    001    package net.minecraft.world.gen.structure;
    002
    003    import java.util.List;
    004    import java.util.Random;
    005    import net.minecraft.block.Block;
    006    import net.minecraft.world.World;
    007
    008    public class ComponentVillageHouse3 extends ComponentVillage
    009    {
    010        private int averageGroundLevel = -1;
    011
    012        public ComponentVillageHouse3(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)
    013        {
    014            super(par1ComponentVillageStartPiece, par2);
    015            this.coordBaseMode = par5;
    016            this.boundingBox = par4StructureBoundingBox;
    017        }
    018
    019        public static ComponentVillageHouse3 func_74921_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, 9, 7, 12, par6);
    022            return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageHouse3(par0ComponentVillageStartPiece, par7, par2Random, var8, par6) : null;
    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 + 7 - 1, 0);
    041            }
    042
    043            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 7, 4, 4, 0, 0, false);
    044            this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 1, 6, 8, 4, 10, 0, 0, false);
    045            this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 0, 5, 8, 0, 10, Block.planks.blockID, Block.planks.blockID, false);
    046            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 1, 7, 0, 4, Block.planks.blockID, Block.planks.blockID, false);
    047            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 0, 3, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    048            this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 0, 0, 8, 3, 10, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    049            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 0, 7, 2, 0, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    050            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 5, 2, 1, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    051            this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 0, 6, 2, 3, 10, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    052            this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 0, 10, 7, 3, 10, 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, 2, 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, 3, 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            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 4, par3StructureBoundingBox);
    063            int var4 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3);
    064            int var5 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 2);
    065            int var6;
    066            int var7;
    067
    068            for (var6 = -1; var6 <= 2; ++var6)
    069            {
    070                for (var7 = 0; var7 <= 8; ++var7)
    071                {
    072                    this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var4, var7, 4 + var6, var6, par3StructureBoundingBox);
    073
    074                    if ((var6 > -1 || var7 <= 1) && (var6 > 0 || var7 <= 3) && (var6 > 1 || var7 <= 4 || var7 >= 6))
    075                    {
    076                        this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var5, var7, 4 + var6, 5 - var6, par3StructureBoundingBox);
    077                    }
    078                }
    079            }
    080
    081            this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 4, 5, 3, 4, 10, Block.planks.blockID, Block.planks.blockID, false);
    082            this.fillWithBlocks(par1World, par3StructureBoundingBox, 7, 4, 2, 7, 4, 10, Block.planks.blockID, Block.planks.blockID, false);
    083            this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 5, 4, 4, 5, 10, Block.planks.blockID, Block.planks.blockID, false);
    084            this.fillWithBlocks(par1World, par3StructureBoundingBox, 6, 5, 4, 6, 5, 10, Block.planks.blockID, Block.planks.blockID, false);
    085            this.fillWithBlocks(par1World, par3StructureBoundingBox, 5, 6, 3, 5, 6, 10, Block.planks.blockID, Block.planks.blockID, false);
    086            var6 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 0);
    087            int var8;
    088
    089            for (var7 = 4; var7 >= 1; --var7)
    090            {
    091                this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, var7, 2 + var7, 7 - var7, par3StructureBoundingBox);
    092
    093                for (var8 = 8 - var7; var8 <= 10; ++var8)
    094                {
    095                    this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var6, var7, 2 + var7, var8, par3StructureBoundingBox);
    096                }
    097            }
    098
    099            var7 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 1);
    100            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 6, 6, 3, par3StructureBoundingBox);
    101            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 7, 5, 4, par3StructureBoundingBox);
    102            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var7, 6, 6, 4, par3StructureBoundingBox);
    103            int var9;
    104
    105            for (var8 = 6; var8 <= 8; ++var8)
    106            {
    107                for (var9 = 5; var9 <= 10; ++var9)
    108                {
    109                    this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var7, var8, 12 - var8, var9, par3StructureBoundingBox);
    110                }
    111            }
    112
    113            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 1, par3StructureBoundingBox);
    114            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 4, par3StructureBoundingBox);
    115            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
    116            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 3, par3StructureBoundingBox);
    117            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 4, 2, 0, par3StructureBoundingBox);
    118            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 5, 2, 0, par3StructureBoundingBox);
    119            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 6, 2, 0, par3StructureBoundingBox);
    120            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 1, par3StructureBoundingBox);
    121            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 2, par3StructureBoundingBox);
    122            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 3, par3StructureBoundingBox);
    123            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 4, par3StructureBoundingBox);
    124            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 2, 5, par3StructureBoundingBox);
    125            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 6, par3StructureBoundingBox);
    126            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 7, par3StructureBoundingBox);
    127            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 8, par3StructureBoundingBox);
    128            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 9, par3StructureBoundingBox);
    129            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 2, 2, 6, par3StructureBoundingBox);
    130            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 7, par3StructureBoundingBox);
    131            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 8, par3StructureBoundingBox);
    132            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 2, 2, 9, par3StructureBoundingBox);
    133            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 4, 4, 10, par3StructureBoundingBox);
    134            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 5, 4, 10, par3StructureBoundingBox);
    135            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 6, 4, 10, par3StructureBoundingBox);
    136            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 5, 5, 10, par3StructureBoundingBox);
    137            this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 1, 0, par3StructureBoundingBox);
    138            this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 2, 0, par3StructureBoundingBox);
    139            this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 3, 1, par3StructureBoundingBox);
    140            this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 2, 1, 0, this.getMetadataWithOffset(Block.doorWood.blockID, 1));
    141            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, -1, 3, 2, -1, 0, 0, false);
    142
    143            if (this.getBlockIdAtCurrentPosition(par1World, 2, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 2, -1, -1, par3StructureBoundingBox) != 0)
    144            {
    145                this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 2, 0, -1, par3StructureBoundingBox);
    146            }
    147
    148            for (var8 = 0; var8 < 5; ++var8)
    149            {
    150                for (var9 = 0; var9 < 9; ++var9)
    151                {
    152                    this.clearCurrentPositionBlocksUpwards(par1World, var9, 7, var8, par3StructureBoundingBox);
    153                    this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var9, -1, var8, par3StructureBoundingBox);
    154                }
    155            }
    156
    157            for (var8 = 5; var8 < 11; ++var8)
    158            {
    159                for (var9 = 2; var9 < 9; ++var9)
    160                {
    161                    this.clearCurrentPositionBlocksUpwards(par1World, var9, 7, var8, par3StructureBoundingBox);
    162                    this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var9, -1, var8, par3StructureBoundingBox);
    163                }
    164            }
    165
    166            this.spawnVillagers(par1World, par3StructureBoundingBox, 4, 1, 2, 2);
    167            return true;
    168        }
    169    }