    001package net.minecraft.world.gen.structure;
    002
    003import java.util.List;
    004import java.util.Random;
    005import net.minecraft.block.Block;
    006import net.minecraft.world.World;
    007
    008public 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 structureboundingbox = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 9, 7, 12, par6);
    022        return canVillageGoDeeper(structureboundingbox) && StructureComponent.findIntersecting(par1List, structureboundingbox) == null ? new ComponentVillageHouse3(par0ComponentVillageStartPiece, par7, par2Random, structureboundingbox, 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 i = this.getMetadataWithOffset(Block.stairsWoodOak.blockID, 3);
    064        int j = this.getMetadataWithOffset(Block.stairsWoodOak.blockID, 2);
    065        int k;
    066        int l;
    067
    068        for (k = -1; k <= 2; ++k)
    069        {
    070            for (l = 0; l <= 8; ++l)
    071            {
    072                this.placeBlockAtCurrentPosition(par1World, Block.stairsWoodOak.blockID, i, l, 4 + k, k, par3StructureBoundingBox);
    073
    074                if ((k > -1 || l <= 1) && (k > 0 || l <= 3) && (k > 1 || l <= 4 || l >= 6))
    075                {
    076                    this.placeBlockAtCurrentPosition(par1World, Block.stairsWoodOak.blockID, j, l, 4 + k, 5 - k, 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        k = this.getMetadataWithOffset(Block.stairsWoodOak.blockID, 0);
    087        int i1;
    088
    089        for (l = 4; l >= 1; --l)
    090        {
    091            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, l, 2 + l, 7 - l, par3StructureBoundingBox);
    092
    093            for (i1 = 8 - l; i1 <= 10; ++i1)
    094            {
    095                this.placeBlockAtCurrentPosition(par1World, Block.stairsWoodOak.blockID, k, l, 2 + l, i1, par3StructureBoundingBox);
    096            }
    097        }
    098
    099        l = this.getMetadataWithOffset(Block.stairsWoodOak.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.stairsWoodOak.blockID, l, 6, 6, 4, par3StructureBoundingBox);
    103        int j1;
    104
    105        for (i1 = 6; i1 <= 8; ++i1)
    106        {
    107            for (j1 = 5; j1 <= 10; ++j1)
    108            {
    109                this.placeBlockAtCurrentPosition(par1World, Block.stairsWoodOak.blockID, l, i1, 12 - i1, j1, 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.stairsCobblestone.blockID, this.getMetadataWithOffset(Block.stairsCobblestone.blockID, 3), 2, 0, -1, par3StructureBoundingBox);
    146        }
    147
    148        for (i1 = 0; i1 < 5; ++i1)
    149        {
    150            for (j1 = 0; j1 < 9; ++j1)
    151            {
    152                this.clearCurrentPositionBlocksUpwards(par1World, j1, 7, i1, par3StructureBoundingBox);
    153                this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, j1, -1, i1, par3StructureBoundingBox);
    154            }
    155        }
    156
    157        for (i1 = 5; i1 < 11; ++i1)
    158        {
    159            for (j1 = 2; j1 < 9; ++j1)
    160            {
    161                this.clearCurrentPositionBlocksUpwards(par1World, j1, 7, i1, par3StructureBoundingBox);
    162                this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, j1, -1, i1, par3StructureBoundingBox);
    163            }
    164        }
    165
    166        this.spawnVillagers(par1World, par3StructureBoundingBox, 4, 1, 2, 2);
    167        return true;
    168    }
    169}