001package net.minecraft.world.gen.structure; 002 003import java.util.List; 004import java.util.Random; 005import net.minecraft.block.Block; 006import net.minecraft.world.World; 007 008public class ComponentVillageHouse3 extends ComponentVillage 009{ 010 private int averageGroundLevel = -1; 011 012 public ComponentVillageHouse3(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 ComponentVillageHouse3 func_74921_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7) 020 { 021 StructureBoundingBox structureboundingbox = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 9, 7, 12, par6); 022 return canVillageGoDeeper(structureboundingbox) && StructureComponent.findIntersecting(par1List, structureboundingbox) == null ? new ComponentVillageHouse3(par0ComponentVillageStartPiece, par7, par2Random, structureboundingbox, 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 + 7 - 1, 0); 041 } 042 043 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 7, 4, 4, 0, 0, false); 044 this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 1, 6, 8, 4, 10, 0, 0, false); 045 this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 0, 5, 8, 0, 10, Block.planks.blockID, Block.planks.blockID, false); 046 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 1, 7, 0, 4, Block.planks.blockID, Block.planks.blockID, false); 047 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 0, 3, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false); 048 this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 0, 0, 8, 3, 10, Block.cobblestone.blockID, Block.cobblestone.blockID, false); 049 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 0, 7, 2, 0, Block.cobblestone.blockID, Block.cobblestone.blockID, false); 050 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 5, 2, 1, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false); 051 this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 0, 6, 2, 3, 10, Block.cobblestone.blockID, Block.cobblestone.blockID, false); 052 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 0, 10, 7, 3, 10, 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, 2, 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, 3, 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 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 4, par3StructureBoundingBox); 063 int i = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3); 064 int j = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 2); 065 int k; 066 int l; 067 068 for (k = -1; k <= 2; ++k) 069 { 070 for (l = 0; l <= 8; ++l) 071 { 072 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, i, l, 4 + k, k, par3StructureBoundingBox); 073 074 if ((k > -1 || l <= 1) && (k > 0 || l <= 3) && (k > 1 || l <= 4 || l >= 6)) 075 { 076 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, j, l, 4 + k, 5 - k, par3StructureBoundingBox); 077 } 078 } 079 } 080 081 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 4, 5, 3, 4, 10, Block.planks.blockID, Block.planks.blockID, false); 082 this.fillWithBlocks(par1World, par3StructureBoundingBox, 7, 4, 2, 7, 4, 10, Block.planks.blockID, Block.planks.blockID, false); 083 this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 5, 4, 4, 5, 10, Block.planks.blockID, Block.planks.blockID, false); 084 this.fillWithBlocks(par1World, par3StructureBoundingBox, 6, 5, 4, 6, 5, 10, Block.planks.blockID, Block.planks.blockID, false); 085 this.fillWithBlocks(par1World, par3StructureBoundingBox, 5, 6, 3, 5, 6, 10, Block.planks.blockID, Block.planks.blockID, false); 086 k = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 0); 087 int i1; 088 089 for (l = 4; l >= 1; --l) 090 { 091 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, l, 2 + l, 7 - l, par3StructureBoundingBox); 092 093 for (i1 = 8 - l; i1 <= 10; ++i1) 094 { 095 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, k, l, 2 + l, i1, par3StructureBoundingBox); 096 } 097 } 098 099 l = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 1); 100 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 6, 6, 3, par3StructureBoundingBox); 101 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 7, 5, 4, par3StructureBoundingBox); 102 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, l, 6, 6, 4, par3StructureBoundingBox); 103 int j1; 104 105 for (i1 = 6; i1 <= 8; ++i1) 106 { 107 for (j1 = 5; j1 <= 10; ++j1) 108 { 109 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, l, i1, 12 - i1, j1, par3StructureBoundingBox); 110 } 111 } 112 113 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 1, par3StructureBoundingBox); 114 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 4, par3StructureBoundingBox); 115 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox); 116 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 3, par3StructureBoundingBox); 117 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 4, 2, 0, par3StructureBoundingBox); 118 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 5, 2, 0, par3StructureBoundingBox); 119 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 6, 2, 0, par3StructureBoundingBox); 120 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 1, par3StructureBoundingBox); 121 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 2, par3StructureBoundingBox); 122 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 3, par3StructureBoundingBox); 123 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 4, par3StructureBoundingBox); 124 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 2, 5, par3StructureBoundingBox); 125 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 6, par3StructureBoundingBox); 126 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 7, par3StructureBoundingBox); 127 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 8, par3StructureBoundingBox); 128 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 9, par3StructureBoundingBox); 129 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 2, 2, 6, par3StructureBoundingBox); 130 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 7, par3StructureBoundingBox); 131 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 8, par3StructureBoundingBox); 132 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 2, 2, 9, par3StructureBoundingBox); 133 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 4, 4, 10, par3StructureBoundingBox); 134 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 5, 4, 10, par3StructureBoundingBox); 135 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 6, 4, 10, par3StructureBoundingBox); 136 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 5, 5, 10, par3StructureBoundingBox); 137 this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 1, 0, par3StructureBoundingBox); 138 this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 2, 0, par3StructureBoundingBox); 139 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 3, 1, par3StructureBoundingBox); 140 this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 2, 1, 0, this.getMetadataWithOffset(Block.doorWood.blockID, 1)); 141 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, -1, 3, 2, -1, 0, 0, false); 142 143 if (this.getBlockIdAtCurrentPosition(par1World, 2, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 2, -1, -1, par3StructureBoundingBox) != 0) 144 { 145 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 2, 0, -1, par3StructureBoundingBox); 146 } 147 148 for (i1 = 0; i1 < 5; ++i1) 149 { 150 for (j1 = 0; j1 < 9; ++j1) 151 { 152 this.clearCurrentPositionBlocksUpwards(par1World, j1, 7, i1, par3StructureBoundingBox); 153 this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, j1, -1, i1, par3StructureBoundingBox); 154 } 155 } 156 157 for (i1 = 5; i1 < 11; ++i1) 158 { 159 for (j1 = 2; j1 < 9; ++j1) 160 { 161 this.clearCurrentPositionBlocksUpwards(par1World, j1, 7, i1, par3StructureBoundingBox); 162 this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, j1, -1, i1, par3StructureBoundingBox); 163 } 164 } 165 166 this.spawnVillagers(par1World, par3StructureBoundingBox, 4, 1, 2, 2); 167 return true; 168 } 169}