    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 ComponentVillageHouse4_Garden extends ComponentVillage
    009{
    010    private int averageGroundLevel = -1;
    011    private final boolean isRoofAccessible;
    012
    013    public ComponentVillageHouse4_Garden(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)
    014    {
    015        super(par1ComponentVillageStartPiece, par2);
    016        this.coordBaseMode = par5;
    017        this.boundingBox = par4StructureBoundingBox;
    018        this.isRoofAccessible = par3Random.nextBoolean();
    019    }
    020
    021    public static ComponentVillageHouse4_Garden func_74912_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, 5, 6, 5, par6);
    024        return StructureComponent.findIntersecting(par1List, var8) != null ? null : new ComponentVillageHouse4_Garden(par0ComponentVillageStartPiece, par7, par2Random, var8, par6);
    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, 0, 0, 0, 4, 0, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    046        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 0, 4, 4, 4, Block.wood.blockID, Block.wood.blockID, false);
    047        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 4, 1, 3, 4, 3, Block.planks.blockID, Block.planks.blockID, false);
    048        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 1, 0, par3StructureBoundingBox);
    049        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 2, 0, par3StructureBoundingBox);
    050        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 3, 0, par3StructureBoundingBox);
    051        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 1, 0, par3StructureBoundingBox);
    052        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 2, 0, par3StructureBoundingBox);
    053        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 3, 0, par3StructureBoundingBox);
    054        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 1, 4, par3StructureBoundingBox);
    055        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 2, 4, par3StructureBoundingBox);
    056        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 3, 4, par3StructureBoundingBox);
    057        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 1, 4, par3StructureBoundingBox);
    058        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 2, 4, par3StructureBoundingBox);
    059        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 3, 4, par3StructureBoundingBox);
    060        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 1, 0, 3, 3, Block.planks.blockID, Block.planks.blockID, false);
    061        this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 1, 4, 3, 3, Block.planks.blockID, Block.planks.blockID, false);
    062        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 4, 3, 3, 4, Block.planks.blockID, Block.planks.blockID, false);
    063        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
    064        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 4, par3StructureBoundingBox);
    065        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 2, 2, par3StructureBoundingBox);
    066        this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 1, 0, par3StructureBoundingBox);
    067        this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 2, 0, par3StructureBoundingBox);
    068        this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 3, 0, par3StructureBoundingBox);
    069        this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 2, 3, 0, par3StructureBoundingBox);
    070        this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 3, 0, par3StructureBoundingBox);
    071        this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 2, 0, par3StructureBoundingBox);
    072        this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 1, 0, par3StructureBoundingBox);
    073
    074        if (this.getBlockIdAtCurrentPosition(par1World, 2, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 2, -1, -1, par3StructureBoundingBox) != 0)
    075        {
    076            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 2, 0, -1, par3StructureBoundingBox);
    077        }
    078
    079        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 3, 3, 3, 0, 0, false);
    080
    081        if (this.isRoofAccessible)
    082        {
    083            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 0, par3StructureBoundingBox);
    084            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 5, 0, par3StructureBoundingBox);
    085            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 5, 0, par3StructureBoundingBox);
    086            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 3, 5, 0, par3StructureBoundingBox);
    087            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 0, par3StructureBoundingBox);
    088            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 4, par3StructureBoundingBox);
    089            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 5, 4, par3StructureBoundingBox);
    090            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 5, 4, par3StructureBoundingBox);
    091            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 3, 5, 4, par3StructureBoundingBox);
    092            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 4, par3StructureBoundingBox);
    093            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 1, par3StructureBoundingBox);
    094            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 2, par3StructureBoundingBox);
    095            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 3, par3StructureBoundingBox);
    096            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 1, par3StructureBoundingBox);
    097            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 2, par3StructureBoundingBox);
    098            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 3, par3StructureBoundingBox);
    099        }
    100
    101        int var4;
    102
    103        if (this.isRoofAccessible)
    104        {
    105            var4 = this.getMetadataWithOffset(Block.ladder.blockID, 3);
    106            this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 1, 3, par3StructureBoundingBox);
    107            this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 2, 3, par3StructureBoundingBox);
    108            this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 3, 3, par3StructureBoundingBox);
    109            this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 4, 3, par3StructureBoundingBox);
    110        }
    111
    112        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 3, 1, par3StructureBoundingBox);
    113
    114        for (var4 = 0; var4 < 5; ++var4)
    115        {
    116            for (int var5 = 0; var5 < 5; ++var5)
    117            {
    118                this.clearCurrentPositionBlocksUpwards(par1World, var5, 6, var4, par3StructureBoundingBox);
    119                this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var5, -1, var4, par3StructureBoundingBox);
    120            }
    121        }
    122
    123        this.spawnVillagers(par1World, par3StructureBoundingBox, 1, 1, 2, 1);
    124        return true;
    125    }
    126}