    001    package net.minecraft.src;
    002
    003    import java.util.List;
    004    import java.util.Random;
    005
    006    public class ComponentVillageField2 extends ComponentVillage
    007    {
    008        private int averageGroundLevel = -1;
    009
    010        public ComponentVillageField2(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)
    011        {
    012            super(par1ComponentVillageStartPiece, par2);
    013            this.coordBaseMode = par5;
    014            this.boundingBox = par4StructureBoundingBox;
    015        }
    016
    017        public static ComponentVillageField2 func_74902_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7)
    018        {
    019            StructureBoundingBox var8 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 7, 4, 9, par6);
    020            return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageField2(par0ComponentVillageStartPiece, par7, par2Random, var8, par6) : null;
    021        }
    022
    023        /**
    024         * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
    025         * the end, it adds Fences...
    026         */
    027        public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
    028        {
    029            if (this.averageGroundLevel < 0)
    030            {
    031                this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox);
    032
    033                if (this.averageGroundLevel < 0)
    034                {
    035                    return true;
    036                }
    037
    038                this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 4 - 1, 0);
    039            }
    040
    041            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 6, 4, 8, 0, 0, false);
    042            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 1, 2, 0, 7, Block.tilledField.blockID, Block.tilledField.blockID, false);
    043            this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 0, 1, 5, 0, 7, Block.tilledField.blockID, Block.tilledField.blockID, false);
    044            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 0, 0, 8, Block.wood.blockID, Block.wood.blockID, false);
    045            this.fillWithBlocks(par1World, par3StructureBoundingBox, 6, 0, 0, 6, 0, 8, Block.wood.blockID, Block.wood.blockID, false);
    046            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 0, 5, 0, 0, Block.wood.blockID, Block.wood.blockID, false);
    047            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 8, 5, 0, 8, Block.wood.blockID, Block.wood.blockID, false);
    048            this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 0, 1, 3, 0, 7, Block.waterMoving.blockID, Block.waterMoving.blockID, false);
    049            int var4;
    050
    051            for (var4 = 1; var4 <= 7; ++var4)
    052            {
    053                this.placeBlockAtCurrentPosition(par1World, Block.crops.blockID, MathHelper.getRandomIntegerInRange(par2Random, 2, 7), 1, 1, var4, par3StructureBoundingBox);
    054                this.placeBlockAtCurrentPosition(par1World, Block.crops.blockID, MathHelper.getRandomIntegerInRange(par2Random, 2, 7), 2, 1, var4, par3StructureBoundingBox);
    055                this.placeBlockAtCurrentPosition(par1World, Block.crops.blockID, MathHelper.getRandomIntegerInRange(par2Random, 2, 7), 4, 1, var4, par3StructureBoundingBox);
    056                this.placeBlockAtCurrentPosition(par1World, Block.crops.blockID, MathHelper.getRandomIntegerInRange(par2Random, 2, 7), 5, 1, var4, par3StructureBoundingBox);
    057            }
    058
    059            for (var4 = 0; var4 < 9; ++var4)
    060            {
    061                for (int var5 = 0; var5 < 7; ++var5)
    062                {
    063                    this.clearCurrentPositionBlocksUpwards(par1World, var5, 4, var4, par3StructureBoundingBox);
    064                    this.fillCurrentPositionBlocksDownwards(par1World, Block.dirt.blockID, 0, var5, -1, var4, par3StructureBoundingBox);
    065                }
    066            }
    067
    068            return true;
    069        }
    070    }