    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 ComponentVillageHall extends ComponentVillage
    009{
    010    private int averageGroundLevel = -1;
    011
    012    public ComponentVillageHall(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 ComponentVillageHall func_74906_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, 11, par6);
    022        return canVillageGoDeeper(structureboundingbox) && StructureComponent.findIntersecting(par1List, structureboundingbox) == null ? new ComponentVillageHall(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, 6, 8, 0, 10, Block.dirt.blockID, Block.dirt.blockID, false);
    046        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 0, 6, par3StructureBoundingBox);
    047        this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 1, 6, 2, 1, 10, Block.fence.blockID, Block.fence.blockID, false);
    048        this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 1, 6, 8, 1, 10, Block.fence.blockID, Block.fence.blockID, false);
    049        this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 10, 7, 1, 10, Block.fence.blockID, Block.fence.blockID, false);
    050        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 1, 7, 0, 4, Block.planks.blockID, Block.planks.blockID, false);
    051        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 0, 3, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    052        this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 0, 0, 8, 3, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    053        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 0, 7, 1, 0, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    054        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 5, 7, 1, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    055        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 2, 0, 7, 3, 0, Block.planks.blockID, Block.planks.blockID, false);
    056        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 2, 5, 7, 3, 5, Block.planks.blockID, Block.planks.blockID, false);
    057        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 1, 8, 4, 1, Block.planks.blockID, Block.planks.blockID, false);
    058        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 4, 8, 4, 4, Block.planks.blockID, Block.planks.blockID, false);
    059        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 5, 2, 8, 5, 3, Block.planks.blockID, Block.planks.blockID, false);
    060        this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 0, 4, 2, par3StructureBoundingBox);
    061        this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 0, 4, 3, par3StructureBoundingBox);
    062        this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 2, par3StructureBoundingBox);
    063        this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 3, par3StructureBoundingBox);
    064        int i = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3);
    065        int j = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 2);
    066        int k;
    067        int l;
    068
    069        for (k = -1; k <= 2; ++k)
    070        {
    071            for (l = 0; l <= 8; ++l)
    072            {
    073                this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, i, l, 4 + k, k, par3StructureBoundingBox);
    074                this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, j, l, 4 + k, 5 - k, par3StructureBoundingBox);
    075            }
    076        }
    077
    078        this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 1, par3StructureBoundingBox);
    079        this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 4, par3StructureBoundingBox);
    080        this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 1, par3StructureBoundingBox);
    081        this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 4, par3StructureBoundingBox);
    082        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
    083        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 3, par3StructureBoundingBox);
    084        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 2, par3StructureBoundingBox);
    085        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 3, par3StructureBoundingBox);
    086        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 5, par3StructureBoundingBox);
    087        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 3, 2, 5, par3StructureBoundingBox);
    088        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 5, 2, 0, par3StructureBoundingBox);
    089        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 6, 2, 5, par3StructureBoundingBox);
    090        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 1, 3, par3StructureBoundingBox);
    091        this.placeBlockAtCurrentPosition(par1World, Block.pressurePlatePlanks.blockID, 0, 2, 2, 3, par3StructureBoundingBox);
    092        this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 1, 4, par3StructureBoundingBox);
    093        this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3), 2, 1, 4, par3StructureBoundingBox);
    094        this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 1), 1, 1, 3, par3StructureBoundingBox);
    095        this.fillWithBlocks(par1World, par3StructureBoundingBox, 5, 0, 1, 7, 0, 3, Block.stoneDoubleSlab.blockID, Block.stoneDoubleSlab.blockID, false);
    096        this.placeBlockAtCurrentPosition(par1World, Block.stoneDoubleSlab.blockID, 0, 6, 1, 1, par3StructureBoundingBox);
    097        this.placeBlockAtCurrentPosition(par1World, Block.stoneDoubleSlab.blockID, 0, 6, 1, 2, par3StructureBoundingBox);
    098        this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 1, 0, par3StructureBoundingBox);
    099        this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 2, 0, par3StructureBoundingBox);
    100        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 3, 1, par3StructureBoundingBox);
    101        this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 2, 1, 0, this.getMetadataWithOffset(Block.doorWood.blockID, 1));
    102
    103        if (this.getBlockIdAtCurrentPosition(par1World, 2, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 2, -1, -1, par3StructureBoundingBox) != 0)
    104        {
    105            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 2, 0, -1, par3StructureBoundingBox);
    106        }
    107
    108        this.placeBlockAtCurrentPosition(par1World, 0, 0, 6, 1, 5, par3StructureBoundingBox);
    109        this.placeBlockAtCurrentPosition(par1World, 0, 0, 6, 2, 5, par3StructureBoundingBox);
    110        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 6, 3, 4, par3StructureBoundingBox);
    111        this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 6, 1, 5, this.getMetadataWithOffset(Block.doorWood.blockID, 1));
    112
    113        for (k = 0; k < 5; ++k)
    114        {
    115            for (l = 0; l < 9; ++l)
    116            {
    117                this.clearCurrentPositionBlocksUpwards(par1World, l, 7, k, par3StructureBoundingBox);
    118                this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, l, -1, k, par3StructureBoundingBox);
    119            }
    120        }
    121
    122        this.spawnVillagers(par1World, par3StructureBoundingBox, 4, 1, 2, 2);
    123        return true;
    124    }
    125
    126    /**
    127     * Returns the villager type to spawn in this component, based on the number of villagers already spawned.
    128     */
    129    protected int getVillagerType(int par1)
    130    {
    131        return par1 == 0 ? 4 : 0;
    132    }
    133}