package net.minecraft.entity.item;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.entity.Entity;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;

public class EntityEnderEye extends Entity
{
    /** 'x' location the eye should float towards. */
    private double targetX;

    /** 'y' location the eye should float towards. */
    private double targetY;

    /** 'z' location the eye should float towards. */
    private double targetZ;
    private int despawnTimer;
    private boolean shatterOrDrop;

    public EntityEnderEye(World par1World)
    {
        super(par1World);
        this.setSize(0.25F, 0.25F);
    }

    protected void entityInit() {}

    @SideOnly(Side.CLIENT)

    /**
     * Checks if the entity is in range to render by using the past in distance and comparing it to its average edge
     * length * 64 * renderDistanceWeight Args: distance
     */
    public boolean isInRangeToRenderDist(double par1)
    {
        double d1 = this.boundingBox.getAverageEdgeLength() * 4.0D;
        d1 *= 64.0D;
        return par1 < d1 * d1;
    }

    public EntityEnderEye(World par1World, double par2, double par4, double par6)
    {
        super(par1World);
        this.despawnTimer = 0;
        this.setSize(0.25F, 0.25F);
        this.setPosition(par2, par4, par6);
        this.yOffset = 0.0F;
    }

    /**
     * The location the eye should float/move towards. Currently used for moving towards the nearest stronghold. Args:
     * strongholdX, strongholdY, strongholdZ
     */
    public void moveTowards(double par1, int par3, double par4)
    {
        double d2 = par1 - this.posX;
        double d3 = par4 - this.posZ;
        float f = MathHelper.sqrt_double(d2 * d2 + d3 * d3);

        if (f > 12.0F)
        {
            this.targetX = this.posX + d2 / (double)f * 12.0D;
            this.targetZ = this.posZ + d3 / (double)f * 12.0D;
            this.targetY = this.posY + 8.0D;
        }
        else
        {
            this.targetX = par1;
            this.targetY = (double)par3;
            this.targetZ = par4;
        }

        this.despawnTimer = 0;
        this.shatterOrDrop = this.rand.nextInt(5) > 0;
    }

    @SideOnly(Side.CLIENT)

    /**
     * Sets the velocity to the args. Args: x, y, z
     */
    public void setVelocity(double par1, double par3, double par5)
    {
        this.motionX = par1;
        this.motionY = par3;
        this.motionZ = par5;

        if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
        {
            float f = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
            this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
            this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)f) * 180.0D / Math.PI);
        }
    }

    /**
     * Called to update the entity's position/logic.
     */
    public void onUpdate()
    {
        this.lastTickPosX = this.posX;
        this.lastTickPosY = this.posY;
        this.lastTickPosZ = this.posZ;
        super.onUpdate();
        this.posX += this.motionX;
        this.posY += this.motionY;
        this.posZ += this.motionZ;
        float f = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
        this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);

        for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F)
        {
            ;
        }

        while (this.rotationPitch - this.prevRotationPitch >= 180.0F)
        {
            this.prevRotationPitch += 360.0F;
        }

        while (this.rotationYaw - this.prevRotationYaw < -180.0F)
        {
            this.prevRotationYaw -= 360.0F;
        }

        while (this.rotationYaw - this.prevRotationYaw >= 180.0F)
        {
            this.prevRotationYaw += 360.0F;
        }

        this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F;
        this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F;

        if (!this.worldObj.isRemote)
        {
            double d0 = this.targetX - this.posX;
            double d1 = this.targetZ - this.posZ;
            float f1 = (float)Math.sqrt(d0 * d0 + d1 * d1);
            float f2 = (float)Math.atan2(d1, d0);
            double d2 = (double)f + (double)(f1 - f) * 0.0025D;

            if (f1 < 1.0F)
            {
                d2 *= 0.8D;
                this.motionY *= 0.8D;
            }

            this.motionX = Math.cos((double)f2) * d2;
            this.motionZ = Math.sin((double)f2) * d2;

            if (this.posY < this.targetY)
            {
                this.motionY += (1.0D - this.motionY) * 0.014999999664723873D;
            }
            else
            {
                this.motionY += (-1.0D - this.motionY) * 0.014999999664723873D;
            }
        }

        float f3 = 0.25F;

        if (this.isInWater())
        {
            for (int i = 0; i < 4; ++i)
            {
                this.worldObj.spawnParticle("bubble", this.posX - this.motionX * (double)f3, this.posY - this.motionY * (double)f3, this.posZ - this.motionZ * (double)f3, this.motionX, this.motionY, this.motionZ);
            }
        }
        else
        {
            this.worldObj.spawnParticle("portal", this.posX - this.motionX * (double)f3 + this.rand.nextDouble() * 0.6D - 0.3D, this.posY - this.motionY * (double)f3 - 0.5D, this.posZ - this.motionZ * (double)f3 + this.rand.nextDouble() * 0.6D - 0.3D, this.motionX, this.motionY, this.motionZ);
        }

        if (!this.worldObj.isRemote)
        {
            this.setPosition(this.posX, this.posY, this.posZ);
            ++this.despawnTimer;

            if (this.despawnTimer > 80 && !this.worldObj.isRemote)
            {
                this.setDead();

                if (this.shatterOrDrop)
                {
                    this.worldObj.spawnEntityInWorld(new EntityItem(this.worldObj, this.posX, this.posY, this.posZ, new ItemStack(Item.eyeOfEnder)));
                }
                else
                {
                    this.worldObj.playAuxSFX(2003, (int)Math.round(this.posX), (int)Math.round(this.posY), (int)Math.round(this.posZ), 0);
                }
            }
        }
    }

    /**
     * (abstract) Protected helper method to write subclass entity data to NBT.
     */
    public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound) {}

    /**
     * (abstract) Protected helper method to read subclass entity data from NBT.
     */
    public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound) {}

    @SideOnly(Side.CLIENT)
    public float getShadowSize()
    {
        return 0.0F;
    }

    /**
     * Gets how bright this entity is.
     */
    public float getBrightness(float par1)
    {
        return 1.0F;
    }

    @SideOnly(Side.CLIENT)
    public int getBrightnessForRender(float par1)
    {
        return 15728880;
    }

    /**
     * If returns false, the item will not inflict any damage against entities.
     */
    public boolean canAttackWithItem()
    {
        return false;
    }
}
