    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    }