package net.minecraft.src;

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 prevTentacleAngle;
    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 par1World)
    {
        super(par1World);
        this.setSize(0.95F, 0.95F);
        this.rotationVelocity = 1.0F / (this.rand.nextFloat() + 1.0F) * 0.2F;
    }

    protected void applyEntityAttributes()
    {
        super.applyEntityAttributes();
        this.getEntityAttribute(SharedMonsterAttributes.maxHealth).setAttribute(10.0D);
    }

    /**
     * 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 String getHurtSound()
    {
        return null;
    }

    /**
     * Returns the sound this mob makes on death.
     */
    protected String getDeathSound()
    {
        return null;
    }

    /**
     * Returns the volume for the sounds this mob makes.
     */
    protected float getSoundVolume()
    {
        return 0.4F;
    }

    /**
     * Returns the item ID for the item the mob drops on death.
     */
    protected int getDropItemId()
    {
        return 0;
    }

    /**
     * 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 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(3 + par2) + 1;

        for (int var4 = 0; var4 < var3; ++var4)
        {
            this.entityDropItem(new ItemStack(Item.dyePowder, 1, 0), 0.0F);
        }
    }

    /**
     * Checks if this entity is inside water (if inWater field is true as a result of handleWaterMovement() returning
     * true)
     */
    public boolean isInWater()
    {
        return this.worldObj.handleMaterialAcceleration(this.boundingBox.expand(0.0D, -0.6000000238418579D, 0.0D), Material.water, 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.prevTentacleAngle = this.tentacleAngle;
        this.squidRotation += this.rotationVelocity;

        if (this.squidRotation > ((float)Math.PI * 2F))
        {
            this.squidRotation -= ((float)Math.PI * 2F);

            if (this.rand.nextInt(10) == 0)
            {
                this.rotationVelocity = 1.0F / (this.rand.nextFloat() + 1.0F) * 0.2F;
            }
        }

        if (this.isInWater())
        {
            float var1;

            if (this.squidRotation < (float)Math.PI)
            {
                var1 = this.squidRotation / (float)Math.PI;
                this.tentacleAngle = MathHelper.sin(var1 * var1 * (float)Math.PI) * (float)Math.PI * 0.25F;

                if ((double)var1 > 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.isRemote)
            {
                this.motionX = (double)(this.randomMotionVecX * this.randomMotionSpeed);
                this.motionY = (double)(this.randomMotionVecY * this.randomMotionSpeed);
                this.motionZ = (double)(this.randomMotionVecZ * this.randomMotionSpeed);
            }

            var1 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
            this.renderYawOffset += (-((float)Math.atan2(this.motionX, this.motionZ)) * 180.0F / (float)Math.PI - this.renderYawOffset) * 0.1F;
            this.rotationYaw = this.renderYawOffset;
            this.squidYaw += (float)Math.PI * this.field_70871_bB * 1.5F;
            this.squidPitch += (-((float)Math.atan2((double)var1, this.motionY)) * 180.0F / (float)Math.PI - this.squidPitch) * 0.1F;
        }
        else
        {
            this.tentacleAngle = MathHelper.abs(MathHelper.sin(this.squidRotation)) * (float)Math.PI * 0.25F;

            if (!this.worldObj.isRemote)
            {
                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 par1, float par2)
    {
        this.moveEntity(this.motionX, this.motionY, this.motionZ);
    }

    protected void updateEntityActionState()
    {
        ++this.entityAge;

        if (this.entityAge > 100)
        {
            this.randomMotionVecX = this.randomMotionVecY = this.randomMotionVecZ = 0.0F;
        }
        else if (this.rand.nextInt(50) == 0 || !this.inWater || this.randomMotionVecX == 0.0F && this.randomMotionVecY == 0.0F && this.randomMotionVecZ == 0.0F)
        {
            float var1 = this.rand.nextFloat() * (float)Math.PI * 2.0F;
            this.randomMotionVecX = MathHelper.cos(var1) * 0.2F;
            this.randomMotionVecY = -0.1F + this.rand.nextFloat() * 0.2F;
            this.randomMotionVecZ = MathHelper.sin(var1) * 0.2F;
        }

        this.despawnEntity();
    }

    /**
     * Checks if the entity's current position is a valid location to spawn this entity.
     */
    public boolean getCanSpawnHere()
    {
        return this.posY > 45.0D && this.posY < 63.0D && super.getCanSpawnHere();
    }
}
