net.minecraft.entity.ai.EntityAIWander; import net.minecraft.entity.ai.EntityAIWatchClosest; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntitySnowball; import net.minecraft.item.Item; import net.minecraft.util.DamageSource; import net.minecraft.util.MathHelper; import net.minecraft.world.World; public class EntitySnowman extends EntityGolem implements IRangedAttackMob { public EntitySnowman(World par1World) { super(par1World); this.texture = "/mob/snowman.png"; this.setSize(0.4F, 1.8F); this.getNavigator().setAvoidsWater(true); this.tasks.addTask(1, new EntityAIArrowAttack(this, 0.25F, 20, 10.0F)); this.tasks.addTask(2, new EntityAIWander(this, 0.2F)); this.tasks.addTask(3, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F)); this.tasks.addTask(4, new EntityAILookIdle(this)); this.targetTasks.addTask(1, new EntityAINearestAttackableTarget(this, EntityLiving.class, 16.0F, 0, true, false, IMob.mobSelector)); } /** * Returns true if the newer Entity AI code should be run */ public boolean isAIEnabled() { return true; } public int getMaxHealth() { return 4; } /** * 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(); if (this.isWet()) { this.attackEntityFrom(DamageSource.drown, 1); } int var1 = MathHelper.floor_double(this.posX); int var2 = MathHelper.floor_double(this.posZ); if (this.worldObj.getBiomeGenForCoords(var1, var2).getFloatTemperature() > 1.0F) { this.attackEntityFrom(DamageSource.onFire, 1); } for (var1 = 0; var1 < 4; ++var1) { var2 = MathHelper.floor_double(this.posX + (double)((float)(var1 % 2 * 2 - 1) * 0.25F)); int var3 = MathHelper.floor_double(this.posY); int var4 = MathHelper.floor_double(this.posZ + (double)((float)(var1 / 2 % 2 * 2 - 1) * 0.25F)); if (this.worldObj.getBlockId(var2, var3, var4) == 0 && this.worldObj.getBiomeGenForCoords(var2, var4).getFloatTemperature() < 0.8F && Block.snow.canPlaceBlockAt(this.worldObj, var2, var3, var4)) { this.worldObj.setBlockWithNotify(var2, var3, var4, Block.snow.blockID); } } } /** * Returns the item ID for the item the mob drops on death. */ protected int getDropItemId() { return Item.snowball.itemID; } /** * Drop 0-2 items of this living's type. @param par1 - Whether this entity has recently been hit by a player. @param * par2 - Level of Looting used to kill this mob. */ protected void dropFewItems(boolean par1, int par2) { int var3 = this.rand.nextInt(16); for (int var4 = 0; var4 < var3; ++var4) { this.dropItem(Item.snowball.itemID, 1); } } /** * Attack the specified entity using a ranged attack. */ public void attackEntityWithRangedAttack(EntityLiving par1EntityLiving) { EntitySnowball var2 = new EntitySnowball(this.worldObj, this); double var3 = par1EntityLiving.posX - this.posX; double var5 = par1EntityLiving.posY + (double)par1EntityLiving.getEyeHeight() - 1.100000023841858D - var2.posY; double var7 = par1EntityLiving.posZ - this.posZ; float var9 = MathHelper.sqrt_double(var3 * var3 + var7 * var7) * 0.2F; var2.setThrowableHeading(var3, var5 + (double)var9, var7, 1.6F, 12.0F); this.playSound("random.bow", 1.0F, 1.0F / (this.getRNG().nextFloat() * 0.4F + 0.8F)); this.worldObj.spawnEntityInWorld(var2); } }