001    package net.minecraft.src;
002    
003    import java.util.List;
004    import java.util.Random;
005    
006    public class ComponentVillageHouse3 extends ComponentVillage
007    {
008        private int averageGroundLevel = -1;
009    
010        public ComponentVillageHouse3(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)
011        {
012            super(par1ComponentVillageStartPiece, par2);
013            this.coordBaseMode = par5;
014            this.boundingBox = par4StructureBoundingBox;
015        }
016    
017        public static ComponentVillageHouse3 func_74921_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7)
018        {
019            StructureBoundingBox var8 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 9, 7, 12, par6);
020            return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageHouse3(par0ComponentVillageStartPiece, par7, par2Random, var8, par6) : null;
021        }
022    
023        /**
024         * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
025         * the end, it adds Fences...
026         */
027        public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
028        {
029            if (this.averageGroundLevel < 0)
030            {
031                this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox);
032    
033                if (this.averageGroundLevel < 0)
034                {
035                    return true;
036                }
037    
038                this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 7 - 1, 0);
039            }
040    
041            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 7, 4, 4, 0, 0, false);
042            this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 1, 6, 8, 4, 10, 0, 0, false);
043            this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 0, 5, 8, 0, 10, Block.planks.blockID, Block.planks.blockID, false);
044            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 1, 7, 0, 4, Block.planks.blockID, Block.planks.blockID, false);
045            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 0, 3, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
046            this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 0, 0, 8, 3, 10, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
047            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 0, 7, 2, 0, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
048            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 5, 2, 1, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
049            this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 0, 6, 2, 3, 10, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
050            this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 0, 10, 7, 3, 10, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
051            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 2, 0, 7, 3, 0, Block.planks.blockID, Block.planks.blockID, false);
052            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 2, 5, 2, 3, 5, Block.planks.blockID, Block.planks.blockID, false);
053            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 1, 8, 4, 1, Block.planks.blockID, Block.planks.blockID, false);
054            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 4, 3, 4, 4, Block.planks.blockID, Block.planks.blockID, false);
055            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 5, 2, 8, 5, 3, Block.planks.blockID, Block.planks.blockID, false);
056            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 0, 4, 2, par3StructureBoundingBox);
057            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 0, 4, 3, par3StructureBoundingBox);
058            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 2, par3StructureBoundingBox);
059            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 3, par3StructureBoundingBox);
060            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 4, par3StructureBoundingBox);
061            int var4 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3);
062            int var5 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 2);
063            int var6;
064            int var7;
065    
066            for (var6 = -1; var6 <= 2; ++var6)
067            {
068                for (var7 = 0; var7 <= 8; ++var7)
069                {
070                    this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var4, var7, 4 + var6, var6, par3StructureBoundingBox);
071    
072                    if ((var6 > -1 || var7 <= 1) && (var6 > 0 || var7 <= 3) && (var6 > 1 || var7 <= 4 || var7 >= 6))
073                    {
074                        this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var5, var7, 4 + var6, 5 - var6, par3StructureBoundingBox);
075                    }
076                }
077            }
078    
079            this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 4, 5, 3, 4, 10, Block.planks.blockID, Block.planks.blockID, false);
080            this.fillWithBlocks(par1World, par3StructureBoundingBox, 7, 4, 2, 7, 4, 10, Block.planks.blockID, Block.planks.blockID, false);
081            this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 5, 4, 4, 5, 10, Block.planks.blockID, Block.planks.blockID, false);
082            this.fillWithBlocks(par1World, par3StructureBoundingBox, 6, 5, 4, 6, 5, 10, Block.planks.blockID, Block.planks.blockID, false);
083            this.fillWithBlocks(par1World, par3StructureBoundingBox, 5, 6, 3, 5, 6, 10, Block.planks.blockID, Block.planks.blockID, false);
084            var6 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 0);
085            int var8;
086    
087            for (var7 = 4; var7 >= 1; --var7)
088            {
089                this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, var7, 2 + var7, 7 - var7, par3StructureBoundingBox);
090    
091                for (var8 = 8 - var7; var8 <= 10; ++var8)
092                {
093                    this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var6, var7, 2 + var7, var8, par3StructureBoundingBox);
094                }
095            }
096    
097            var7 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 1);
098            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 6, 6, 3, par3StructureBoundingBox);
099            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 7, 5, 4, par3StructureBoundingBox);
100            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var7, 6, 6, 4, par3StructureBoundingBox);
101            int var9;
102    
103            for (var8 = 6; var8 <= 8; ++var8)
104            {
105                for (var9 = 5; var9 <= 10; ++var9)
106                {
107                    this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var7, var8, 12 - var8, var9, par3StructureBoundingBox);
108                }
109            }
110    
111            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 1, par3StructureBoundingBox);
112            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 4, par3StructureBoundingBox);
113            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
114            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 3, par3StructureBoundingBox);
115            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 4, 2, 0, par3StructureBoundingBox);
116            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 5, 2, 0, par3StructureBoundingBox);
117            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 6, 2, 0, par3StructureBoundingBox);
118            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 1, par3StructureBoundingBox);
119            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 2, par3StructureBoundingBox);
120            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 3, par3StructureBoundingBox);
121            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 4, par3StructureBoundingBox);
122            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 2, 5, par3StructureBoundingBox);
123            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 6, par3StructureBoundingBox);
124            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 7, par3StructureBoundingBox);
125            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 8, par3StructureBoundingBox);
126            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 9, par3StructureBoundingBox);
127            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 2, 2, 6, par3StructureBoundingBox);
128            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 7, par3StructureBoundingBox);
129            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 8, par3StructureBoundingBox);
130            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 2, 2, 9, par3StructureBoundingBox);
131            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 4, 4, 10, par3StructureBoundingBox);
132            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 5, 4, 10, par3StructureBoundingBox);
133            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 6, 4, 10, par3StructureBoundingBox);
134            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 5, 5, 10, par3StructureBoundingBox);
135            this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 1, 0, par3StructureBoundingBox);
136            this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 2, 0, par3StructureBoundingBox);
137            this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 3, 1, par3StructureBoundingBox);
138            this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 2, 1, 0, this.getMetadataWithOffset(Block.doorWood.blockID, 1));
139            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, -1, 3, 2, -1, 0, 0, false);
140    
141            if (this.getBlockIdAtCurrentPosition(par1World, 2, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 2, -1, -1, par3StructureBoundingBox) != 0)
142            {
143                this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 2, 0, -1, par3StructureBoundingBox);
144            }
145    
146            for (var8 = 0; var8 < 5; ++var8)
147            {
148                for (var9 = 0; var9 < 9; ++var9)
149                {
150                    this.clearCurrentPositionBlocksUpwards(par1World, var9, 7, var8, par3StructureBoundingBox);
151                    this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var9, -1, var8, par3StructureBoundingBox);
152                }
153            }
154    
155            for (var8 = 5; var8 < 11; ++var8)
156            {
157                for (var9 = 2; var9 < 9; ++var9)
158                {
159                    this.clearCurrentPositionBlocksUpwards(par1World, var9, 7, var8, par3StructureBoundingBox);
160                    this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var9, -1, var8, par3StructureBoundingBox);
161                }
162            }
163    
164            this.spawnVillagers(par1World, par3StructureBoundingBox, 4, 1, 2, 2);
165            return true;
166        }
167    }