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 }