001 package net.minecraft.world.gen.structure; 002 003 import java.util.ArrayList; 004 import java.util.Iterator; 005 import java.util.List; 006 import java.util.Random; 007 008 import cpw.mods.fml.common.registry.VillagerRegistry; 009 import net.minecraft.util.MathHelper; 010 011 public class StructureVillagePieces 012 { 013 public static ArrayList getStructureVillageWeightedPieceList(Random par0Random, int par1) 014 { 015 ArrayList var2 = new ArrayList(); 016 var2.add(new StructureVillagePieceWeight(ComponentVillageHouse4_Garden.class, 4, MathHelper.getRandomIntegerInRange(par0Random, 2 + par1, 4 + par1 * 2))); 017 var2.add(new StructureVillagePieceWeight(ComponentVillageChurch.class, 20, MathHelper.getRandomIntegerInRange(par0Random, 0 + par1, 1 + par1))); 018 var2.add(new StructureVillagePieceWeight(ComponentVillageHouse1.class, 20, MathHelper.getRandomIntegerInRange(par0Random, 0 + par1, 2 + par1))); 019 var2.add(new StructureVillagePieceWeight(ComponentVillageWoodHut.class, 3, MathHelper.getRandomIntegerInRange(par0Random, 2 + par1, 5 + par1 * 3))); 020 var2.add(new StructureVillagePieceWeight(ComponentVillageHall.class, 15, MathHelper.getRandomIntegerInRange(par0Random, 0 + par1, 2 + par1))); 021 var2.add(new StructureVillagePieceWeight(ComponentVillageField.class, 3, MathHelper.getRandomIntegerInRange(par0Random, 1 + par1, 4 + par1))); 022 var2.add(new StructureVillagePieceWeight(ComponentVillageField2.class, 3, MathHelper.getRandomIntegerInRange(par0Random, 2 + par1, 4 + par1 * 2))); 023 var2.add(new StructureVillagePieceWeight(ComponentVillageHouse2.class, 15, MathHelper.getRandomIntegerInRange(par0Random, 0, 1 + par1))); 024 var2.add(new StructureVillagePieceWeight(ComponentVillageHouse3.class, 8, MathHelper.getRandomIntegerInRange(par0Random, 0 + par1, 3 + par1 * 2))); 025 VillagerRegistry.addExtraVillageComponents(var2, par0Random, par1); 026 027 Iterator var3 = var2.iterator(); 028 029 while (var3.hasNext()) 030 { 031 if (((StructureVillagePieceWeight)var3.next()).villagePiecesLimit == 0) 032 { 033 var3.remove(); 034 } 035 } 036 037 return var2; 038 } 039 040 private static int func_75079_a(List par0List) 041 { 042 boolean var1 = false; 043 int var2 = 0; 044 StructureVillagePieceWeight var4; 045 046 for (Iterator var3 = par0List.iterator(); var3.hasNext(); var2 += var4.villagePieceWeight) 047 { 048 var4 = (StructureVillagePieceWeight)var3.next(); 049 050 if (var4.villagePiecesLimit > 0 && var4.villagePiecesSpawned < var4.villagePiecesLimit) 051 { 052 var1 = true; 053 } 054 } 055 056 return var1 ? var2 : -1; 057 } 058 059 private static ComponentVillage func_75083_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, StructureVillagePieceWeight par1StructureVillagePieceWeight, List par2List, Random par3Random, int par4, int par5, int par6, int par7, int par8) 060 { 061 Class var9 = par1StructureVillagePieceWeight.villagePieceClass; 062 Object var10 = null; 063 064 if (var9 == ComponentVillageHouse4_Garden.class) 065 { 066 var10 = ComponentVillageHouse4_Garden.func_74912_a(par0ComponentVillageStartPiece, par2List, par3Random, par4, par5, par6, par7, par8); 067 } 068 else if (var9 == ComponentVillageChurch.class) 069 { 070 var10 = ComponentVillageChurch.func_74919_a(par0ComponentVillageStartPiece, par2List, par3Random, par4, par5, par6, par7, par8); 071 } 072 else if (var9 == ComponentVillageHouse1.class) 073 { 074 var10 = ComponentVillageHouse1.func_74898_a(par0ComponentVillageStartPiece, par2List, par3Random, par4, par5, par6, par7, par8); 075 } 076 else if (var9 == ComponentVillageWoodHut.class) 077 { 078 var10 = ComponentVillageWoodHut.func_74908_a(par0ComponentVillageStartPiece, par2List, par3Random, par4, par5, par6, par7, par8); 079 } 080 else if (var9 == ComponentVillageHall.class) 081 { 082 var10 = ComponentVillageHall.func_74906_a(par0ComponentVillageStartPiece, par2List, par3Random, par4, par5, par6, par7, par8); 083 } 084 else if (var9 == ComponentVillageField.class) 085 { 086 var10 = ComponentVillageField.func_74900_a(par0ComponentVillageStartPiece, par2List, par3Random, par4, par5, par6, par7, par8); 087 } 088 else if (var9 == ComponentVillageField2.class) 089 { 090 var10 = ComponentVillageField2.func_74902_a(par0ComponentVillageStartPiece, par2List, par3Random, par4, par5, par6, par7, par8); 091 } 092 else if (var9 == ComponentVillageHouse2.class) 093 { 094 var10 = ComponentVillageHouse2.func_74915_a(par0ComponentVillageStartPiece, par2List, par3Random, par4, par5, par6, par7, par8); 095 } 096 else if (var9 == ComponentVillageHouse3.class) 097 { 098 var10 = ComponentVillageHouse3.func_74921_a(par0ComponentVillageStartPiece, par2List, par3Random, par4, par5, par6, par7, par8); 099 } 100 else 101 { 102 var10 = VillagerRegistry.getVillageComponent(par1StructureVillagePieceWeight, par0ComponentVillageStartPiece , par2List, par3Random, par4, par5, par6, par7, par8); 103 } 104 105 return (ComponentVillage)var10; 106 } 107 108 /** 109 * attempts to find a next Village Component to be spawned 110 */ 111 private static ComponentVillage getNextVillageComponent(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7) 112 { 113 int var8 = func_75079_a(par0ComponentVillageStartPiece.structureVillageWeightedPieceList); 114 115 if (var8 <= 0) 116 { 117 return null; 118 } 119 else 120 { 121 int var9 = 0; 122 123 while (var9 < 5) 124 { 125 ++var9; 126 int var10 = par2Random.nextInt(var8); 127 Iterator var11 = par0ComponentVillageStartPiece.structureVillageWeightedPieceList.iterator(); 128 129 while (var11.hasNext()) 130 { 131 StructureVillagePieceWeight var12 = (StructureVillagePieceWeight)var11.next(); 132 var10 -= var12.villagePieceWeight; 133 134 if (var10 < 0) 135 { 136 if (!var12.canSpawnMoreVillagePiecesOfType(par7) || var12 == par0ComponentVillageStartPiece.structVillagePieceWeight && par0ComponentVillageStartPiece.structureVillageWeightedPieceList.size() > 1) 137 { 138 break; 139 } 140 141 ComponentVillage var13 = func_75083_a(par0ComponentVillageStartPiece, var12, par1List, par2Random, par3, par4, par5, par6, par7); 142 143 if (var13 != null) 144 { 145 ++var12.villagePiecesSpawned; 146 par0ComponentVillageStartPiece.structVillagePieceWeight = var12; 147 148 if (!var12.canSpawnMoreVillagePieces()) 149 { 150 par0ComponentVillageStartPiece.structureVillageWeightedPieceList.remove(var12); 151 } 152 153 return var13; 154 } 155 } 156 } 157 } 158 159 StructureBoundingBox var14 = ComponentVillageTorch.func_74904_a(par0ComponentVillageStartPiece, par1List, par2Random, par3, par4, par5, par6); 160 161 if (var14 != null) 162 { 163 return new ComponentVillageTorch(par0ComponentVillageStartPiece, par7, par2Random, var14, par6); 164 } 165 else 166 { 167 return null; 168 } 169 } 170 } 171 172 /** 173 * attempts to find a next Structure Component to be spawned, private Village function 174 */ 175 private static StructureComponent getNextVillageStructureComponent(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7) 176 { 177 if (par7 > 50) 178 { 179 return null; 180 } 181 else if (Math.abs(par3 - par0ComponentVillageStartPiece.getBoundingBox().minX) <= 112 && Math.abs(par5 - par0ComponentVillageStartPiece.getBoundingBox().minZ) <= 112) 182 { 183 ComponentVillage var8 = getNextVillageComponent(par0ComponentVillageStartPiece, par1List, par2Random, par3, par4, par5, par6, par7 + 1); 184 185 if (var8 != null) 186 { 187 int var9 = (var8.boundingBox.minX + var8.boundingBox.maxX) / 2; 188 int var10 = (var8.boundingBox.minZ + var8.boundingBox.maxZ) / 2; 189 int var11 = var8.boundingBox.maxX - var8.boundingBox.minX; 190 int var12 = var8.boundingBox.maxZ - var8.boundingBox.minZ; 191 int var13 = var11 > var12 ? var11 : var12; 192 193 if (par0ComponentVillageStartPiece.getWorldChunkManager().areBiomesViable(var9, var10, var13 / 2 + 4, MapGenVillage.villageSpawnBiomes)) 194 { 195 par1List.add(var8); 196 par0ComponentVillageStartPiece.field_74932_i.add(var8); 197 return var8; 198 } 199 } 200 201 return null; 202 } 203 else 204 { 205 return null; 206 } 207 } 208 209 private static StructureComponent getNextComponentVillagePath(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7) 210 { 211 if (par7 > 3 + par0ComponentVillageStartPiece.terrainType) 212 { 213 return null; 214 } 215 else if (Math.abs(par3 - par0ComponentVillageStartPiece.getBoundingBox().minX) <= 112 && Math.abs(par5 - par0ComponentVillageStartPiece.getBoundingBox().minZ) <= 112) 216 { 217 StructureBoundingBox var8 = ComponentVillagePathGen.func_74933_a(par0ComponentVillageStartPiece, par1List, par2Random, par3, par4, par5, par6); 218 219 if (var8 != null && var8.minY > 10) 220 { 221 ComponentVillagePathGen var9 = new ComponentVillagePathGen(par0ComponentVillageStartPiece, par7, par2Random, var8, par6); 222 int var10 = (var9.boundingBox.minX + var9.boundingBox.maxX) / 2; 223 int var11 = (var9.boundingBox.minZ + var9.boundingBox.maxZ) / 2; 224 int var12 = var9.boundingBox.maxX - var9.boundingBox.minX; 225 int var13 = var9.boundingBox.maxZ - var9.boundingBox.minZ; 226 int var14 = var12 > var13 ? var12 : var13; 227 228 if (par0ComponentVillageStartPiece.getWorldChunkManager().areBiomesViable(var10, var11, var14 / 2 + 4, MapGenVillage.villageSpawnBiomes)) 229 { 230 par1List.add(var9); 231 par0ComponentVillageStartPiece.field_74930_j.add(var9); 232 return var9; 233 } 234 } 235 236 return null; 237 } 238 else 239 { 240 return null; 241 } 242 } 243 244 /** 245 * attempts to find a next Structure Component to be spawned 246 */ 247 static StructureComponent getNextStructureComponent(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7) 248 { 249 return getNextVillageStructureComponent(par0ComponentVillageStartPiece, par1List, par2Random, par3, par4, par5, par6, par7); 250 } 251 252 static StructureComponent getNextStructureComponentVillagePath(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7) 253 { 254 return getNextComponentVillagePath(par0ComponentVillageStartPiece, par1List, par2Random, par3, par4, par5, par6, par7); 255 } 256 }