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 ComponentVillageWoodHut extends ComponentVillage
009    {
010        private int averageGroundLevel = -1;
011        private final boolean isTallHouse;
012        private final int tablePosition;
013    
014        public ComponentVillageWoodHut(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)
015        {
016            super(par1ComponentVillageStartPiece, par2);
017            this.coordBaseMode = par5;
018            this.boundingBox = par4StructureBoundingBox;
019            this.isTallHouse = par3Random.nextBoolean();
020            this.tablePosition = par3Random.nextInt(3);
021        }
022    
023        public static ComponentVillageWoodHut func_74908_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7)
024        {
025            StructureBoundingBox var8 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 4, 6, 5, par6);
026            return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageWoodHut(par0ComponentVillageStartPiece, par7, par2Random, var8, par6) : null;
027        }
028    
029        /**
030         * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
031         * the end, it adds Fences...
032         */
033        public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
034        {
035            if (this.averageGroundLevel < 0)
036            {
037                this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox);
038    
039                if (this.averageGroundLevel < 0)
040                {
041                    return true;
042                }
043    
044                this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 6 - 1, 0);
045            }
046    
047            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 3, 5, 4, 0, 0, false);
048            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 3, 0, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
049            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 1, 2, 0, 3, Block.dirt.blockID, Block.dirt.blockID, false);
050    
051            if (this.isTallHouse)
052            {
053                this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 4, 1, 2, 4, 3, Block.wood.blockID, Block.wood.blockID, false);
054            }
055            else
056            {
057                this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 1, 2, 5, 3, Block.wood.blockID, Block.wood.blockID, false);
058            }
059    
060            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 1, 4, 0, par3StructureBoundingBox);
061            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 2, 4, 0, par3StructureBoundingBox);
062            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 1, 4, 4, par3StructureBoundingBox);
063            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 2, 4, 4, par3StructureBoundingBox);
064            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 4, 1, par3StructureBoundingBox);
065            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 4, 2, par3StructureBoundingBox);
066            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 0, 4, 3, par3StructureBoundingBox);
067            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 3, 4, 1, par3StructureBoundingBox);
068            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 3, 4, 2, par3StructureBoundingBox);
069            this.placeBlockAtCurrentPosition(par1World, Block.wood.blockID, 0, 3, 4, 3, par3StructureBoundingBox);
070            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 0, 3, 0, Block.wood.blockID, Block.wood.blockID, false);
071            this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 0, 3, 3, 0, Block.wood.blockID, Block.wood.blockID, false);
072            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 4, 0, 3, 4, Block.wood.blockID, Block.wood.blockID, false);
073            this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 4, 3, 3, 4, Block.wood.blockID, Block.wood.blockID, false);
074            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 1, 0, 3, 3, Block.planks.blockID, Block.planks.blockID, false);
075            this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 1, 3, 3, 3, Block.planks.blockID, Block.planks.blockID, false);
076            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 0, 2, 3, 0, Block.planks.blockID, Block.planks.blockID, false);
077            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 4, 2, 3, 4, Block.planks.blockID, Block.planks.blockID, false);
078            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox);
079            this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 3, 2, 2, par3StructureBoundingBox);
080    
081            if (this.tablePosition > 0)
082            {
083                this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, this.tablePosition, 1, 3, par3StructureBoundingBox);
084                this.placeBlockAtCurrentPosition(par1World, Block.pressurePlatePlanks.blockID, 0, this.tablePosition, 2, 3, par3StructureBoundingBox);
085            }
086    
087            this.placeBlockAtCurrentPosition(par1World, 0, 0, 1, 1, 0, par3StructureBoundingBox);
088            this.placeBlockAtCurrentPosition(par1World, 0, 0, 1, 2, 0, par3StructureBoundingBox);
089            this.placeDoorAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 1, 1, 0, this.getMetadataWithOffset(Block.doorWood.blockID, 1));
090    
091            if (this.getBlockIdAtCurrentPosition(par1World, 1, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, 1, -1, -1, par3StructureBoundingBox) != 0)
092            {
093                this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), 1, 0, -1, par3StructureBoundingBox);
094            }
095    
096            for (int var4 = 0; var4 < 5; ++var4)
097            {
098                for (int var5 = 0; var5 < 4; ++var5)
099                {
100                    this.clearCurrentPositionBlocksUpwards(par1World, var5, 6, var4, par3StructureBoundingBox);
101                    this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var5, -1, var4, par3StructureBoundingBox);
102                }
103            }
104    
105            this.spawnVillagers(par1World, par3StructureBoundingBox, 1, 1, 2, 1);
106            return true;
107        }
108    }