001    package net.minecraft.world.gen.structure;
002    
003    import java.util.List;
004    import java.util.Random;
005    import net.minecraft.block.Block;
006    import net.minecraft.world.World;
007    
008    public class ComponentVillageChurch extends ComponentVillage
009    {
010        private int averageGroundLevel = -1;
011    
012        public ComponentVillageChurch(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 ComponentVillageChurch func_74919_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, 12, 9, par6);
022            return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageChurch(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 + 12 - 1, 0);
041            }
042    
043            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 3, 3, 7, 0, 0, false);
044            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 1, 3, 9, 3, 0, 0, false);
045            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 0, 3, 0, 8, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
046            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 0, 3, 10, 0, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
047            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 1, 0, 10, 3, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
048            this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 1, 4, 10, 3, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
049            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 4, 0, 4, 7, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
050            this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 0, 4, 4, 4, 7, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
051            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 8, 3, 4, 8, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
052            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 4, 3, 10, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
053            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 5, 3, 5, 7, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
054            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 9, 0, 4, 9, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
055            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 0, 4, 4, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
056            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 11, 2, par3StructureBoundingBox);
057            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 11, 2, par3StructureBoundingBox);
058            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 2, 11, 0, par3StructureBoundingBox);
059            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 2, 11, 4, par3StructureBoundingBox);
060            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 1, 1, 6, par3StructureBoundingBox);
061            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 1, 1, 7, par3StructureBoundingBox);
062            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 2, 1, 7, par3StructureBoundingBox);
063            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 3, 1, 6, par3StructureBoundingBox);
064            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 3, 1, 7, par3StructureBoundingBox);
065            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 1, 1, 5, par3StructureBoundingBox);
066            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 2, 1, 6, par3StructureBoundingBox);
067            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 3, 1, 5, par3StructureBoundingBox);
068            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 1), 1, 2, 7, par3StructureBoundingBox);
069            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 0), 3, 2, 7, par3StructureBoundingBox);
070            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
071            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 3, 2, par3StructureBoundingBox);
072            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 2, 2, par3StructureBoundingBox);
073            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 3, 2, par3StructureBoundingBox);
074            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 6, 2, par3StructureBoundingBox);
075            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 7, 2, par3StructureBoundingBox);
076            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 6, 2, par3StructureBoundingBox);
077            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 7, 2, par3StructureBoundingBox);
078            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 6, 0, par3StructureBoundingBox);
079            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 7, 0, par3StructureBoundingBox);
080            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 6, 4, par3StructureBoundingBox);
081            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 7, 4, par3StructureBoundingBox);
082            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 3, 6, par3StructureBoundingBox);
083            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 3, 6, par3StructureBoundingBox);
084            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 3, 8, par3StructureBoundingBox);
085            this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 4, 7, par3StructureBoundingBox);
086            this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 1, 4, 6, par3StructureBoundingBox);
087            this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 3, 4, 6, par3StructureBoundingBox);
088            this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 4, 5, par3StructureBoundingBox);
089            int var4 = this.getMetadataWithOffset(Block.ladder.blockID, 4);
090            int var5;
091    
092            for (var5 = 1; var5 <= 9; ++var5)
093            {
094                this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, var5, 3, par3StructureBoundingBox);
095            }
096    
097            this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 1, 0, par3StructureBoundingBox);
098            this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 2, 0, par3StructureBoundingBox);
099            this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 2, 1, 0, this.getMetadataWithOffset(Block.doorWood.blockID, 1));
100    
101            if (this.getBlockIdAtCurrentPosition(par1World, 2, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 2, -1, -1, par3StructureBoundingBox) != 0)
102            {
103                this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 2, 0, -1, par3StructureBoundingBox);
104            }
105    
106            for (var5 = 0; var5 < 9; ++var5)
107            {
108                for (int var6 = 0; var6 < 5; ++var6)
109                {
110                    this.clearCurrentPositionBlocksUpwards(par1World, var6, 12, var5, par3StructureBoundingBox);
111                    this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var6, -1, var5, par3StructureBoundingBox);
112                }
113            }
114    
115            this.spawnVillagers(par1World, par3StructureBoundingBox, 2, 1, 2, 1);
116            return true;
117        }
118    
119        /**
120         * Returns the villager type to spawn in this component, based on the number of villagers already spawned.
121         */
122        protected int getVillagerType(int par1)
123        {
124            return 2;
125        }
126    }