    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    }