001    package net.minecraft.src;
002    
003    import java.util.List;
004    import java.util.Random;
005    
006    public class ComponentVillageHall extends ComponentVillage
007    {
008        private int averageGroundLevel = -1;
009    
010        public ComponentVillageHall(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 ComponentVillageHall func_74906_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, 11, par6);
020            return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageHall(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, 6, 8, 0, 10, Block.dirt.blockID, Block.dirt.blockID, false);
044            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 0, 6, par3StructureBoundingBox);
045            this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 1, 6, 2, 1, 10, Block.fence.blockID, Block.fence.blockID, false);
046            this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 1, 6, 8, 1, 10, Block.fence.blockID, Block.fence.blockID, false);
047            this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 10, 7, 1, 10, Block.fence.blockID, Block.fence.blockID, false);
048            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 1, 7, 0, 4, Block.planks.blockID, Block.planks.blockID, false);
049            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 0, 3, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
050            this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 0, 0, 8, 3, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
051            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 0, 7, 1, 0, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
052            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 5, 7, 1, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
053            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 2, 0, 7, 3, 0, Block.planks.blockID, Block.planks.blockID, false);
054            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 2, 5, 7, 3, 5, Block.planks.blockID, Block.planks.blockID, false);
055            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 1, 8, 4, 1, Block.planks.blockID, Block.planks.blockID, false);
056            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 4, 8, 4, 4, Block.planks.blockID, Block.planks.blockID, false);
057            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 5, 2, 8, 5, 3, Block.planks.blockID, Block.planks.blockID, false);
058            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 0, 4, 2, par3StructureBoundingBox);
059            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 0, 4, 3, par3StructureBoundingBox);
060            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 2, par3StructureBoundingBox);
061            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 3, par3StructureBoundingBox);
062            int var4 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3);
063            int var5 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 2);
064            int var6;
065            int var7;
066    
067            for (var6 = -1; var6 <= 2; ++var6)
068            {
069                for (var7 = 0; var7 <= 8; ++var7)
070                {
071                    this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var4, var7, 4 + var6, var6, par3StructureBoundingBox);
072                    this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var5, var7, 4 + var6, 5 - var6, par3StructureBoundingBox);
073                }
074            }
075    
076            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 1, par3StructureBoundingBox);
077            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 4, par3StructureBoundingBox);
078            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 1, par3StructureBoundingBox);
079            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 4, par3StructureBoundingBox);
080            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
081            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 3, par3StructureBoundingBox);
082            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 2, par3StructureBoundingBox);
083            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 3, par3StructureBoundingBox);
084            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 5, par3StructureBoundingBox);
085            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 3, 2, 5, par3StructureBoundingBox);
086            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 5, 2, 0, par3StructureBoundingBox);
087            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 6, 2, 5, par3StructureBoundingBox);
088            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 1, 3, par3StructureBoundingBox);
089            this.placeBlockAtCurrentPosition(par1World, Block.pressurePlatePlanks.blockID, 0, 2, 2, 3, par3StructureBoundingBox);
090            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 1, 4, par3StructureBoundingBox);
091            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3), 2, 1, 4, par3StructureBoundingBox);
092            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 1), 1, 1, 3, par3StructureBoundingBox);
093            this.fillWithBlocks(par1World, par3StructureBoundingBox, 5, 0, 1, 7, 0, 3, Block.stoneDoubleSlab.blockID, Block.stoneDoubleSlab.blockID, false);
094            this.placeBlockAtCurrentPosition(par1World, Block.stoneDoubleSlab.blockID, 0, 6, 1, 1, par3StructureBoundingBox);
095            this.placeBlockAtCurrentPosition(par1World, Block.stoneDoubleSlab.blockID, 0, 6, 1, 2, par3StructureBoundingBox);
096            this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 1, 0, par3StructureBoundingBox);
097            this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 2, 0, par3StructureBoundingBox);
098            this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 3, 1, par3StructureBoundingBox);
099            this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 2, 1, 0, this.getMetadataWithOffset(Block.doorWood.blockID, 1));
100    
101            if (this.getBlockIdAtCurrentPosition(par1World, 2, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 2, -1, -1, par3StructureBoundingBox) != 0)
102            {
103                this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 2, 0, -1, par3StructureBoundingBox);
104            }
105    
106            this.placeBlockAtCurrentPosition(par1World, 0, 0, 6, 1, 5, par3StructureBoundingBox);
107            this.placeBlockAtCurrentPosition(par1World, 0, 0, 6, 2, 5, par3StructureBoundingBox);
108            this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 6, 3, 4, par3StructureBoundingBox);
109            this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 6, 1, 5, this.getMetadataWithOffset(Block.doorWood.blockID, 1));
110    
111            for (var6 = 0; var6 < 5; ++var6)
112            {
113                for (var7 = 0; var7 < 9; ++var7)
114                {
115                    this.clearCurrentPositionBlocksUpwards(par1World, var7, 7, var6, par3StructureBoundingBox);
116                    this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var7, -1, var6, par3StructureBoundingBox);
117                }
118            }
119    
120            this.spawnVillagers(par1World, par3StructureBoundingBox, 4, 1, 2, 2);
121            return true;
122        }
123    
124        /**
125         * Returns the villager type to spawn in this component, based on the number of villagers already spawned.
126         */
127        protected int getVillagerType(int par1)
128        {
129            return par1 == 0 ? 4 : 0;
130        }
131    }