001 package net.minecraft.src;
002
003 import java.util.List;
004 import java.util.Random;
005
006 public class ComponentVillageHall extends ComponentVillage
007 {
008 private int averageGroundLevel = -1;
009
010 public ComponentVillageHall(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 ComponentVillageHall func_74906_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, 11, par6);
020 return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageHall(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, 6, 8, 0, 10, Block.dirt.blockID, Block.dirt.blockID, false);
044 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 0, 6, par3StructureBoundingBox);
045 this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 1, 6, 2, 1, 10, Block.fence.blockID, Block.fence.blockID, false);
046 this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 1, 6, 8, 1, 10, Block.fence.blockID, Block.fence.blockID, false);
047 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 10, 7, 1, 10, Block.fence.blockID, Block.fence.blockID, false);
048 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 1, 7, 0, 4, Block.planks.blockID, Block.planks.blockID, false);
049 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 0, 3, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
050 this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 0, 0, 8, 3, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
051 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 0, 7, 1, 0, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
052 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 5, 7, 1, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
053 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 2, 0, 7, 3, 0, Block.planks.blockID, Block.planks.blockID, false);
054 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 2, 5, 7, 3, 5, Block.planks.blockID, Block.planks.blockID, false);
055 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 1, 8, 4, 1, Block.planks.blockID, Block.planks.blockID, false);
056 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 4, 8, 4, 4, Block.planks.blockID, Block.planks.blockID, false);
057 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 5, 2, 8, 5, 3, Block.planks.blockID, Block.planks.blockID, false);
058 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 0, 4, 2, par3StructureBoundingBox);
059 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 0, 4, 3, par3StructureBoundingBox);
060 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 2, par3StructureBoundingBox);
061 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 3, par3StructureBoundingBox);
062 int var4 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3);
063 int var5 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 2);
064 int var6;
065 int var7;
066
067 for (var6 = -1; var6 <= 2; ++var6)
068 {
069 for (var7 = 0; var7 <= 8; ++var7)
070 {
071 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var4, var7, 4 + var6, var6, par3StructureBoundingBox);
072 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var5, var7, 4 + var6, 5 - var6, par3StructureBoundingBox);
073 }
074 }
075
076 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 1, par3StructureBoundingBox);
077 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 4, par3StructureBoundingBox);
078 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 1, par3StructureBoundingBox);
079 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 4, par3StructureBoundingBox);
080 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
081 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 3, par3StructureBoundingBox);
082 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 2, par3StructureBoundingBox);
083 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 3, par3StructureBoundingBox);
084 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 5, par3StructureBoundingBox);
085 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 3, 2, 5, par3StructureBoundingBox);
086 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 5, 2, 0, par3StructureBoundingBox);
087 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 6, 2, 5, par3StructureBoundingBox);
088 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 1, 3, par3StructureBoundingBox);
089 this.placeBlockAtCurrentPosition(par1World, Block.pressurePlatePlanks.blockID, 0, 2, 2, 3, par3StructureBoundingBox);
090 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 1, 4, par3StructureBoundingBox);
091 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3), 2, 1, 4, par3StructureBoundingBox);
092 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 1), 1, 1, 3, par3StructureBoundingBox);
093 this.fillWithBlocks(par1World, par3StructureBoundingBox, 5, 0, 1, 7, 0, 3, Block.stoneDoubleSlab.blockID, Block.stoneDoubleSlab.blockID, false);
094 this.placeBlockAtCurrentPosition(par1World, Block.stoneDoubleSlab.blockID, 0, 6, 1, 1, par3StructureBoundingBox);
095 this.placeBlockAtCurrentPosition(par1World, Block.stoneDoubleSlab.blockID, 0, 6, 1, 2, par3StructureBoundingBox);
096 this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 1, 0, par3StructureBoundingBox);
097 this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 2, 0, par3StructureBoundingBox);
098 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 3, 1, par3StructureBoundingBox);
099 this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 2, 1, 0, this.getMetadataWithOffset(Block.doorWood.blockID, 1));
100
101 if (this.getBlockIdAtCurrentPosition(par1World, 2, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 2, -1, -1, par3StructureBoundingBox) != 0)
102 {
103 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 2, 0, -1, par3StructureBoundingBox);
104 }
105
106 this.placeBlockAtCurrentPosition(par1World, 0, 0, 6, 1, 5, par3StructureBoundingBox);
107 this.placeBlockAtCurrentPosition(par1World, 0, 0, 6, 2, 5, par3StructureBoundingBox);
108 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 6, 3, 4, par3StructureBoundingBox);
109 this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 6, 1, 5, this.getMetadataWithOffset(Block.doorWood.blockID, 1));
110
111 for (var6 = 0; var6 < 5; ++var6)
112 {
113 for (var7 = 0; var7 < 9; ++var7)
114 {
115 this.clearCurrentPositionBlocksUpwards(par1World, var7, 7, var6, par3StructureBoundingBox);
116 this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var7, -1, var6, par3StructureBoundingBox);
117 }
118 }
119
120 this.spawnVillagers(par1World, par3StructureBoundingBox, 4, 1, 2, 2);
121 return true;
122 }
123
124 /**
125 * Returns the villager type to spawn in this component, based on the number of villagers already spawned.
126 */
127 protected int getVillagerType(int par1)
128 {
129 return par1 == 0 ? 4 : 0;
130 }
131 }