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 ComponentVillageTorch extends ComponentVillage
009 {
010 private int averageGroundLevel = -1;
011
012 public ComponentVillageTorch(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)
013 {
014 super(par1ComponentVillageStartPiece, par2);
015 this.coordBaseMode = par5;
016 this.boundingBox = par4StructureBoundingBox;
017 }
018
019 public static StructureBoundingBox func_74904_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6)
020 {
021 StructureBoundingBox var7 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 3, 4, 2, par6);
022 return StructureComponent.findIntersecting(par1List, var7) != null ? null : var7;
023 }
024
025 /**
026 * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
027 * the end, it adds Fences...
028 */
029 public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
030 {
031 if (this.averageGroundLevel < 0)
032 {
033 this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox);
034
035 if (this.averageGroundLevel < 0)
036 {
037 return true;
038 }
039
040 this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 4 - 1, 0);
041 }
042
043 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 2, 3, 1, 0, 0, false);
044 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 0, 0, par3StructureBoundingBox);
045 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 1, 0, par3StructureBoundingBox);
046 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 2, 0, par3StructureBoundingBox);
047 this.placeBlockAtCurrentPosition(par1World, Block.cloth.blockID, 15, 1, 3, 0, par3StructureBoundingBox);
048 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 0, 3, 0, par3StructureBoundingBox);
049 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 1, 3, 1, par3StructureBoundingBox);
050 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 2, 3, 0, par3StructureBoundingBox);
051 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 1, 3, -1, par3StructureBoundingBox);
052 return true;
053 }
054 }