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 ComponentVillageHouse4_Garden extends ComponentVillage
009    {
010        private int averageGroundLevel = -1;
011        private final boolean isRoofAccessible;
012    
013        public ComponentVillageHouse4_Garden(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)
014        {
015            super(par1ComponentVillageStartPiece, par2);
016            this.coordBaseMode = par5;
017            this.boundingBox = par4StructureBoundingBox;
018            this.isRoofAccessible = par3Random.nextBoolean();
019        }
020    
021        public static ComponentVillageHouse4_Garden func_74912_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7)
022        {
023            StructureBoundingBox var8 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 5, 6, 5, par6);
024            return StructureComponent.findIntersecting(par1List, var8) != null ? null : new ComponentVillageHouse4_Garden(par0ComponentVillageStartPiece, par7, par2Random, var8, par6);
025        }
026    
027        /**
028         * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
029         * the end, it adds Fences...
030         */
031        public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
032        {
033            if (this.averageGroundLevel < 0)
034            {
035                this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox);
036    
037                if (this.averageGroundLevel < 0)
038                {
039                    return true;
040                }
041    
042                this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 6 - 1, 0);
043            }
044    
045            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 4, 0, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
046            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 0, 4, 4, 4, Block.wood.blockID, Block.wood.blockID, false);
047            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 4, 1, 3, 4, 3, Block.planks.blockID, Block.planks.blockID, false);
048            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 1, 0, par3StructureBoundingBox);
049            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 2, 0, par3StructureBoundingBox);
050            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 3, 0, par3StructureBoundingBox);
051            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 1, 0, par3StructureBoundingBox);
052            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 2, 0, par3StructureBoundingBox);
053            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 3, 0, par3StructureBoundingBox);
054            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 1, 4, par3StructureBoundingBox);
055            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 2, 4, par3StructureBoundingBox);
056            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 0, 3, 4, par3StructureBoundingBox);
057            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 1, 4, par3StructureBoundingBox);
058            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 2, 4, par3StructureBoundingBox);
059            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 3, 4, par3StructureBoundingBox);
060            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 1, 0, 3, 3, Block.planks.blockID, Block.planks.blockID, false);
061            this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 1, 4, 3, 3, Block.planks.blockID, Block.planks.blockID, false);
062            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 4, 3, 3, 4, Block.planks.blockID, Block.planks.blockID, false);
063            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
064            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 4, par3StructureBoundingBox);
065            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 2, 2, par3StructureBoundingBox);
066            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 1, 0, par3StructureBoundingBox);
067            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 2, 0, par3StructureBoundingBox);
068            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 3, 0, par3StructureBoundingBox);
069            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 2, 3, 0, par3StructureBoundingBox);
070            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 3, 0, par3StructureBoundingBox);
071            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 2, 0, par3StructureBoundingBox);
072            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 1, 0, par3StructureBoundingBox);
073    
074            if (this.getBlockIdAtCurrentPosition(par1World, 2, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 2, -1, -1, par3StructureBoundingBox) != 0)
075            {
076                this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 2, 0, -1, par3StructureBoundingBox);
077            }
078    
079            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 3, 3, 3, 0, 0, false);
080    
081            if (this.isRoofAccessible)
082            {
083                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 0, par3StructureBoundingBox);
084                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 5, 0, par3StructureBoundingBox);
085                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 5, 0, par3StructureBoundingBox);
086                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 3, 5, 0, par3StructureBoundingBox);
087                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 0, par3StructureBoundingBox);
088                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 4, par3StructureBoundingBox);
089                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 5, 4, par3StructureBoundingBox);
090                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 5, 4, par3StructureBoundingBox);
091                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 3, 5, 4, par3StructureBoundingBox);
092                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 4, par3StructureBoundingBox);
093                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 1, par3StructureBoundingBox);
094                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 2, par3StructureBoundingBox);
095                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 5, 3, par3StructureBoundingBox);
096                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 1, par3StructureBoundingBox);
097                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 2, par3StructureBoundingBox);
098                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 0, 5, 3, par3StructureBoundingBox);
099            }
100    
101            int var4;
102    
103            if (this.isRoofAccessible)
104            {
105                var4 = this.getMetadataWithOffset(Block.ladder.blockID, 3);
106                this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 1, 3, par3StructureBoundingBox);
107                this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 2, 3, par3StructureBoundingBox);
108                this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 3, 3, par3StructureBoundingBox);
109                this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var4, 3, 4, 3, par3StructureBoundingBox);
110            }
111    
112            this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 3, 1, par3StructureBoundingBox);
113    
114            for (var4 = 0; var4 < 5; ++var4)
115            {
116                for (int var5 = 0; var5 < 5; ++var5)
117                {
118                    this.clearCurrentPositionBlocksUpwards(par1World, var5, 6, var4, par3StructureBoundingBox);
119                    this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var5, -1, var4, par3StructureBoundingBox);
120                }
121            }
122    
123            this.spawnVillagers(par1World, par3StructureBoundingBox, 1, 1, 2, 1);
124            return true;
125        }
126    }