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 }