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 }