001 package net.minecraft.src;
002
003 import java.util.List;
004 import java.util.Random;
005
006 import net.minecraftforge.common.ChestGenHooks;
007 import static net.minecraftforge.common.ChestGenHooks.*;
008
009 public class ComponentVillageHouse2 extends ComponentVillage
010 {
011 /** List of items that Village's Blacksmith chest can contain. */
012 public static final WeightedRandomChestContent[] villageBlacksmithChestContents = new WeightedRandomChestContent[] {new WeightedRandomChestContent(Item.diamond.shiftedIndex, 0, 1, 3, 3), new WeightedRandomChestContent(Item.ingotIron.shiftedIndex, 0, 1, 5, 10), new WeightedRandomChestContent(Item.ingotGold.shiftedIndex, 0, 1, 3, 5), new WeightedRandomChestContent(Item.bread.shiftedIndex, 0, 1, 3, 15), new WeightedRandomChestContent(Item.appleRed.shiftedIndex, 0, 1, 3, 15), new WeightedRandomChestContent(Item.pickaxeSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.swordSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.plateSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.helmetSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.legsSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.bootsSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Block.obsidian.blockID, 0, 3, 7, 5), new WeightedRandomChestContent(Block.sapling.blockID, 0, 3, 7, 5)};
013 private int averageGroundLevel = -1;
014 private boolean hasMadeChest;
015
016 public ComponentVillageHouse2(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)
017 {
018 super(par1ComponentVillageStartPiece, par2);
019 this.coordBaseMode = par5;
020 this.boundingBox = par4StructureBoundingBox;
021 }
022
023 public static ComponentVillageHouse2 func_74915_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7)
024 {
025 StructureBoundingBox var8 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 10, 6, 7, par6);
026 return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageHouse2(par0ComponentVillageStartPiece, par7, par2Random, var8, par6) : null;
027 }
028
029 /**
030 * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
031 * the end, it adds Fences...
032 */
033 public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
034 {
035 if (this.averageGroundLevel < 0)
036 {
037 this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox);
038
039 if (this.averageGroundLevel < 0)
040 {
041 return true;
042 }
043
044 this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 6 - 1, 0);
045 }
046
047 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 9, 4, 6, 0, 0, false);
048 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 9, 0, 6, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
049 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 0, 9, 4, 6, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
050 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 5, 0, 9, 5, 6, Block.stoneSingleSlab.blockID, Block.stoneSingleSlab.blockID, false);
051 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 1, 8, 5, 5, 0, 0, false);
052 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 0, 2, 3, 0, Block.planks.blockID, Block.planks.blockID, false);
053 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 0, 4, 0, Block.wood.blockID, Block.wood.blockID, false);
054 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 0, 3, 4, 0, Block.wood.blockID, Block.wood.blockID, false);
055 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 6, 0, 4, 6, Block.wood.blockID, Block.wood.blockID, false);
056 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 3, 1, par3StructureBoundingBox);
057 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 2, 3, 3, 2, Block.planks.blockID, Block.planks.blockID, false);
058 this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 3, 5, 3, 3, Block.planks.blockID, Block.planks.blockID, false);
059 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 1, 0, 3, 5, Block.planks.blockID, Block.planks.blockID, false);
060 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 6, 5, 3, 6, Block.planks.blockID, Block.planks.blockID, false);
061 this.fillWithBlocks(par1World, par3StructureBoundingBox, 5, 1, 0, 5, 3, 0, Block.fence.blockID, Block.fence.blockID, false);
062 this.fillWithBlocks(par1World, par3StructureBoundingBox, 9, 1, 0, 9, 3, 0, Block.fence.blockID, Block.fence.blockID, false);
063 this.fillWithBlocks(par1World, par3StructureBoundingBox, 6, 1, 4, 9, 4, 6, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
064 this.placeBlockAtCurrentPosition(par1World, Block.lavaMoving.blockID, 0, 7, 1, 5, par3StructureBoundingBox);
065 this.placeBlockAtCurrentPosition(par1World, Block.lavaMoving.blockID, 0, 8, 1, 5, par3StructureBoundingBox);
066 this.placeBlockAtCurrentPosition(par1World, Block.fenceIron.blockID, 0, 9, 2, 5, par3StructureBoundingBox);
067 this.placeBlockAtCurrentPosition(par1World, Block.fenceIron.blockID, 0, 9, 2, 4, par3StructureBoundingBox);
068 this.fillWithBlocks(par1World, par3StructureBoundingBox, 7, 2, 4, 8, 2, 5, 0, 0, false);
069 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 1, 3, par3StructureBoundingBox);
070 this.placeBlockAtCurrentPosition(par1World, Block.stoneOvenIdle.blockID, 0, 6, 2, 3, par3StructureBoundingBox);
071 this.placeBlockAtCurrentPosition(par1World, Block.stoneOvenIdle.blockID, 0, 6, 3, 3, par3StructureBoundingBox);
072 this.placeBlockAtCurrentPosition(par1World, Block.stoneDoubleSlab.blockID, 0, 8, 1, 1, par3StructureBoundingBox);
073 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
074 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 4, par3StructureBoundingBox);
075 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 6, par3StructureBoundingBox);
076 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 2, 6, par3StructureBoundingBox);
077 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 1, 4, par3StructureBoundingBox);
078 this.placeBlockAtCurrentPosition(par1World, Block.pressurePlatePlanks.blockID, 0, 2, 2, 4, par3StructureBoundingBox);
079 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 1, 5, par3StructureBoundingBox);
080 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3), 2, 1, 5, par3StructureBoundingBox);
081 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 1), 1, 1, 4, par3StructureBoundingBox);
082 int var4;
083 int var5;
084
085 if (!this.hasMadeChest)
086 {
087 var4 = this.getYWithOffset(1);
088 var5 = this.getXWithOffset(5, 5);
089 int var6 = this.getZWithOffset(5, 5);
090
091 if (par3StructureBoundingBox.isVecInside(var5, var4, var6))
092 {
093 this.hasMadeChest = true;
094 this.generateStructureChestContents(par1World, par3StructureBoundingBox, par2Random, 5, 1, 5, ChestGenHooks.getItems(VILLAGE_BLACKSMITH), ChestGenHooks.getCount(VILLAGE_BLACKSMITH, par2Random));
095 }
096 }
097
098 for (var4 = 6; var4 <= 8; ++var4)
099 {
100 if (this.getBlockIdAtCurrentPosition(par1World, var4, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, var4, -1, -1, par3StructureBoundingBox) != 0)
101 {
102 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), var4, 0, -1, par3StructureBoundingBox);
103 }
104 }
105
106 for (var4 = 0; var4 < 7; ++var4)
107 {
108 for (var5 = 0; var5 < 10; ++var5)
109 {
110 this.clearCurrentPositionBlocksUpwards(par1World, var5, 6, var4, par3StructureBoundingBox);
111 this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var5, -1, var4, par3StructureBoundingBox);
112 }
113 }
114
115 this.spawnVillagers(par1World, par3StructureBoundingBox, 7, 1, 1, 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 3;
125 }
126 }