001 package net.minecraft.src; 002 003 import java.util.List; 004 import java.util.Random; 005 006 public class ComponentVillageWoodHut extends ComponentVillage 007 { 008 private int averageGroundLevel = -1; 009 private final boolean isTallHouse; 010 private final int tablePosition; 011 012 public ComponentVillageWoodHut(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5) 013 { 014 super(par1ComponentVillageStartPiece, par2); 015 this.coordBaseMode = par5; 016 this.boundingBox = par4StructureBoundingBox; 017 this.isTallHouse = par3Random.nextBoolean(); 018 this.tablePosition = par3Random.nextInt(3); 019 } 020 021 public static ComponentVillageWoodHut func_74908_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7) 022 { 023 StructureBoundingBox var8 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 4, 6, 5, par6); 024 return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageWoodHut(par0ComponentVillageStartPiece, par7, par2Random, var8, par6) : null; 025 } 026 027 /** 028 * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at 029 * the end, it adds Fences... 030 */ 031 public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox) 032 { 033 if (this.averageGroundLevel < 0) 034 { 035 this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox); 036 037 if (this.averageGroundLevel < 0) 038 { 039 return true; 040 } 041 042 this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 6 - 1, 0); 043 } 044 045 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 3, 5, 4, 0, 0, false); 046 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 3, 0, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false); 047 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 1, 2, 0, 3, Block.dirt.blockID, Block.dirt.blockID, false); 048 049 if (this.isTallHouse) 050 { 051 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 4, 1, 2, 4, 3, Block.wood.blockID, Block.wood.blockID, false); 052 } 053 else 054 { 055 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 1, 2, 5, 3, Block.wood.blockID, Block.wood.blockID, false); 056 } 057 058 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 1, 4, 0, par3StructureBoundingBox); 059 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 2, 4, 0, par3StructureBoundingBox); 060 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 1, 4, 4, par3StructureBoundingBox); 061 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 2, 4, 4, par3StructureBoundingBox); 062 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 4, 1, par3StructureBoundingBox); 063 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 4, 2, par3StructureBoundingBox); 064 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 4, 3, par3StructureBoundingBox); 065 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 3, 4, 1, par3StructureBoundingBox); 066 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 3, 4, 2, par3StructureBoundingBox); 067 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 3, 4, 3, par3StructureBoundingBox); 068 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 0, 3, 0, Block.wood.blockID, Block.wood.blockID, false); 069 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 0, 3, 3, 0, Block.wood.blockID, Block.wood.blockID, false); 070 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 4, 0, 3, 4, Block.wood.blockID, Block.wood.blockID, false); 071 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 4, 3, 3, 4, Block.wood.blockID, Block.wood.blockID, false); 072 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 1, 0, 3, 3, Block.planks.blockID, Block.planks.blockID, false); 073 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 1, 3, 3, 3, Block.planks.blockID, Block.planks.blockID, false); 074 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 0, 2, 3, 0, Block.planks.blockID, Block.planks.blockID, false); 075 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 4, 2, 3, 4, Block.planks.blockID, Block.planks.blockID, false); 076 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox); 077 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 3, 2, 2, par3StructureBoundingBox); 078 079 if (this.tablePosition > 0) 080 { 081 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, this.tablePosition, 1, 3, par3StructureBoundingBox); 082 this.placeBlockAtCurrentPosition(par1World, Block.pressurePlatePlanks.blockID, 0, this.tablePosition, 2, 3, par3StructureBoundingBox); 083 } 084 085 this.placeBlockAtCurrentPosition(par1World, 0, 0, 1, 1, 0, par3StructureBoundingBox); 086 this.placeBlockAtCurrentPosition(par1World, 0, 0, 1, 2, 0, par3StructureBoundingBox); 087 this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 1, 1, 0, this.getMetadataWithOffset(Block.doorWood.blockID, 1)); 088 089 if (this.getBlockIdAtCurrentPosition(par1World, 1, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 1, -1, -1, par3StructureBoundingBox) != 0) 090 { 091 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 1, 0, -1, par3StructureBoundingBox); 092 } 093 094 for (int var4 = 0; var4 < 5; ++var4) 095 { 096 for (int var5 = 0; var5 < 4; ++var5) 097 { 098 this.clearCurrentPositionBlocksUpwards(par1World, var5, 6, var4, par3StructureBoundingBox); 099 this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var5, -1, var4, par3StructureBoundingBox); 100 } 101 } 102 103 this.spawnVillagers(par1World, par3StructureBoundingBox, 1, 1, 2, 1); 104 return true; 105 } 106 }