package net.minecraft.world.gen.structure; import java.util.List; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.item.Item; import net.minecraft.util.WeightedRandomChestContent; import net.minecraft.world.World; import net.minecraftforge.common.ChestGenHooks; import static net.minecraftforge.common.ChestGenHooks.*; public class ComponentVillageHouse2 extends ComponentVillage { /** List of items that Village's Blacksmith chest can contain. */ public static final WeightedRandomChestContent[] villageBlacksmithChestContents = new WeightedRandomChestContent[] {new WeightedRandomChestContent(Item.diamond.itemID, 0, 1, 3, 3), new WeightedRandomChestContent(Item.ingotIron.itemID, 0, 1, 5, 10), new WeightedRandomChestContent(Item.ingotGold.itemID, 0, 1, 3, 5), new WeightedRandomChestContent(Item.bread.itemID, 0, 1, 3, 15), new WeightedRandomChestContent(Item.appleRed.itemID, 0, 1, 3, 15), new WeightedRandomChestContent(Item.pickaxeSteel.itemID, 0, 1, 1, 5), new WeightedRandomChestContent(Item.swordSteel.itemID, 0, 1, 1, 5), new WeightedRandomChestContent(Item.plateSteel.itemID, 0, 1, 1, 5), new WeightedRandomChestContent(Item.helmetSteel.itemID, 0, 1, 1, 5), new WeightedRandomChestContent(Item.legsSteel.itemID, 0, 1, 1, 5), new WeightedRandomChestContent(Item.bootsSteel.itemID, 0, 1, 1, 5), new WeightedRandomChestContent(Block.obsidian.blockID, 0, 3, 7, 5), new WeightedRandomChestContent(Block.sapling.blockID, 0, 3, 7, 5)}; private int averageGroundLevel = -1; private boolean hasMadeChest; public ComponentVillageHouse2(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5) { super(par1ComponentVillageStartPiece, par2); this.coordBaseMode = par5; this.boundingBox = par4StructureBoundingBox; } public static ComponentVillageHouse2 func_74915_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7) { StructureBoundingBox var8 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 10, 6, 7, par6); return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageHouse2(par0ComponentVillageStartPiece, par7, par2Random, var8, par6) : null; } /** * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at * the end, it adds Fences... */ public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox) { if (this.averageGroundLevel < 0) { this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox); if (this.averageGroundLevel < 0) { return true; } this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 6 - 1, 0); } this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 9, 4, 6, 0, 0, false); this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 9, 0, 6, Block.cobblestone.blockID, Block.cobblestone.blockID, false); this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 4, 0, 9, 4, 6, Block.cobblestone.blockID, Block.cobblestone.blockID, false); this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 5, 0, 9, 5, 6, Block.stoneSingleSlab.blockID, Block.stoneSingleSlab.blockID, false); this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 1, 8, 5, 5, 0, 0, false); this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 0, 2, 3, 0, Block.planks.blockID, Block.planks.blockID, false); this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 0, 4, 0, Block.wood.blockID, Block.wood.blockID, false); this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 0, 3, 4, 0, Block.wood.blockID, Block.wood.blockID, false); this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 6, 0, 4, 6, Block.wood.blockID, Block.wood.blockID, false); this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 3, 1, par3StructureBoundingBox); this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 2, 3, 3, 2, Block.planks.blockID, Block.planks.blockID, false); this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 3, 5, 3, 3, Block.planks.blockID, Block.planks.blockID, false); this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 1, 0, 3, 5, Block.planks.blockID, Block.planks.blockID, false); this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 6, 5, 3, 6, Block.planks.blockID, Block.planks.blockID, false); this.fillWithBlocks(par1World, par3StructureBoundingBox, 5, 1, 0, 5, 3, 0, Block.fence.blockID, Block.fence.blockID, false); this.fillWithBlocks(par1World, par3StructureBoundingBox, 9, 1, 0, 9, 3, 0, Block.fence.blockID, Block.fence.blockID, false); this.fillWithBlocks(par1World, par3StructureBoundingBox, 6, 1, 4, 9, 4, 6, Block.cobblestone.blockID, Block.cobblestone.blockID, false); this.placeBlockAtCurrentPosition(par1World, Block.lavaMoving.blockID, 0, 7, 1, 5, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.lavaMoving.blockID, 0, 8, 1, 5, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.fenceIron.blockID, 0, 9, 2, 5, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.fenceIron.blockID, 0, 9, 2, 4, par3StructureBoundingBox); this.fillWithBlocks(par1World, par3StructureBoundingBox, 7, 2, 4, 8, 2, 5, 0, 0, false); this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 1, 3, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.stoneOvenIdle.blockID, 0, 6, 2, 3, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.stoneOvenIdle.blockID, 0, 6, 3, 3, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.stoneDoubleSlab.blockID, 0, 8, 1, 1, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 2, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 0, 2, 4, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 2, 2, 6, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.thinGlass.blockID, 0, 4, 2, 6, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 2, 1, 4, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.pressurePlatePlanks.blockID, 0, 2, 2, 4, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 1, 1, 5, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 3), 2, 1, 5, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.stairCompactPlanks.blockID, this.getMetadataWithOffset(Block.stairCompactPlanks.blockID, 1), 1, 1, 4, par3StructureBoundingBox); int var4; int var5; if (!this.hasMadeChest) { var4 = this.getYWithOffset(1); var5 = this.getXWithOffset(5, 5); int var6 = this.getZWithOffset(5, 5); if (par3StructureBoundingBox.isVecInside(var5, var4, var6)) { this.hasMadeChest = true; this.generateStructureChestContents(par1World, par3StructureBoundingBox, par2Random, 5, 1, 5, ChestGenHooks.getItems(VILLAGE_BLACKSMITH, par2Random), ChestGenHooks.getCount(VILLAGE_BLACKSMITH, par2Random)); } } for (var4 = 6; var4 <= 8; ++var4) { if (this.getBlockIdAtCurrentPosition(par1World, var4, 0, -1, par3StructureBoundingBox) == 0 && this.getBlockIdAtCurrentPosition(par1World, var4, -1, -1, par3StructureBoundingBox) != 0) { this.placeBlockAtCurrentPosition(par1World, Block.stairCompactCobblestone.blockID, this.getMetadataWithOffset(Block.stairCompactCobblestone.blockID, 3), var4, 0, -1, par3StructureBoundingBox); } } for (var4 = 0; var4 < 7; ++var4) { for (var5 = 0; var5 < 10; ++var5) { this.clearCurrentPositionBlocksUpwards(par1World, var5, 6, var4, par3StructureBoundingBox); this.fillCurrentPositionBlocksDownwards(par1World, Block.cobblestone.blockID, 0, var5, -1, var4, par3StructureBoundingBox); } } this.spawnVillagers(par1World, par3StructureBoundingBox, 7, 1, 1, 1); return true; } /** * Returns the villager type to spawn in this component, based on the number of villagers already spawned. */ protected int getVillagerType(int par1) { return 3; } }