001 package net.minecraft.src;
002
003 import java.util.List;
004 import java.util.Random;
005
006 public class ComponentVillageHouse4_Garden extends ComponentVillage
007 {
008 private int averageGroundLevel = -1;
009 private final boolean isRoofAccessible;
010
011 public ComponentVillageHouse4_Garden(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)
012 {
013 super(par1ComponentVillageStartPiece, par2);
014 this.coordBaseMode = par5;
015 this.boundingBox = par4StructureBoundingBox;
016 this.isRoofAccessible = par3Random.nextBoolean();
017 }
018
019 public static ComponentVillageHouse4_Garden func_74912_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, 6, 5, par6);
022 return StructureComponent.findIntersecting(par1List, var8) != null ? null : new ComponentVillageHouse4_Garden(par0ComponentVillageStartPiece, par7, par2Random, var8, par6);
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 + 6 - 1, 0);
041 }
042
043 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 4, 0, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
044 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 0, 4, 4, 4, Block.wood.blockID, Block.wood.blockID, false);
045 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 4, 1, 3, 4, 3, Block.planks.blockID, Block.planks.blockID, false);
046 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 1, 0, par3StructureBoundingBox);
047 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 2, 0, par3StructureBoundingBox);
048 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 3, 0, par3StructureBoundingBox);
049 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 1, 0, par3StructureBoundingBox);
050 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 2, 0, par3StructureBoundingBox);
051 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 3, 0, par3StructureBoundingBox);
052 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 1, 4, par3StructureBoundingBox);
053 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 2, 4, par3StructureBoundingBox);
054 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 3, 4, par3StructureBoundingBox);
055 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 1, 4, par3StructureBoundingBox);
056 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 2, 4, par3StructureBoundingBox);
057 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 3, 4, par3StructureBoundingBox);
058 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 1, 0, 3, 3, Block.planks.blockID, Block.planks.blockID, false);
059 this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 1, 4, 3, 3, Block.planks.blockID, Block.planks.blockID, false);
060 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 4, 3, 3, 4, Block.planks.blockID, Block.planks.blockID, false);
061 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
062 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 4, par3StructureBoundingBox);
063 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 2, 2, par3StructureBoundingBox);
064 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 1, 0, par3StructureBoundingBox);
065 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 2, 0, par3StructureBoundingBox);
066 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 3, 0, par3StructureBoundingBox);
067 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 2, 3, 0, par3StructureBoundingBox);
068 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 3, 0, par3StructureBoundingBox);
069 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 2, 0, par3StructureBoundingBox);
070 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 1, 0, par3StructureBoundingBox);
071
072 if (this.getBlockIdAtCurrentPosition(par1World, 2, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 2, -1, -1, par3StructureBoundingBox) != 0)
073 {
074 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 2, 0, -1, par3StructureBoundingBox);
075 }
076
077 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 3, 3, 3, 0, 0, false);
078
079 if (this.isRoofAccessible)
080 {
081 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 0, par3StructureBoundingBox);
082 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 5, 0, par3StructureBoundingBox);
083 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 5, 0, par3StructureBoundingBox);
084 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 3, 5, 0, par3StructureBoundingBox);
085 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 0, par3StructureBoundingBox);
086 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 4, par3StructureBoundingBox);
087 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 5, 4, par3StructureBoundingBox);
088 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 5, 4, par3StructureBoundingBox);
089 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 3, 5, 4, par3StructureBoundingBox);
090 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 4, par3StructureBoundingBox);
091 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 1, par3StructureBoundingBox);
092 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 2, par3StructureBoundingBox);
093 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 3, par3StructureBoundingBox);
094 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 1, par3StructureBoundingBox);
095 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 2, par3StructureBoundingBox);
096 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 3, par3StructureBoundingBox);
097 }
098
099 int var4;
100
101 if (this.isRoofAccessible)
102 {
103 var4 = this.getMetadataWithOffset(Block.ladder.blockID, 3);
104 this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 1, 3, par3StructureBoundingBox);
105 this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 2, 3, par3StructureBoundingBox);
106 this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 3, 3, par3StructureBoundingBox);
107 this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 4, 3, par3StructureBoundingBox);
108 }
109
110 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 3, 1, par3StructureBoundingBox);
111
112 for (var4 = 0; var4 < 5; ++var4)
113 {
114 for (int var5 = 0; var5 < 5; ++var5)
115 {
116 this.clearCurrentPositionBlocksUpwards(par1World, var5, 6, var4, par3StructureBoundingBox);
117 this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var5, -1, var4, par3StructureBoundingBox);
118 }
119 }
120
121 this.spawnVillagers(par1World, par3StructureBoundingBox, 1, 1, 2, 1);
122 return true;
123 }
124 }