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 ComponentVillageHall extends ComponentVillage
009    {
010        private int averageGroundLevel = -1;
011    
012        public ComponentVillageHall(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 ComponentVillageHall func_74906_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, 9, 7, 11, par6);
022            return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageHall(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 + 7 - 1, 0);
041            }
042    
043            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 7, 4, 4, 0, 0, false);
044            this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 1, 6, 8, 4, 10, 0, 0, false);
045            this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 0, 6, 8, 0, 10, Block.dirt.blockID, Block.dirt.blockID, false);
046            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 0, 6, par3StructureBoundingBox);
047            this.fillWithBlocks(par1World, par3StructureBoundingBox, 2, 1, 6, 2, 1, 10, Block.fence.blockID, Block.fence.blockID, false);
048            this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 1, 6, 8, 1, 10, Block.fence.blockID, Block.fence.blockID, false);
049            this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 10, 7, 1, 10, Block.fence.blockID, Block.fence.blockID, false);
050            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 1, 7, 0, 4, Block.planks.blockID, Block.planks.blockID, false);
051            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 0, 3, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
052            this.fillWithBlocks(par1World, par3StructureBoundingBox, 8, 0, 0, 8, 3, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
053            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 0, 7, 1, 0, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
054            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 5, 7, 1, 5, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
055            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 2, 0, 7, 3, 0, Block.planks.blockID, Block.planks.blockID, false);
056            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 2, 5, 7, 3, 5, Block.planks.blockID, Block.planks.blockID, false);
057            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 1, 8, 4, 1, Block.planks.blockID, Block.planks.blockID, false);
058            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 4, 8, 4, 4, Block.planks.blockID, Block.planks.blockID, false);
059            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 5, 2, 8, 5, 3, Block.planks.blockID, Block.planks.blockID, false);
060            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 0, 4, 2, par3StructureBoundingBox);
061            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 0, 4, 3, par3StructureBoundingBox);
062            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 2, par3StructureBoundingBox);
063            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 4, 3, par3StructureBoundingBox);
064            int var4 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3);
065            int var5 = this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 2);
066            int var6;
067            int var7;
068    
069            for (var6 = -1; var6 <= 2; ++var6)
070            {
071                for (var7 = 0; var7 <= 8; ++var7)
072                {
073                    this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var4, var7, 4 + var6, var6, par3StructureBoundingBox);
074                    this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, var5, var7, 4 + var6, 5 - var6, par3StructureBoundingBox);
075                }
076            }
077    
078            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 1, par3StructureBoundingBox);
079            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 2, 4, par3StructureBoundingBox);
080            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 1, par3StructureBoundingBox);
081            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 8, 2, 4, par3StructureBoundingBox);
082            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
083            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 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, 2, 2, 5, par3StructureBoundingBox);
087            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 3, 2, 5, par3StructureBoundingBox);
088            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 5, 2, 0, par3StructureBoundingBox);
089            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 6, 2, 5, par3StructureBoundingBox);
090            this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 1, 3, par3StructureBoundingBox);
091            this.placeBlockAtCurrentPosition(par1World, Block.pressurePlatePlanks.blockID, 0, 2, 2, 3, par3StructureBoundingBox);
092            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 1, 4, par3StructureBoundingBox);
093            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3), 2, 1, 4, par3StructureBoundingBox);
094            this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 1), 1, 1, 3, par3StructureBoundingBox);
095            this.fillWithBlocks(par1World, par3StructureBoundingBox, 5, 0, 1, 7, 0, 3, Block.stoneDoubleSlab.blockID, Block.stoneDoubleSlab.blockID, false);
096            this.placeBlockAtCurrentPosition(par1World, Block.stoneDoubleSlab.blockID, 0, 6, 1, 1, par3StructureBoundingBox);
097            this.placeBlockAtCurrentPosition(par1World, Block.stoneDoubleSlab.blockID, 0, 6, 1, 2, par3StructureBoundingBox);
098            this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 1, 0, par3StructureBoundingBox);
099            this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 2, 0, par3StructureBoundingBox);
100            this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 3, 1, par3StructureBoundingBox);
101            this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 2, 1, 0, this.getMetadataWithOffset(Block.doorWood.blockID, 1));
102    
103            if (this.getBlockIdAtCurrentPosition(par1World, 2, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 2, -1, -1, par3StructureBoundingBox) != 0)
104            {
105                this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 2, 0, -1, par3StructureBoundingBox);
106            }
107    
108            this.placeBlockAtCurrentPosition(par1World, 0, 0, 6, 1, 5, par3StructureBoundingBox);
109            this.placeBlockAtCurrentPosition(par1World, 0, 0, 6, 2, 5, par3StructureBoundingBox);
110            this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 6, 3, 4, par3StructureBoundingBox);
111            this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 6, 1, 5, this.getMetadataWithOffset(Block.doorWood.blockID, 1));
112    
113            for (var6 = 0; var6 < 5; ++var6)
114            {
115                for (var7 = 0; var7 < 9; ++var7)
116                {
117                    this.clearCurrentPositionBlocksUpwards(par1World, var7, 7, var6, par3StructureBoundingBox);
118                    this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var7, -1, var6, par3StructureBoundingBox);
119                }
120            }
121    
122            this.spawnVillagers(par1World, par3StructureBoundingBox, 4, 1, 2, 2);
123            return true;
124        }
125    
126        /**
127         * Returns the villager type to spawn in this component, based on the number of villagers already spawned.
128         */
129        protected int getVillagerType(int par1)
130        {
131            return par1 == 0 ? 4 : 0;
132        }
133    }