001    package net.minecraft.src;
002    
003    import java.util.ArrayList;
004    import java.util.Iterator;
005    import java.util.List;
006    
007    public class Village
008    {
009        private final World worldObj;
010    
011        /** list of VillageDoorInfo objects */
012        private final List villageDoorInfoList = new ArrayList();
013    
014        /**
015         * This is the sum of all door coordinates and used to calculate the actual village center by dividing by the number
016         * of doors.
017         */
018        private final ChunkCoordinates centerHelper = new ChunkCoordinates(0, 0, 0);
019    
020        /** This is the actual village center. */
021        private final ChunkCoordinates center = new ChunkCoordinates(0, 0, 0);
022        private int villageRadius = 0;
023        private int lastAddDoorTimestamp = 0;
024        private int tickCounter = 0;
025        private int numVillagers = 0;
026        private List villageAgressors = new ArrayList();
027        private int numIronGolems = 0;
028    
029        public Village(World par1World)
030        {
031            this.worldObj = par1World;
032        }
033    
034        /**
035         * Called periodically by VillageCollection
036         */
037        public void tick(int par1)
038        {
039            this.tickCounter = par1;
040            this.removeDeadAndOutOfRangeDoors();
041            this.removeDeadAndOldAgressors();
042    
043            if (par1 % 20 == 0)
044            {
045                this.updateNumVillagers();
046            }
047    
048            if (par1 % 30 == 0)
049            {
050                this.updateNumIronGolems();
051            }
052    
053            int var2 = this.numVillagers / 16;
054    
055            if (this.numIronGolems < var2 && this.villageDoorInfoList.size() > 20 && this.worldObj.rand.nextInt(7000) == 0)
056            {
057                Vec3 var3 = this.tryGetIronGolemSpawningLocation(MathHelper.floor_float((float)this.center.posX), MathHelper.floor_float((float)this.center.posY), MathHelper.floor_float((float)this.center.posZ), 2, 4, 2);
058    
059                if (var3 != null)
060                {
061                    EntityIronGolem var4 = new EntityIronGolem(this.worldObj);
062                    var4.setPosition(var3.xCoord, var3.yCoord, var3.zCoord);
063                    this.worldObj.spawnEntityInWorld(var4);
064                    ++this.numIronGolems;
065                }
066            }
067        }
068    
069        /**
070         * Tries up to 10 times to get a valid spawning location before eventually failing and returning null.
071         */
072        private Vec3 tryGetIronGolemSpawningLocation(int par1, int par2, int par3, int par4, int par5, int par6)
073        {
074            for (int var7 = 0; var7 < 10; ++var7)
075            {
076                int var8 = par1 + this.worldObj.rand.nextInt(16) - 8;
077                int var9 = par2 + this.worldObj.rand.nextInt(6) - 3;
078                int var10 = par3 + this.worldObj.rand.nextInt(16) - 8;
079    
080                if (this.isInRange(var8, var9, var10) && this.isValidIronGolemSpawningLocation(var8, var9, var10, par4, par5, par6))
081                {
082                    return Vec3.getVec3Pool().getVecFromPool((double)var8, (double)var9, (double)var10);
083                }
084            }
085    
086            return null;
087        }
088    
089        private boolean isValidIronGolemSpawningLocation(int par1, int par2, int par3, int par4, int par5, int par6)
090        {
091            if (!this.worldObj.doesBlockHaveSolidTopSurface(par1, par2 - 1, par3))
092            {
093                return false;
094            }
095            else
096            {
097                int var7 = par1 - par4 / 2;
098                int var8 = par3 - par6 / 2;
099    
100                for (int var9 = var7; var9 < var7 + par4; ++var9)
101                {
102                    for (int var10 = par2; var10 < par2 + par5; ++var10)
103                    {
104                        for (int var11 = var8; var11 < var8 + par6; ++var11)
105                        {
106                            if (this.worldObj.isBlockNormalCube(var9, var10, var11))
107                            {
108                                return false;
109                            }
110                        }
111                    }
112                }
113    
114                return true;
115            }
116        }
117    
118        private void updateNumIronGolems()
119        {
120            List var1 = this.worldObj.getEntitiesWithinAABB(EntityIronGolem.class, AxisAlignedBB.getAABBPool().addOrModifyAABBInPool((double)(this.center.posX - this.villageRadius), (double)(this.center.posY - 4), (double)(this.center.posZ - this.villageRadius), (double)(this.center.posX + this.villageRadius), (double)(this.center.posY + 4), (double)(this.center.posZ + this.villageRadius)));
121            this.numIronGolems = var1.size();
122        }
123    
124        private void updateNumVillagers()
125        {
126            List var1 = this.worldObj.getEntitiesWithinAABB(EntityVillager.class, AxisAlignedBB.getAABBPool().addOrModifyAABBInPool((double)(this.center.posX - this.villageRadius), (double)(this.center.posY - 4), (double)(this.center.posZ - this.villageRadius), (double)(this.center.posX + this.villageRadius), (double)(this.center.posY + 4), (double)(this.center.posZ + this.villageRadius)));
127            this.numVillagers = var1.size();
128        }
129    
130        public ChunkCoordinates getCenter()
131        {
132            return this.center;
133        }
134    
135        public int getVillageRadius()
136        {
137            return this.villageRadius;
138        }
139    
140        /**
141         * Actually get num village door info entries, but that boils down to number of doors. Called by
142         * EntityAIVillagerMate and VillageSiege
143         */
144        public int getNumVillageDoors()
145        {
146            return this.villageDoorInfoList.size();
147        }
148    
149        public int getTicksSinceLastDoorAdding()
150        {
151            return this.tickCounter - this.lastAddDoorTimestamp;
152        }
153    
154        public int getNumVillagers()
155        {
156            return this.numVillagers;
157        }
158    
159        /**
160         * Returns true, if the given coordinates are within the bounding box of the village.
161         */
162        public boolean isInRange(int par1, int par2, int par3)
163        {
164            return this.center.getDistanceSquared(par1, par2, par3) < (float)(this.villageRadius * this.villageRadius);
165        }
166    
167        /**
168         * called only by class EntityAIMoveThroughVillage
169         */
170        public List getVillageDoorInfoList()
171        {
172            return this.villageDoorInfoList;
173        }
174    
175        public VillageDoorInfo findNearestDoor(int par1, int par2, int par3)
176        {
177            VillageDoorInfo var4 = null;
178            int var5 = Integer.MAX_VALUE;
179            Iterator var6 = this.villageDoorInfoList.iterator();
180    
181            while (var6.hasNext())
182            {
183                VillageDoorInfo var7 = (VillageDoorInfo)var6.next();
184                int var8 = var7.getDistanceSquared(par1, par2, par3);
185    
186                if (var8 < var5)
187                {
188                    var4 = var7;
189                    var5 = var8;
190                }
191            }
192    
193            return var4;
194        }
195    
196        /**
197         * Find a door suitable for shelter. If there are more doors in a distance of 16 blocks, then the least restricted
198         * one (i.e. the one protecting the lowest number of villagers) of them is chosen, else the nearest one regardless
199         * of restriction.
200         */
201        public VillageDoorInfo findNearestDoorUnrestricted(int par1, int par2, int par3)
202        {
203            VillageDoorInfo var4 = null;
204            int var5 = Integer.MAX_VALUE;
205            Iterator var6 = this.villageDoorInfoList.iterator();
206    
207            while (var6.hasNext())
208            {
209                VillageDoorInfo var7 = (VillageDoorInfo)var6.next();
210                int var8 = var7.getDistanceSquared(par1, par2, par3);
211    
212                if (var8 > 256)
213                {
214                    var8 *= 1000;
215                }
216                else
217                {
218                    var8 = var7.getDoorOpeningRestrictionCounter();
219                }
220    
221                if (var8 < var5)
222                {
223                    var4 = var7;
224                    var5 = var8;
225                }
226            }
227    
228            return var4;
229        }
230    
231        public VillageDoorInfo getVillageDoorAt(int par1, int par2, int par3)
232        {
233            if (this.center.getDistanceSquared(par1, par2, par3) > (float)(this.villageRadius * this.villageRadius))
234            {
235                return null;
236            }
237            else
238            {
239                Iterator var4 = this.villageDoorInfoList.iterator();
240                VillageDoorInfo var5;
241    
242                do
243                {
244                    if (!var4.hasNext())
245                    {
246                        return null;
247                    }
248    
249                    var5 = (VillageDoorInfo)var4.next();
250                }
251                while (var5.posX != par1 || var5.posZ != par3 || Math.abs(var5.posY - par2) > 1);
252    
253                return var5;
254            }
255        }
256    
257        public void addVillageDoorInfo(VillageDoorInfo par1VillageDoorInfo)
258        {
259            this.villageDoorInfoList.add(par1VillageDoorInfo);
260            this.centerHelper.posX += par1VillageDoorInfo.posX;
261            this.centerHelper.posY += par1VillageDoorInfo.posY;
262            this.centerHelper.posZ += par1VillageDoorInfo.posZ;
263            this.updateVillageRadiusAndCenter();
264            this.lastAddDoorTimestamp = par1VillageDoorInfo.lastActivityTimestamp;
265        }
266    
267        /**
268         * Returns true, if there is not a single village door left. Called by VillageCollection
269         */
270        public boolean isAnnihilated()
271        {
272            return this.villageDoorInfoList.isEmpty();
273        }
274    
275        public void addOrRenewAgressor(EntityLiving par1EntityLiving)
276        {
277            Iterator var2 = this.villageAgressors.iterator();
278            VillageAgressor var3;
279    
280            do
281            {
282                if (!var2.hasNext())
283                {
284                    this.villageAgressors.add(new VillageAgressor(this, par1EntityLiving, this.tickCounter));
285                    return;
286                }
287    
288                var3 = (VillageAgressor)var2.next();
289            }
290            while (var3.agressor != par1EntityLiving);
291    
292            var3.agressionTime = this.tickCounter;
293        }
294    
295        public EntityLiving findNearestVillageAggressor(EntityLiving par1EntityLiving)
296        {
297            double var2 = Double.MAX_VALUE;
298            VillageAgressor var4 = null;
299            Iterator var5 = this.villageAgressors.iterator();
300    
301            while (var5.hasNext())
302            {
303                VillageAgressor var6 = (VillageAgressor)var5.next();
304                double var7 = var6.agressor.getDistanceSqToEntity(par1EntityLiving);
305    
306                if (var7 <= var2)
307                {
308                    var4 = var6;
309                    var2 = var7;
310                }
311            }
312    
313            return var4 != null ? var4.agressor : null;
314        }
315    
316        private void removeDeadAndOldAgressors()
317        {
318            Iterator var1 = this.villageAgressors.iterator();
319    
320            while (var1.hasNext())
321            {
322                VillageAgressor var2 = (VillageAgressor)var1.next();
323    
324                if (!var2.agressor.isEntityAlive() || Math.abs(this.tickCounter - var2.agressionTime) > 300)
325                {
326                    var1.remove();
327                }
328            }
329        }
330    
331        private void removeDeadAndOutOfRangeDoors()
332        {
333            boolean var1 = false;
334            boolean var2 = this.worldObj.rand.nextInt(50) == 0;
335            Iterator var3 = this.villageDoorInfoList.iterator();
336    
337            while (var3.hasNext())
338            {
339                VillageDoorInfo var4 = (VillageDoorInfo)var3.next();
340    
341                if (var2)
342                {
343                    var4.resetDoorOpeningRestrictionCounter();
344                }
345    
346                if (!this.isBlockDoor(var4.posX, var4.posY, var4.posZ) || Math.abs(this.tickCounter - var4.lastActivityTimestamp) > 1200)
347                {
348                    this.centerHelper.posX -= var4.posX;
349                    this.centerHelper.posY -= var4.posY;
350                    this.centerHelper.posZ -= var4.posZ;
351                    var1 = true;
352                    var4.isDetachedFromVillageFlag = true;
353                    var3.remove();
354                }
355            }
356    
357            if (var1)
358            {
359                this.updateVillageRadiusAndCenter();
360            }
361        }
362    
363        private boolean isBlockDoor(int par1, int par2, int par3)
364        {
365            int var4 = this.worldObj.getBlockId(par1, par2, par3);
366            return var4 <= 0 ? false : var4 == Block.doorWood.blockID;
367        }
368    
369        private void updateVillageRadiusAndCenter()
370        {
371            int var1 = this.villageDoorInfoList.size();
372    
373            if (var1 == 0)
374            {
375                this.center.set(0, 0, 0);
376                this.villageRadius = 0;
377            }
378            else
379            {
380                this.center.set(this.centerHelper.posX / var1, this.centerHelper.posY / var1, this.centerHelper.posZ / var1);
381                int var2 = 0;
382                VillageDoorInfo var4;
383    
384                for (Iterator var3 = this.villageDoorInfoList.iterator(); var3.hasNext(); var2 = Math.max(var4.getDistanceSquared(this.center.posX, this.center.posY, this.center.posZ), var2))
385                {
386                    var4 = (VillageDoorInfo)var3.next();
387                }
388    
389                this.villageRadius = Math.max(32, (int)Math.sqrt((double)var2) + 1);
390            }
391        }
392    }