I've added the code for multiple segments for larger mobs so each part has its own collisions and physics. It knows if you hit it in the head or the left wing, and each part has individual player collisions, and so on. On a technical level, it works by letting each entity define a bunch of sub entities if it wishes to. The entity is fully responsible for all physics and saving and loading of the sub entities. It's working surprisingly well, and it appears to be working in multiplayer as well, although I haven't started testing the dragon in MP yet.
Originally, it hit walls and couldn't move through them. It awkwardly turned around and changed direction. The player can easily create walls on their own, and trying to make an AI to properly navigate arbitrary terrain before the code freeze next tuesday isn't feasible when there's so much more we need to do.
And since the dragon is going to start out as an overpowered boss enemy (I'm definitely adding less overpowered dragons for the main world after release), we don't want too many easy ways to deal with it, so we had a short design meeting and decided to make it cheat.
@寂寞炎冰这是关于末影龙的因为。notch写的