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        /** List of items that Village's Blacksmith chest can contain. */
009        private static final WeightedRandomChestContent[] villageBlacksmithChestContents = 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)};
010        private int averageGroundLevel = -1;
011        private boolean hasMadeChest;
012    
013        public ComponentVillageHouse2(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)
014        {
015            super(par1ComponentVillageStartPiece, par2);
016            this.coordBaseMode = par5;
017            this.boundingBox = par4StructureBoundingBox;
018        }
019    
020        public static ComponentVillageHouse2 func_74915_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7)
021        {
022            StructureBoundingBox var8 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 10, 6, 7, par6);
023            return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageHouse2(par0ComponentVillageStartPiece, par7, par2Random, var8, par6) : null;
024        }
025    
026        /**
027         * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
028         * the end, it adds Fences...
029         */
030        public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
031        {
032            if (this.averageGroundLevel < 0)
033            {
034                this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox);
035    
036                if (this.averageGroundLevel < 0)
037                {
038                    return true;
039                }
040    
041                this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 6 - 1, 0);
042            }
043    
044            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 9, 4, 6, 0, 0, false);
045            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 9, 0, 6, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
046            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 0, 9, 4, 6, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
047            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 5, 0, 9, 5, 6, Block.stoneSingleSlab.blockID, Block.stoneSingleSlab.blockID, false);
048            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 1, 8, 5, 5, 0, 0, false);
049            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 0, 2, 3, 0, Block.planks.blockID, Block.planks.blockID, false);
050            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 0, 4, 0, Block.wood.blockID, Block.wood.blockID, false);
051            this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 0, 3, 4, 0, Block.wood.blockID, Block.wood.blockID, false);
052            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 6, 0, 4, 6, Block.wood.blockID, Block.wood.blockID, false);
053            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 3, 1, par3StructureBoundingBox);
054            this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 2, 3, 3, 2, Block.planks.blockID, Block.planks.blockID, false);
055            this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 3, 5, 3, 3, Block.planks.blockID, Block.planks.blockID, false);
056            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 1, 0, 3, 5, Block.planks.blockID, Block.planks.blockID, false);
057            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 6, 5, 3, 6, Block.planks.blockID, Block.planks.blockID, false);
058            this.fillWithBlocks(par1World, par3StructureBoundingBox, 5, 1, 0, 5, 3, 0, Block.fence.blockID, Block.fence.blockID, false);
059            this.fillWithBlocks(par1World, par3StructureBoundingBox, 9, 1, 0, 9, 3, 0, Block.fence.blockID, Block.fence.blockID, false);
060            this.fillWithBlocks(par1World, par3StructureBoundingBox, 6, 1, 4, 9, 4, 6, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
061            this.placeBlockAtCurrentPosition(par1World, Block.lavaMoving.blockID, 0, 7, 1, 5, par3StructureBoundingBox);
062            this.placeBlockAtCurrentPosition(par1World, Block.lavaMoving.blockID, 0, 8, 1, 5, par3StructureBoundingBox);
063            this.placeBlockAtCurrentPosition(par1World, Block.fenceIron.blockID, 0, 9, 2, 5, par3StructureBoundingBox);
064            this.placeBlockAtCurrentPosition(par1World, Block.fenceIron.blockID, 0, 9, 2, 4, par3StructureBoundingBox);
065            this.fillWithBlocks(par1World, par3StructureBoundingBox, 7, 2, 4, 8, 2, 5, 0, 0, false);
066            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 1, 3, par3StructureBoundingBox);
067            this.placeBlockAtCurrentPosition(par1World, Block.stoneOvenIdle.blockID, 0, 6, 2, 3, par3StructureBoundingBox);
068            this.placeBlockAtCurrentPosition(par1World, Block.stoneOvenIdle.blockID, 0, 6, 3, 3, par3StructureBoundingBox);
069            this.placeBlockAtCurrentPosition(par1World, Block.stoneDoubleSlab.blockID, 0, 8, 1, 1, par3StructureBoundingBox);
070            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
071            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 4, par3StructureBoundingBox);
072            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 6, par3StructureBoundingBox);
073            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 2, 6, par3StructureBoundingBox);
074            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 1, 4, par3StructureBoundingBox);
075            this.placeBlockAtCurrentPosition(par1World, Block.pressurePlatePlanks.blockID, 0, 2, 2, 4, par3StructureBoundingBox);
076            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 1, 5, par3StructureBoundingBox);
077            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3), 2, 1, 5, par3StructureBoundingBox);
078            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 1), 1, 1, 4, par3StructureBoundingBox);
079            int var4;
080            int var5;
081    
082            if (!this.hasMadeChest)
083            {
084                var4 = this.getYWithOffset(1);
085                var5 = this.getXWithOffset(5, 5);
086                int var6 = this.getZWithOffset(5, 5);
087    
088                if (par3StructureBoundingBox.isVecInside(var5, var4, var6))
089                {
090                    this.hasMadeChest = true;
091                    this.generateStructureChestContents(par1World, par3StructureBoundingBox, par2Random, 5, 1, 5, villageBlacksmithChestContents, 3 + par2Random.nextInt(6));
092                }
093            }
094    
095            for (var4 = 6; var4 <= 8; ++var4)
096            {
097                if (this.getBlockIdAtCurrentPosition(par1World, var4, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, var4, -1, -1, par3StructureBoundingBox) != 0)
098                {
099                    this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), var4, 0, -1, par3StructureBoundingBox);
100                }
101            }
102    
103            for (var4 = 0; var4 < 7; ++var4)
104            {
105                for (var5 = 0; var5 < 10; ++var5)
106                {
107                    this.clearCurrentPositionBlocksUpwards(par1World, var5, 6, var4, par3StructureBoundingBox);
108                    this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var5, -1, var4, par3StructureBoundingBox);
109                }
110            }
111    
112            this.spawnVillagers(par1World, par3StructureBoundingBox, 7, 1, 1, 1);
113            return true;
114        }
115    
116        /**
117         * Returns the villager type to spawn in this component, based on the number of villagers already spawned.
118         */
119        protected int getVillagerType(int par1)
120        {
121            return 3;
122        }
123    }