001 package net.minecraft.src; 002 003 import java.util.List; 004 import java.util.Random; 005 006 public class ComponentVillageHouse4_Garden extends ComponentVillage 007 { 008 private int averageGroundLevel = -1; 009 private final boolean isRoofAccessible; 010 011 public ComponentVillageHouse4_Garden(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5) 012 { 013 super(par1ComponentVillageStartPiece, par2); 014 this.coordBaseMode = par5; 015 this.boundingBox = par4StructureBoundingBox; 016 this.isRoofAccessible = par3Random.nextBoolean(); 017 } 018 019 public static ComponentVillageHouse4_Garden func_74912_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, 5, 6, 5, par6); 022 return StructureComponent.findIntersecting(par1List, var8) != null ? null : new ComponentVillageHouse4_Garden(par0ComponentVillageStartPiece, par7, par2Random, var8, par6); 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, 0, 0, 4, 0, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false); 044 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 0, 4, 4, 4, Block.wood.blockID, Block.wood.blockID, false); 045 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 4, 1, 3, 4, 3, Block.planks.blockID, Block.planks.blockID, false); 046 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 1, 0, par3StructureBoundingBox); 047 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 2, 0, par3StructureBoundingBox); 048 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 3, 0, par3StructureBoundingBox); 049 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 1, 0, par3StructureBoundingBox); 050 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 2, 0, par3StructureBoundingBox); 051 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 3, 0, par3StructureBoundingBox); 052 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 1, 4, par3StructureBoundingBox); 053 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 2, 4, par3StructureBoundingBox); 054 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 3, 4, par3StructureBoundingBox); 055 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 1, 4, par3StructureBoundingBox); 056 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 2, 4, par3StructureBoundingBox); 057 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 3, 4, par3StructureBoundingBox); 058 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 1, 0, 3, 3, Block.planks.blockID, Block.planks.blockID, false); 059 this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 1, 4, 3, 3, Block.planks.blockID, Block.planks.blockID, false); 060 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 4, 3, 3, 4, Block.planks.blockID, Block.planks.blockID, false); 061 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox); 062 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 4, par3StructureBoundingBox); 063 this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 2, 2, par3StructureBoundingBox); 064 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 1, 0, par3StructureBoundingBox); 065 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 2, 0, par3StructureBoundingBox); 066 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 3, 0, par3StructureBoundingBox); 067 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 2, 3, 0, par3StructureBoundingBox); 068 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 3, 0, par3StructureBoundingBox); 069 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 2, 0, par3StructureBoundingBox); 070 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 1, 0, par3StructureBoundingBox); 071 072 if (this.getBlockIdAtCurrentPosition(par1World, 2, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 2, -1, -1, par3StructureBoundingBox) != 0) 073 { 074 this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 2, 0, -1, par3StructureBoundingBox); 075 } 076 077 this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 3, 3, 3, 0, 0, false); 078 079 if (this.isRoofAccessible) 080 { 081 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 0, par3StructureBoundingBox); 082 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 5, 0, par3StructureBoundingBox); 083 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 5, 0, par3StructureBoundingBox); 084 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 3, 5, 0, par3StructureBoundingBox); 085 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 0, par3StructureBoundingBox); 086 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 4, par3StructureBoundingBox); 087 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 5, 4, par3StructureBoundingBox); 088 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 5, 4, par3StructureBoundingBox); 089 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 3, 5, 4, par3StructureBoundingBox); 090 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 4, par3StructureBoundingBox); 091 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 1, par3StructureBoundingBox); 092 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 2, par3StructureBoundingBox); 093 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 3, par3StructureBoundingBox); 094 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 1, par3StructureBoundingBox); 095 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 2, par3StructureBoundingBox); 096 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 3, par3StructureBoundingBox); 097 } 098 099 int var4; 100 101 if (this.isRoofAccessible) 102 { 103 var4 = this.getMetadataWithOffset(Block.ladder.blockID, 3); 104 this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 1, 3, par3StructureBoundingBox); 105 this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 2, 3, par3StructureBoundingBox); 106 this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 3, 3, par3StructureBoundingBox); 107 this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 4, 3, par3StructureBoundingBox); 108 } 109 110 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 3, 1, par3StructureBoundingBox); 111 112 for (var4 = 0; var4 < 5; ++var4) 113 { 114 for (int var5 = 0; var5 < 5; ++var5) 115 { 116 this.clearCurrentPositionBlocksUpwards(par1World, var5, 6, var4, par3StructureBoundingBox); 117 this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var5, -1, var4, par3StructureBoundingBox); 118 } 119 } 120 121 this.spawnVillagers(par1World, par3StructureBoundingBox, 1, 1, 2, 1); 122 return true; 123 } 124 }