package eiteam.esteemedinnovation.metalcasting.hut; import eiteam.esteemedinnovation.metalcasting.MetalcastingModule; import net.minecraft.block.*; import net.minecraft.block.state.IBlockState; import net.minecraft.init.Blocks; import net.minecraft.item.EnumDyeColor; import net.minecraft.util.EnumFacing; import net.minecraft.util.Rotation; import net.minecraft.world.World; import net.minecraft.world.gen.structure.StructureBoundingBox; import net.minecraft.world.gen.structure.StructureVillagePieces; import net.minecraft.world.storage.loot.LootTableList; import javax.annotation.ParametersAreNonnullByDefault; import java.util.Random; public class MetalcastingHutComponent extends StructureVillagePieces.Village { private static final IBlockState SANDSTONE_STATE = Blocks.SANDSTONE.getDefaultState(); private static final IBlockState SPRUCE_STATE = Blocks.LOG.getDefaultState() .withProperty(BlockOldLog.VARIANT, BlockPlanks.EnumType.SPRUCE); private static final IBlockState CLAY_STATE = Blocks.STAINED_HARDENED_CLAY.getDefaultState() .withProperty(BlockColored.COLOR, EnumDyeColor.RED); private static final IBlockState SLAB_STATE = Blocks.WOODEN_SLAB.getDefaultState() .withProperty(BlockSlab.HALF, BlockSlab.EnumBlockHalf.TOP) .withProperty(BlockWoodSlab.VARIANT, BlockPlanks.EnumType.ACACIA); private static final IBlockState BUTTON_STATE = Blocks.WOODEN_BUTTON.getDefaultState(); private static final IBlockState FENCE_STATE = Blocks.OAK_FENCE.getDefaultState(); private static final IBlockState BRICKS_STATE = Blocks.BRICK_BLOCK.getDefaultState(); private static final IBlockState BRICKS_STAIRS_STATE = Blocks.BRICK_STAIRS.getDefaultState(); private static final IBlockState AIR_STATE = Blocks.AIR.getDefaultState(); private static final IBlockState LAVA_STATE = Blocks.LAVA.getDefaultState(); private static final IBlockState LADDER_STATE = Blocks.LADDER.getDefaultState().withRotation(Rotation.CLOCKWISE_90); private static final IBlockState CRUCIBLE_STATE = MetalcastingModule.CRUCIBLE.getDefaultState(); private static final IBlockState MOLD_STATE = MetalcastingModule.MOLD.getDefaultState(); private static final IBlockState CARVING_TABLE_STATE = MetalcastingModule.CARVING_TABLE.getDefaultState(); MetalcastingHutComponent(StructureVillagePieces.Start villagePiece, StructureBoundingBox sbb, EnumFacing direction) { setCoordBaseMode(direction); boundingBox = sbb; startPiece = villagePiece; } @ParametersAreNonnullByDefault @Override public boolean addComponentParts(World world, Random rand, StructureBoundingBox sbb) { averageGroundLvl = getAverageGroundLevel(world, sbb); if (averageGroundLvl < 0) { return true; } boundingBox.offset(0, averageGroundLvl - boundingBox.maxY + 5, 0); EnumFacing dir = getCoordBaseMode(); if (dir == null) { return true; } generateFloor(world, sbb); generateFrontWall(world, rand, sbb, dir); generateLogicalRightWall(world, sbb); generateLogicalLeftWall(world, sbb); generateBackWall(world, sbb); generateFrontCorners(world, sbb); generateBackCorners(world, sbb); generateCeiling(world, sbb); generateChimney(world, sbb); generateFurniture(world, rand, sbb); return true; } private void generateFloor(World world, StructureBoundingBox sbb) { fillWithBlocks(world, sbb, 0, -1, 0, 6, -1, 6, SANDSTONE_STATE, SANDSTONE_STATE, false); setBlockState(world, AIR_STATE, 5, -1, 5, sbb); setBlockState(world, SANDSTONE_STATE, 5, -2, 5, sbb); setBlockState(world, LAVA_STATE, 5, -1, 5, sbb); } private void generateFrontWall(World world, Random rand, StructureBoundingBox sbb, EnumFacing dir) { fillWithBlocks(world, sbb, 1, 0, 0, 5, 3, 0, CLAY_STATE, CLAY_STATE, false); setBlockState(world, AIR_STATE, 4, 0, 1, sbb); setBlockState(world, AIR_STATE, 4, 1, 1, sbb); func_189927_a(world, sbb, rand, 3, 0, 0, dir); setBlockState(world, BUTTON_STATE.withRotation(Rotation.CLOCKWISE_180), 1, 2, -1, sbb); setBlockState(world, BUTTON_STATE.withRotation(Rotation.CLOCKWISE_180), 3, 2, -1, sbb); setBlockState(world, BUTTON_STATE.withRotation(Rotation.CLOCKWISE_180), 5, 2, -1, sbb); fillWithBlocks(world, sbb, 1, 4, 0, 5, 4, 0, FENCE_STATE, FENCE_STATE, false); } private void generateLogicalLeftWall(World world, StructureBoundingBox sbb) { fillWithBlocks(world, sbb, 0, 0, 1, 0, 3, 5, CLAY_STATE, CLAY_STATE, false); setBlockState(world, BUTTON_STATE.withRotation(Rotation.COUNTERCLOCKWISE_90), -1, 2, 1, sbb); setBlockState(world, BUTTON_STATE.withRotation(Rotation.COUNTERCLOCKWISE_90), -1, 2, 5, sbb); setBlockState(world, FENCE_STATE, 0, 1, 3, sbb); setBlockState(world, FENCE_STATE, 0, 2, 3, sbb); fillWithBlocks(world, sbb, 0, 4, 1, 0, 4, 5, FENCE_STATE, FENCE_STATE, false); } private void generateLogicalRightWall(World world, StructureBoundingBox sbb) { fillWithBlocks(world, sbb, 6, 0, 1, 6, 3, 5, CLAY_STATE, CLAY_STATE, false); setBlockState(world, BUTTON_STATE.withRotation(Rotation.CLOCKWISE_90), 7, 2, 2, sbb); setBlockState(world, FENCE_STATE, 6, 1, 3, sbb); setBlockState(world, FENCE_STATE, 6, 2, 3, sbb); fillWithBlocks(world, sbb, 6, 4, 1, 6, 4, 5, FENCE_STATE, FENCE_STATE, false); } private void generateBackWall(World world, StructureBoundingBox sbb) { fillWithBlocks(world, sbb, 1, 0, 6, 5, 3, 6, CLAY_STATE, CLAY_STATE, false); setBlockState(world, BUTTON_STATE, 2, 2, 7, sbb); setBlockState(world, FENCE_STATE, 3, 1, 6, sbb); setBlockState(world, FENCE_STATE, 3, 2, 6, sbb); fillWithBlocks(world, sbb, 1, 4, 6, 5, 4, 6, FENCE_STATE, FENCE_STATE, false); } private void generateFrontCorners(World world, StructureBoundingBox sbb) { fillWithBlocks(world, sbb, 0, 0, 0, 0, 4, 0, SPRUCE_STATE, SPRUCE_STATE, false); fillWithBlocks(world, sbb, 6, 0, 0, 6, 4, 0, SPRUCE_STATE, SPRUCE_STATE, false); } private void generateBackCorners(World world, StructureBoundingBox sbb) { fillWithBlocks(world, sbb, 0, 0, 6, 0, 4, 6, SPRUCE_STATE, SPRUCE_STATE, false); fillWithBlocks(world, sbb, 6, 0, 6, 6, 4, 6, SPRUCE_STATE, SPRUCE_STATE, false); } private void generateCeiling(World world, StructureBoundingBox sbb) { fillWithBlocks(world, sbb, 1, 3, 1, 5, 3, 5, SLAB_STATE, SLAB_STATE, false); fillWithBlocks(world, sbb, 1, 0, 1, 1, 3, 1, LADDER_STATE, LADDER_STATE, false); } private void generateChimney(World world, StructureBoundingBox sbb) { fillWithBlocks(world, sbb, 5, -1, 7, 5, 2, 7, BRICKS_STATE, BRICKS_STATE, false); setBlockState(world, BRICKS_STAIRS_STATE.withRotation(Rotation.CLOCKWISE_90), 5, 3, 7, sbb); fillWithBlocks(world, sbb, 6, -1, 8, 7, 2, 8, BRICKS_STATE, BRICKS_STATE, false); setBlockState(world, BRICKS_STAIRS_STATE.withRotation(Rotation.CLOCKWISE_90), 6, 3, 8, sbb); fillWithBlocks(world, sbb, 6, -1, 7, 6, 6, 7, BRICKS_STATE, BRICKS_STATE, false); setBlockState(world, BRICKS_STAIRS_STATE.withRotation(Rotation.CLOCKWISE_90), 6, 7, 7, sbb); fillWithBlocks(world, sbb, 7, -1, 8, 7, 6, 8, BRICKS_STATE, BRICKS_STATE, false); setBlockState(world, BRICKS_STAIRS_STATE.withRotation(Rotation.CLOCKWISE_180), 7, 7, 8, sbb); fillWithBlocks(world, sbb, 7, -1, 5, 7, 2, 5, BRICKS_STATE, BRICKS_STATE, false); setBlockState(world, BRICKS_STAIRS_STATE, 7, 3, 5, sbb); fillWithBlocks(world, sbb, 7, -1, 6, 7, 6, 6, BRICKS_STATE, BRICKS_STATE, false); setBlockState(world, BRICKS_STAIRS_STATE, 7, 7, 6, sbb); fillWithBlocks(world, sbb, 8, -1, 7, 8, 6, 7, BRICKS_STATE, BRICKS_STATE, false); setBlockState(world, BRICKS_STAIRS_STATE.withRotation(Rotation.COUNTERCLOCKWISE_90), 8, 7, 7, sbb); fillWithBlocks(world, sbb, 7, -1, 7, 7, 11, 7, BRICKS_STATE, BRICKS_STATE, false); } private void generateFurniture(World world, Random rand, StructureBoundingBox sbb) { setBlockState(world, CRUCIBLE_STATE.withRotation(Rotation.COUNTERCLOCKWISE_90), 5, 0, 5, sbb); setBlockState(world, MOLD_STATE.withRotation(Rotation.CLOCKWISE_90), 4, 0, 5, sbb); setBlockState(world, CARVING_TABLE_STATE, 1, 0, 5, sbb); generateChest(world, sbb, rand, 5, 0, 2, LootTableList.CHESTS_VILLAGE_BLACKSMITH); generateChest(world, sbb, rand, 1, 0, 3, MetalcastingModule.CARVING_TABLE_LOOT); } }