001 package net.minecraft.src;
002
003 import java.util.List;
004 import java.util.Random;
005
006 public class ComponentVillageHouse3 extends ComponentVillage
007 {
008 private int averageGroundLevel = -1;
009
010 public ComponentVillageHouse3(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)
011 {
012 super(par1ComponentVillageStartPiece, par2);
013 this.coordBaseMode = par5;
014 this.boundingBox = par4StructureBoundingBox;
015 }
016
017 public static ComponentVillageHouse3 func_74921_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7)
018 {
019 StructureBoundingBox var8 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 9, 7, 12, par6);
020 return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageHouse3(par0ComponentVillageStartPiece, par7, par2Random, var8, par6) : null;
021 }
022
023 /**
024 * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
025 * the end, it adds Fences...
026 */
027 public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
028 {
029 if (this.averageGroundLevel < 0)
030 {
031 this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox);
032
033 if (this.averageGroundLevel < 0)
034 {
035 return true;
036 }
037
038 this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 7 - 1, 0);
039 }
040
041 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 7, 4, 4, 0, 0, false);
042 this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 1, 6, 8, 4, 10, 0, 0, false);
043 this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 0, 5, 8, 0, 10, Block.planks.blockID, Block.planks.blockID, false);
044 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 1, 7, 0, 4, Block.planks.blockID, Block.planks.blockID, false);
045 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 0, 3, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
046 this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 0, 0, 8, 3, 10, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
047 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 0, 7, 2, 0, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
048 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 5, 2, 1, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
049 this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 0, 6, 2, 3, 10, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
050 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 0, 10, 7, 3, 10, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
051 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 2, 0, 7, 3, 0, Block.planks.blockID, Block.planks.blockID, false);
052 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 2, 5, 2, 3, 5, Block.planks.blockID, Block.planks.blockID, false);
053 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 1, 8, 4, 1, Block.planks.blockID, Block.planks.blockID, false);
054 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 4, 3, 4, 4, Block.planks.blockID, Block.planks.blockID, false);
055 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 5, 2, 8, 5, 3, Block.planks.blockID, Block.planks.blockID, false);
056 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 0, 4, 2, par3StructureBoundingBox);
057 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 0, 4, 3, par3StructureBoundingBox);
058 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 2, par3StructureBoundingBox);
059 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 3, par3StructureBoundingBox);
060 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 4, par3StructureBoundingBox);
061 int var4 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3);
062 int var5 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 2);
063 int var6;
064 int var7;
065
066 for (var6 = -1; var6 <= 2; ++var6)
067 {
068 for (var7 = 0; var7 <= 8; ++var7)
069 {
070 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var4, var7, 4 + var6, var6, par3StructureBoundingBox);
071
072 if ((var6 > -1 || var7 <= 1) && (var6 > 0 || var7 <= 3) && (var6 > 1 || var7 <= 4 || var7 >= 6))
073 {
074 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var5, var7, 4 + var6, 5 - var6, par3StructureBoundingBox);
075 }
076 }
077 }
078
079 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 4, 5, 3, 4, 10, Block.planks.blockID, Block.planks.blockID, false);
080 this.fillWithBlocks(par1World, par3StructureBoundingBox, 7, 4, 2, 7, 4, 10, Block.planks.blockID, Block.planks.blockID, false);
081 this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 5, 4, 4, 5, 10, Block.planks.blockID, Block.planks.blockID, false);
082 this.fillWithBlocks(par1World, par3StructureBoundingBox, 6, 5, 4, 6, 5, 10, Block.planks.blockID, Block.planks.blockID, false);
083 this.fillWithBlocks(par1World, par3StructureBoundingBox, 5, 6, 3, 5, 6, 10, Block.planks.blockID, Block.planks.blockID, false);
084 var6 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 0);
085 int var8;
086
087 for (var7 = 4; var7 >= 1; --var7)
088 {
089 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, var7, 2 + var7, 7 - var7, par3StructureBoundingBox);
090
091 for (var8 = 8 - var7; var8 <= 10; ++var8)
092 {
093 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var6, var7, 2 + var7, var8, par3StructureBoundingBox);
094 }
095 }
096
097 var7 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 1);
098 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 6, 6, 3, par3StructureBoundingBox);
099 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 7, 5, 4, par3StructureBoundingBox);
100 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var7, 6, 6, 4, par3StructureBoundingBox);
101 int var9;
102
103 for (var8 = 6; var8 <= 8; ++var8)
104 {
105 for (var9 = 5; var9 <= 10; ++var9)
106 {
107 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var7, var8, 12 - var8, var9, par3StructureBoundingBox);
108 }
109 }
110
111 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 1, par3StructureBoundingBox);
112 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 4, par3StructureBoundingBox);
113 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
114 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 3, par3StructureBoundingBox);
115 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 4, 2, 0, par3StructureBoundingBox);
116 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 5, 2, 0, par3StructureBoundingBox);
117 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 6, 2, 0, par3StructureBoundingBox);
118 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 1, par3StructureBoundingBox);
119 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 2, par3StructureBoundingBox);
120 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 3, par3StructureBoundingBox);
121 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 4, par3StructureBoundingBox);
122 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 2, 5, par3StructureBoundingBox);
123 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 6, par3StructureBoundingBox);
124 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 7, par3StructureBoundingBox);
125 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 8, par3StructureBoundingBox);
126 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 9, par3StructureBoundingBox);
127 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 2, 2, 6, par3StructureBoundingBox);
128 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 7, par3StructureBoundingBox);
129 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 8, par3StructureBoundingBox);
130 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 2, 2, 9, par3StructureBoundingBox);
131 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 4, 4, 10, par3StructureBoundingBox);
132 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 5, 4, 10, par3StructureBoundingBox);
133 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 6, 4, 10, par3StructureBoundingBox);
134 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 5, 5, 10, par3StructureBoundingBox);
135 this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 1, 0, par3StructureBoundingBox);
136 this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 2, 0, par3StructureBoundingBox);
137 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 3, 1, par3StructureBoundingBox);
138 this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 2, 1, 0, this.getMetadataWithOffset(Block.doorWood.blockID, 1));
139 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, -1, 3, 2, -1, 0, 0, false);
140
141 if (this.getBlockIdAtCurrentPosition(par1World, 2, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 2, -1, -1, par3StructureBoundingBox) != 0)
142 {
143 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 2, 0, -1, par3StructureBoundingBox);
144 }
145
146 for (var8 = 0; var8 < 5; ++var8)
147 {
148 for (var9 = 0; var9 < 9; ++var9)
149 {
150 this.clearCurrentPositionBlocksUpwards(par1World, var9, 7, var8, par3StructureBoundingBox);
151 this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var9, -1, var8, par3StructureBoundingBox);
152 }
153 }
154
155 for (var8 = 5; var8 < 11; ++var8)
156 {
157 for (var9 = 2; var9 < 9; ++var9)
158 {
159 this.clearCurrentPositionBlocksUpwards(par1World, var9, 7, var8, par3StructureBoundingBox);
160 this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var9, -1, var8, par3StructureBoundingBox);
161 }
162 }
163
164 this.spawnVillagers(par1World, par3StructureBoundingBox, 4, 1, 2, 2);
165 return true;
166 }
167 }