    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 ComponentVillageChurch extends ComponentVillage
    009{
    010    private int averageGroundLevel = -1;
    011
    012    public ComponentVillageChurch(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 ComponentVillageChurch func_74919_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7)
    020    {
    021        StructureBoundingBox var8 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 5, 12, 9, par6);
    022        return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageChurch(par0ComponentVillageStartPiece, par7, par2Random, var8, 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 + 12 - 1, 0);
    041        }
    042
    043        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 3, 3, 7, 0, 0, false);
    044        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 1, 3, 9, 3, 0, 0, false);
    045        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 0, 3, 0, 8, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    046        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 0, 3, 10, 0, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    047        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 1, 0, 10, 3, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    048        this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 1, 4, 10, 3, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    049        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 4, 0, 4, 7, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    050        this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 0, 4, 4, 4, 7, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    051        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 8, 3, 4, 8, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    052        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 4, 3, 10, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    053        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 5, 3, 5, 7, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    054        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 9, 0, 4, 9, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    055        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 0, 4, 4, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    056        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 11, 2, par3StructureBoundingBox);
    057        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 11, 2, par3StructureBoundingBox);
    058        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 2, 11, 0, par3StructureBoundingBox);
    059        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 2, 11, 4, par3StructureBoundingBox);
    060        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 1, 1, 6, par3StructureBoundingBox);
    061        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 1, 1, 7, par3StructureBoundingBox);
    062        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 2, 1, 7, par3StructureBoundingBox);
    063        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 3, 1, 6, par3StructureBoundingBox);
    064        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 3, 1, 7, par3StructureBoundingBox);
    065        this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 1, 1, 5, par3StructureBoundingBox);
    066        this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 2, 1, 6, par3StructureBoundingBox);
    067        this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 3, 1, 5, par3StructureBoundingBox);
    068        this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 1), 1, 2, 7, par3StructureBoundingBox);
    069        this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 0), 3, 2, 7, par3StructureBoundingBox);
    070        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
    071        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 3, 2, par3StructureBoundingBox);
    072        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 2, 2, par3StructureBoundingBox);
    073        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 3, 2, par3StructureBoundingBox);
    074        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 6, 2, par3StructureBoundingBox);
    075        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 7, 2, par3StructureBoundingBox);
    076        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 6, 2, par3StructureBoundingBox);
    077        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 7, 2, par3StructureBoundingBox);
    078        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 6, 0, par3StructureBoundingBox);
    079        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 7, 0, par3StructureBoundingBox);
    080        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 6, 4, par3StructureBoundingBox);
    081        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 7, 4, par3StructureBoundingBox);
    082        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 3, 6, par3StructureBoundingBox);
    083        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 3, 6, par3StructureBoundingBox);
    084        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 3, 8, par3StructureBoundingBox);
    085        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 4, 7, par3StructureBoundingBox);
    086        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 1, 4, 6, par3StructureBoundingBox);
    087        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 3, 4, 6, par3StructureBoundingBox);
    088        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 4, 5, par3StructureBoundingBox);
    089        int var4 = this.getMetadataWithOffset(Block.ladder.blockID, 4);
    090        int var5;
    091
    092        for (var5 = 1; var5 <= 9; ++var5)
    093        {
    094            this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, var5, 3, par3StructureBoundingBox);
    095        }
    096
    097        this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 1, 0, par3StructureBoundingBox);
    098        this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 2, 0, 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        for (var5 = 0; var5 < 9; ++var5)
    107        {
    108            for (int var6 = 0; var6 < 5; ++var6)
    109            {
    110                this.clearCurrentPositionBlocksUpwards(par1World, var6, 12, var5, par3StructureBoundingBox);
    111                this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var6, -1, var5, par3StructureBoundingBox);
    112            }
    113        }
    114
    115        this.spawnVillagers(par1World, par3StructureBoundingBox, 2, 1, 2, 1);
    116        return true;
    117    }
    118
    119    /**
    120     * Returns the villager type to spawn in this component, based on the number of villagers already spawned.
    121     */
    122    protected int getVillagerType(int par1)
    123    {
    124        return 2;
    125    }
    126}