001    package net.minecraft.src;
002    
003    import java.util.List;
004    import java.util.Random;
005    
006    public class ComponentVillageHouse2 extends ComponentVillage
007    {
008        private static final WeightedRandomChestContent[] field_74918_a = new WeightedRandomChestContent[] {new WeightedRandomChestContent(Item.diamond.shiftedIndex, 0, 1, 3, 3), new WeightedRandomChestContent(Item.ingotIron.shiftedIndex, 0, 1, 5, 10), new WeightedRandomChestContent(Item.ingotGold.shiftedIndex, 0, 1, 3, 5), new WeightedRandomChestContent(Item.bread.shiftedIndex, 0, 1, 3, 15), new WeightedRandomChestContent(Item.appleRed.shiftedIndex, 0, 1, 3, 15), new WeightedRandomChestContent(Item.pickaxeSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.swordSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.plateSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.helmetSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.legsSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.bootsSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Block.obsidian.blockID, 0, 3, 7, 5), new WeightedRandomChestContent(Block.sapling.blockID, 0, 3, 7, 5)};
009        private int averageGroundLevel = -1;
010        private boolean hasMadeChest;
011    
012        public ComponentVillageHouse2(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 ComponentVillageHouse2 func_74915_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, 10, 6, 7, par6);
022            return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageHouse2(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 + 6 - 1, 0);
041            }
042    
043            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 9, 4, 6, 0, 0, false);
044            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 9, 0, 6, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
045            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 0, 9, 4, 6, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
046            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 5, 0, 9, 5, 6, Block.stoneSingleSlab.blockID, Block.stoneSingleSlab.blockID, false);
047            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 1, 8, 5, 5, 0, 0, false);
048            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 0, 2, 3, 0, Block.planks.blockID, Block.planks.blockID, false);
049            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 0, 4, 0, Block.wood.blockID, Block.wood.blockID, false);
050            this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 0, 3, 4, 0, Block.wood.blockID, Block.wood.blockID, false);
051            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 6, 0, 4, 6, Block.wood.blockID, Block.wood.blockID, false);
052            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 3, 1, par3StructureBoundingBox);
053            this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 2, 3, 3, 2, Block.planks.blockID, Block.planks.blockID, false);
054            this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 3, 5, 3, 3, Block.planks.blockID, Block.planks.blockID, false);
055            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 1, 0, 3, 5, Block.planks.blockID, Block.planks.blockID, false);
056            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 6, 5, 3, 6, Block.planks.blockID, Block.planks.blockID, false);
057            this.fillWithBlocks(par1World, par3StructureBoundingBox, 5, 1, 0, 5, 3, 0, Block.fence.blockID, Block.fence.blockID, false);
058            this.fillWithBlocks(par1World, par3StructureBoundingBox, 9, 1, 0, 9, 3, 0, Block.fence.blockID, Block.fence.blockID, false);
059            this.fillWithBlocks(par1World, par3StructureBoundingBox, 6, 1, 4, 9, 4, 6, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
060            this.placeBlockAtCurrentPosition(par1World, Block.lavaMoving.blockID, 0, 7, 1, 5, par3StructureBoundingBox);
061            this.placeBlockAtCurrentPosition(par1World, Block.lavaMoving.blockID, 0, 8, 1, 5, par3StructureBoundingBox);
062            this.placeBlockAtCurrentPosition(par1World, Block.fenceIron.blockID, 0, 9, 2, 5, par3StructureBoundingBox);
063            this.placeBlockAtCurrentPosition(par1World, Block.fenceIron.blockID, 0, 9, 2, 4, par3StructureBoundingBox);
064            this.fillWithBlocks(par1World, par3StructureBoundingBox, 7, 2, 4, 8, 2, 5, 0, 0, false);
065            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 1, 3, par3StructureBoundingBox);
066            this.placeBlockAtCurrentPosition(par1World, Block.stoneOvenIdle.blockID, 0, 6, 2, 3, par3StructureBoundingBox);
067            this.placeBlockAtCurrentPosition(par1World, Block.stoneOvenIdle.blockID, 0, 6, 3, 3, par3StructureBoundingBox);
068            this.placeBlockAtCurrentPosition(par1World, Block.stoneDoubleSlab.blockID, 0, 8, 1, 1, par3StructureBoundingBox);
069            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
070            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 4, par3StructureBoundingBox);
071            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 6, par3StructureBoundingBox);
072            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 2, 6, par3StructureBoundingBox);
073            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 1, 4, par3StructureBoundingBox);
074            this.placeBlockAtCurrentPosition(par1World, Block.pressurePlatePlanks.blockID, 0, 2, 2, 4, par3StructureBoundingBox);
075            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 1, 5, par3StructureBoundingBox);
076            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3), 2, 1, 5, par3StructureBoundingBox);
077            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 1), 1, 1, 4, par3StructureBoundingBox);
078            int var4;
079            int var5;
080    
081            if (!this.hasMadeChest)
082            {
083                var4 = this.getYWithOffset(1);
084                var5 = this.getXWithOffset(5, 5);
085                int var6 = this.getZWithOffset(5, 5);
086    
087                if (par3StructureBoundingBox.isVecInside(var5, var4, var6))
088                {
089                    this.hasMadeChest = true;
090                    this.func_74879_a(par1World, par3StructureBoundingBox, par2Random, 5, 1, 5, field_74918_a, 3 + par2Random.nextInt(6));
091                }
092            }
093    
094            for (var4 = 6; var4 <= 8; ++var4)
095            {
096                if (this.getBlockIdAtCurrentPosition(par1World, var4, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, var4, -1, -1, par3StructureBoundingBox) != 0)
097                {
098                    this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), var4, 0, -1, par3StructureBoundingBox);
099                }
100            }
101    
102            for (var4 = 0; var4 < 7; ++var4)
103            {
104                for (var5 = 0; var5 < 10; ++var5)
105                {
106                    this.clearCurrentPositionBlocksUpwards(par1World, var5, 6, var4, par3StructureBoundingBox);
107                    this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var5, -1, var4, par3StructureBoundingBox);
108                }
109            }
110    
111            this.spawnVillagers(par1World, par3StructureBoundingBox, 7, 1, 1, 1);
112            return true;
113        }
114    
115        /**
116         * Returns the villager type to spawn in this component, based on the number of villagers already spawned.
117         */
118        protected int getVillagerType(int par1)
119        {
120            return 3;
121        }
122    }