001 package net.minecraft.src;
002
003 import java.util.List;
004 import java.util.Random;
005
006 public class ComponentVillageWoodHut extends ComponentVillage
007 {
008 private int averageGroundLevel = -1;
009 private final boolean isTallHouse;
010 private final int tablePosition;
011
012 public ComponentVillageWoodHut(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)
013 {
014 super(par1ComponentVillageStartPiece, par2);
015 this.coordBaseMode = par5;
016 this.boundingBox = par4StructureBoundingBox;
017 this.isTallHouse = par3Random.nextBoolean();
018 this.tablePosition = par3Random.nextInt(3);
019 }
020
021 public static ComponentVillageWoodHut func_74908_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7)
022 {
023 StructureBoundingBox var8 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 4, 6, 5, par6);
024 return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageWoodHut(par0ComponentVillageStartPiece, par7, par2Random, var8, par6) : null;
025 }
026
027 /**
028 * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
029 * the end, it adds Fences...
030 */
031 public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
032 {
033 if (this.averageGroundLevel < 0)
034 {
035 this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox);
036
037 if (this.averageGroundLevel < 0)
038 {
039 return true;
040 }
041
042 this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 6 - 1, 0);
043 }
044
045 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 3, 5, 4, 0, 0, false);
046 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 3, 0, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
047 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 1, 2, 0, 3, Block.dirt.blockID, Block.dirt.blockID, false);
048
049 if (this.isTallHouse)
050 {
051 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 4, 1, 2, 4, 3, Block.wood.blockID, Block.wood.blockID, false);
052 }
053 else
054 {
055 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 1, 2, 5, 3, Block.wood.blockID, Block.wood.blockID, false);
056 }
057
058 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 1, 4, 0, par3StructureBoundingBox);
059 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 2, 4, 0, par3StructureBoundingBox);
060 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 1, 4, 4, par3StructureBoundingBox);
061 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 2, 4, 4, par3StructureBoundingBox);
062 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 4, 1, par3StructureBoundingBox);
063 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 4, 2, par3StructureBoundingBox);
064 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 4, 3, par3StructureBoundingBox);
065 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 3, 4, 1, par3StructureBoundingBox);
066 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 3, 4, 2, par3StructureBoundingBox);
067 this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 3, 4, 3, par3StructureBoundingBox);
068 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 0, 3, 0, Block.wood.blockID, Block.wood.blockID, false);
069 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 0, 3, 3, 0, Block.wood.blockID, Block.wood.blockID, false);
070 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 4, 0, 3, 4, Block.wood.blockID, Block.wood.blockID, false);
071 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 4, 3, 3, 4, Block.wood.blockID, Block.wood.blockID, false);
072 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 1, 0, 3, 3, Block.planks.blockID, Block.planks.blockID, false);
073 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 1, 3, 3, 3, Block.planks.blockID, Block.planks.blockID, false);
074 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 0, 2, 3, 0, Block.planks.blockID, Block.planks.blockID, false);
075 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 4, 2, 3, 4, Block.planks.blockID, Block.planks.blockID, false);
076 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
077 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 3, 2, 2, par3StructureBoundingBox);
078
079 if (this.tablePosition > 0)
080 {
081 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, this.tablePosition, 1, 3, par3StructureBoundingBox);
082 this.placeBlockAtCurrentPosition(par1World, Block.pressurePlatePlanks.blockID, 0, this.tablePosition, 2, 3, par3StructureBoundingBox);
083 }
084
085 this.placeBlockAtCurrentPosition(par1World, 0, 0, 1, 1, 0, par3StructureBoundingBox);
086 this.placeBlockAtCurrentPosition(par1World, 0, 0, 1, 2, 0, par3StructureBoundingBox);
087 this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 1, 1, 0, this.getMetadataWithOffset(Block.doorWood.blockID, 1));
088
089 if (this.getBlockIdAtCurrentPosition(par1World, 1, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 1, -1, -1, par3StructureBoundingBox) != 0)
090 {
091 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 1, 0, -1, par3StructureBoundingBox);
092 }
093
094 for (int var4 = 0; var4 < 5; ++var4)
095 {
096 for (int var5 = 0; var5 < 4; ++var5)
097 {
098 this.clearCurrentPositionBlocksUpwards(par1World, var5, 6, var4, par3StructureBoundingBox);
099 this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var5, -1, var4, par3StructureBoundingBox);
100 }
101 }
102
103 this.spawnVillagers(par1World, par3StructureBoundingBox, 1, 1, 2, 1);
104 return true;
105 }
106 }