001 package net.minecraft.src; 002 003 import java.util.List; 004 import java.util.Random; 005 006 public class ComponentVillageHouse2 extends ComponentVillage 007 { 008 private static final WeightedRandomChestContent[] field_74918_a = new WeightedRandomChestContent[] {new WeightedRandomChestContent(Item.diamond.shiftedIndex, 0, 1, 3, 3), new WeightedRandomChestContent(Item.ingotIron.shiftedIndex, 0, 1, 5, 10), new WeightedRandomChestContent(Item.ingotGold.shiftedIndex, 0, 1, 3, 5), new WeightedRandomChestContent(Item.bread.shiftedIndex, 0, 1, 3, 15), new WeightedRandomChestContent(Item.appleRed.shiftedIndex, 0, 1, 3, 15), new WeightedRandomChestContent(Item.pickaxeSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.swordSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.plateSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.helmetSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.legsSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.bootsSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Block.obsidian.blockID, 0, 3, 7, 5), new WeightedRandomChestContent(Block.sapling.blockID, 0, 3, 7, 5)}; 009 private int averageGroundLevel = -1; 010 private boolean hasMadeChest; 011 012 public ComponentVillageHouse2(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5) 013 { 014 super(par1ComponentVillageStartPiece, par2); 015 this.coordBaseMode = par5; 016 this.boundingBox = par4StructureBoundingBox; 017 } 018 019 public static ComponentVillageHouse2 func_74915_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7) 020 { 021 StructureBoundingBox var8 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 10, 6, 7, par6); 022 return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageHouse2(par0ComponentVillageStartPiece, par7, par2Random, var8, par6) : null; 023 } 024 025 /** 026 * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at 027 * the end, it adds Fences... 028 */ 029 public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox) 030 { 031 if (this.averageGroundLevel < 0) 032 { 033 this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox); 034 035 if (this.averageGroundLevel < 0) 036 { 037 return true; 038 } 039 040 this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 6 - 1, 0); 041 } 042 043 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 9, 4, 6, 0, 0, false); 044 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 9, 0, 6, Block.cobblestone.blockID, Block.cobblestone.blockID, false); 045 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 0, 9, 4, 6, Block.cobblestone.blockID, Block.cobblestone.blockID, false); 046 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 5, 0, 9, 5, 6, Block.stoneSingleSlab.blockID, Block.stoneSingleSlab.blockID, false); 047 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 1, 8, 5, 5, 0, 0, false); 048 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 0, 2, 3, 0, Block.planks.blockID, Block.planks.blockID, false); 049 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 0, 4, 0, Block.wood.blockID, Block.wood.blockID, false); 050 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 0, 3, 4, 0, Block.wood.blockID, Block.wood.blockID, false); 051 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 6, 0, 4, 6, Block.wood.blockID, Block.wood.blockID, false); 052 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 3, 1, par3StructureBoundingBox); 053 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 2, 3, 3, 2, Block.planks.blockID, Block.planks.blockID, false); 054 this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 3, 5, 3, 3, Block.planks.blockID, Block.planks.blockID, false); 055 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 1, 0, 3, 5, Block.planks.blockID, Block.planks.blockID, false); 056 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 6, 5, 3, 6, Block.planks.blockID, Block.planks.blockID, false); 057 this.fillWithBlocks(par1World, par3StructureBoundingBox, 5, 1, 0, 5, 3, 0, Block.fence.blockID, Block.fence.blockID, false); 058 this.fillWithBlocks(par1World, par3StructureBoundingBox, 9, 1, 0, 9, 3, 0, Block.fence.blockID, Block.fence.blockID, false); 059 this.fillWithBlocks(par1World, par3StructureBoundingBox, 6, 1, 4, 9, 4, 6, Block.cobblestone.blockID, Block.cobblestone.blockID, false); 060 this.placeBlockAtCurrentPosition(par1World, Block.lavaMoving.blockID, 0, 7, 1, 5, par3StructureBoundingBox); 061 this.placeBlockAtCurrentPosition(par1World, Block.lavaMoving.blockID, 0, 8, 1, 5, par3StructureBoundingBox); 062 this.placeBlockAtCurrentPosition(par1World, Block.fenceIron.blockID, 0, 9, 2, 5, par3StructureBoundingBox); 063 this.placeBlockAtCurrentPosition(par1World, Block.fenceIron.blockID, 0, 9, 2, 4, par3StructureBoundingBox); 064 this.fillWithBlocks(par1World, par3StructureBoundingBox, 7, 2, 4, 8, 2, 5, 0, 0, false); 065 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 1, 3, par3StructureBoundingBox); 066 this.placeBlockAtCurrentPosition(par1World, Block.stoneOvenIdle.blockID, 0, 6, 2, 3, par3StructureBoundingBox); 067 this.placeBlockAtCurrentPosition(par1World, Block.stoneOvenIdle.blockID, 0, 6, 3, 3, par3StructureBoundingBox); 068 this.placeBlockAtCurrentPosition(par1World, Block.stoneDoubleSlab.blockID, 0, 8, 1, 1, par3StructureBoundingBox); 069 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox); 070 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 4, par3StructureBoundingBox); 071 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 6, par3StructureBoundingBox); 072 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 2, 6, par3StructureBoundingBox); 073 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 1, 4, par3StructureBoundingBox); 074 this.placeBlockAtCurrentPosition(par1World, Block.pressurePlatePlanks.blockID, 0, 2, 2, 4, par3StructureBoundingBox); 075 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 1, 5, par3StructureBoundingBox); 076 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3), 2, 1, 5, par3StructureBoundingBox); 077 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 1), 1, 1, 4, par3StructureBoundingBox); 078 int var4; 079 int var5; 080 081 if (!this.hasMadeChest) 082 { 083 var4 = this.getYWithOffset(1); 084 var5 = this.getXWithOffset(5, 5); 085 int var6 = this.getZWithOffset(5, 5); 086 087 if (par3StructureBoundingBox.isVecInside(var5, var4, var6)) 088 { 089 this.hasMadeChest = true; 090 this.func_74879_a(par1World, par3StructureBoundingBox, par2Random, 5, 1, 5, field_74918_a, 3 + par2Random.nextInt(6)); 091 } 092 } 093 094 for (var4 = 6; var4 <= 8; ++var4) 095 { 096 if (this.getBlockIdAtCurrentPosition(par1World, var4, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, var4, -1, -1, par3StructureBoundingBox) != 0) 097 { 098 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), var4, 0, -1, par3StructureBoundingBox); 099 } 100 } 101 102 for (var4 = 0; var4 < 7; ++var4) 103 { 104 for (var5 = 0; var5 < 10; ++var5) 105 { 106 this.clearCurrentPositionBlocksUpwards(par1World, var5, 6, var4, par3StructureBoundingBox); 107 this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var5, -1, var4, par3StructureBoundingBox); 108 } 109 } 110 111 this.spawnVillagers(par1World, par3StructureBoundingBox, 7, 1, 1, 1); 112 return true; 113 } 114 115 /** 116 * Returns the villager type to spawn in this component, based on the number of villagers already spawned. 117 */ 118 protected int getVillagerType(int par1) 119 { 120 return 3; 121 } 122 }