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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.pickaxeIron.itemID, 0, 1, 1, 5), new WeightedRandomChestContent(Item.swordIron.itemID, 0, 1, 1, 5), new WeightedRandomChestContent(Item.plateIron.itemID, 0, 1, 1, 5), new WeightedRandomChestContent(Item.helmetIron.itemID, 0, 1, 1, 5), new WeightedRandomChestContent(Item.legsIron.itemID, 0, 1, 1, 5), new WeightedRandomChestContent(Item.bootsIron.itemID, 0, 1, 1, 5), new WeightedRandomChestContent(Block.obsidian.blockID, 0, 3, 7, 5), new WeightedRandomChestContent(Block.sapling.blockID, 0, 3, 7, 5)} |
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int | getVillagerType (int par1) |
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| ComponentVillage (ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2) |
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StructureComponent | getNextComponentNN (ComponentVillageStartPiece par1ComponentVillageStartPiece, List par2List, Random par3Random, int par4, int par5) |
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StructureComponent | getNextComponentPP (ComponentVillageStartPiece par1ComponentVillageStartPiece, List par2List, Random par3Random, int par4, int par5) |
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int | getAverageGroundLevel (World par1World, StructureBoundingBox par2StructureBoundingBox) |
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void | spawnVillagers (World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6) |
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int | getVillagerType (int par1) |
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int | getBiomeSpecificBlock (int par1, int par2) |
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int | getBiomeSpecificBlockMetadata (int par1, int par2) |
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void | placeBlockAtCurrentPosition (World par1World, int par2, int par3, int par4, int par5, int par6, StructureBoundingBox par7StructureBoundingBox) |
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void | fillWithBlocks (World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8, int par9, int par10, boolean par11) |
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void | fillCurrentPositionBlocksDownwards (World par1World, int par2, int par3, int par4, int par5, int par6, StructureBoundingBox par7StructureBoundingBox) |
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| StructureComponent (int par1) |
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boolean | isLiquidInStructureBoundingBox (World par1World, StructureBoundingBox par2StructureBoundingBox) |
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int | getXWithOffset (int par1, int par2) |
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int | getYWithOffset (int par1) |
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int | getZWithOffset (int par1, int par2) |
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int | getMetadataWithOffset (int par1, int par2) |
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void | placeBlockAtCurrentPosition (World par1World, int par2, int par3, int par4, int par5, int par6, StructureBoundingBox par7StructureBoundingBox) |
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int | getBlockIdAtCurrentPosition (World par1World, int par2, int par3, int par4, StructureBoundingBox par5StructureBoundingBox) |
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void | fillWithAir (World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8) |
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void | fillWithBlocks (World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8, int par9, int par10, boolean par11) |
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void | fillWithMetadataBlocks (World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8, int par9, int par10, int par11, int par12, boolean par13) |
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void | fillWithRandomizedBlocks (World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8, boolean par9, Random par10Random, StructurePieceBlockSelector par11StructurePieceBlockSelector) |
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void | randomlyFillWithBlocks (World par1World, StructureBoundingBox par2StructureBoundingBox, Random par3Random, float par4, int par5, int par6, int par7, int par8, int par9, int par10, int par11, int par12, boolean par13) |
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void | randomlyPlaceBlock (World par1World, StructureBoundingBox par2StructureBoundingBox, Random par3Random, float par4, int par5, int par6, int par7, int par8, int par9) |
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void | randomlyRareFillWithBlocks (World par1World, StructureBoundingBox par2StructureBoundingBox, int par3, int par4, int par5, int par6, int par7, int par8, int par9, boolean par10) |
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void | clearCurrentPositionBlocksUpwards (World par1World, int par2, int par3, int par4, StructureBoundingBox par5StructureBoundingBox) |
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void | fillCurrentPositionBlocksDownwards (World par1World, int par2, int par3, int par4, int par5, int par6, StructureBoundingBox par7StructureBoundingBox) |
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boolean | generateStructureChestContents (World par1World, StructureBoundingBox par2StructureBoundingBox, Random par3Random, int par4, int par5, int par6, WeightedRandomChestContent[] par7ArrayOfWeightedRandomChestContent, int par8) |
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boolean | generateStructureDispenserContents (World par1World, StructureBoundingBox par2StructureBoundingBox, Random par3Random, int par4, int par5, int par6, int par7, WeightedRandomChestContent[] par8ArrayOfWeightedRandomChestContent, int par9) |
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void | placeDoorAtCurrentPosition (World par1World, StructureBoundingBox par2StructureBoundingBox, Random par3Random, int par4, int par5, int par6, int par7) |
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