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 ComponentVillageHouse1 extends ComponentVillage
009{
010    private int averageGroundLevel = -1;
011
012    public ComponentVillageHouse1(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 ComponentVillageHouse1 func_74898_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, 9, 6, par6);
022        return canVillageGoDeeper(structureboundingbox) && StructureComponent.findIntersecting(par1List, structureboundingbox) == null ? new ComponentVillageHouse1(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 + 9 - 1, 0);
041        }
042
043        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 7, 5, 4, 0, 0, false);
044        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 8, 0, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
045        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 5, 0, 8, 5, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
046        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 6, 1, 8, 6, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
047        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 7, 2, 8, 7, 3, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
048        int i = this.getMetadataWithOffset(Block.stairsWoodOak.blockID, 3);
049        int j = this.getMetadataWithOffset(Block.stairsWoodOak.blockID, 2);
050        int k;
051        int l;
052
053        for (k = -1; k <= 2; ++k)
054        {
055            for (l = 0; l <= 8; ++l)
056            {
057                this.placeBlockAtCurrentPosition(par1World, Block.stairsWoodOak.blockID, i, l, 6 + k, k, par3StructureBoundingBox);
058                this.placeBlockAtCurrentPosition(par1World, Block.stairsWoodOak.blockID, j, l, 6 + k, 5 - k, par3StructureBoundingBox);
059            }
060        }
061
062        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 0, 1, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
063        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 5, 8, 1, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
064        this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 1, 0, 8, 1, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
065        this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 1, 0, 7, 1, 0, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
066        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 2, 0, 0, 4, 0, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
067        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 2, 5, 0, 4, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
068        this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 2, 5, 8, 4, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
069        this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 2, 0, 8, 4, 0, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
070        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 2, 1, 0, 4, 4, Block.planks.blockID, Block.planks.blockID, false);
071        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 2, 5, 7, 4, 5, Block.planks.blockID, Block.planks.blockID, false);
072        this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 2, 1, 8, 4, 4, Block.planks.blockID, Block.planks.blockID, false);
073        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 2, 0, 7, 4, 0, Block.planks.blockID, Block.planks.blockID, false);
074        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 2, 0, par3StructureBoundingBox);
075        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 5, 2, 0, par3StructureBoundingBox);
076        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 6, 2, 0, par3StructureBoundingBox);
077        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 3, 0, par3StructureBoundingBox);
078        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 5, 3, 0, par3StructureBoundingBox);
079        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 6, 3, 0, par3StructureBoundingBox);
080        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
081        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 3, par3StructureBoundingBox);
082        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 3, 2, par3StructureBoundingBox);
083        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 3, 3, par3StructureBoundingBox);
084        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 2, par3StructureBoundingBox);
085        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 2, 3, par3StructureBoundingBox);
086        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 3, 2, par3StructureBoundingBox);
087        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 8, 3, 3, par3StructureBoundingBox);
088        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 5, par3StructureBoundingBox);
089        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 3, 2, 5, par3StructureBoundingBox);
090        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 5, 2, 5, par3StructureBoundingBox);
091        this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 6, 2, 5, par3StructureBoundingBox);
092        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 4, 1, 7, 4, 1, Block.planks.blockID, Block.planks.blockID, false);
093        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 4, 4, 7, 4, 4, Block.planks.blockID, Block.planks.blockID, false);
094        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 3, 4, 7, 3, 4, Block.bookShelf.blockID, Block.bookShelf.blockID, false);
095        this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 7, 1, 4, par3StructureBoundingBox);
096        this.placeBlockAtCurrentPosition(par1World, Block.stairsWoodOak.blockID, this.getMetadataWithOffset(Block.stairsWoodOak.blockID, 0), 7, 1, 3, par3StructureBoundingBox);
097        k = this.getMetadataWithOffset(Block.stairsWoodOak.blockID, 3);
098        this.placeBlockAtCurrentPosition(par1World, Block.stairsWoodOak.blockID, k, 6, 1, 4, par3StructureBoundingBox);
099        this.placeBlockAtCurrentPosition(par1World, Block.stairsWoodOak.blockID, k, 5, 1, 4, par3StructureBoundingBox);
100        this.placeBlockAtCurrentPosition(par1World, Block.stairsWoodOak.blockID, k, 4, 1, 4, par3StructureBoundingBox);
101        this.placeBlockAtCurrentPosition(par1World, Block.stairsWoodOak.blockID, k, 3, 1, 4, par3StructureBoundingBox);
102        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 6, 1, 3, par3StructureBoundingBox);
103        this.placeBlockAtCurrentPosition(par1World, Block.pressurePlatePlanks.blockID, 0, 6, 2, 3, par3StructureBoundingBox);
104        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 1, 3, par3StructureBoundingBox);
105        this.placeBlockAtCurrentPosition(par1World, Block.pressurePlatePlanks.blockID, 0, 4, 2, 3, par3StructureBoundingBox);
106        this.placeBlockAtCurrentPosition(par1World, Block.workbench.blockID, 0, 7, 1, 1, par3StructureBoundingBox);
107        this.placeBlockAtCurrentPosition(par1World, 0, 0, 1, 1, 0, par3StructureBoundingBox);
108        this.placeBlockAtCurrentPosition(par1World, 0, 0, 1, 2, 0, par3StructureBoundingBox);
109        this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 1, 1, 0, this.getMetadataWithOffset(Block.doorWood.blockID, 1));
110
111        if (this.getBlockIdAtCurrentPosition(par1World, 1, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 1, -1, -1, par3StructureBoundingBox) != 0)
112        {
113            this.placeBlockAtCurrentPosition(par1World, Block.stairsCobblestone.blockID, this.getMetadataWithOffset(Block.stairsCobblestone.blockID, 3), 1, 0, -1, par3StructureBoundingBox);
114        }
115
116        for (l = 0; l < 6; ++l)
117        {
118            for (int i1 = 0; i1 < 9; ++i1)
119            {
120                this.clearCurrentPositionBlocksUpwards(par1World, i1, 9, l, par3StructureBoundingBox);
121                this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, i1, -1, l, par3StructureBoundingBox);
122            }
123        }
124
125        this.spawnVillagers(par1World, par3StructureBoundingBox, 2, 1, 2, 1);
126        return true;
127    }
128
129    /**
130     * Returns the villager type to spawn in this component, based on the number of villagers already spawned.
131     */
132    protected int getVillagerType(int par1)
133    {
134        return 1;
135    }
136}