    001package net.minecraft.world.gen.structure;
    002
    003import java.util.List;
    004import java.util.Random;
    005import net.minecraft.block.Block;
    006import net.minecraft.world.World;
    007
    008public class ComponentVillageWell extends ComponentVillage
    009{
    010    private final boolean field_74924_a = true;
    011    private int averageGroundLevel = -1;
    012
    013    public ComponentVillageWell(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, int par4, int par5)
    014    {
    015        super(par1ComponentVillageStartPiece, par2);
    016        this.coordBaseMode = par3Random.nextInt(4);
    017
    018        switch (this.coordBaseMode)
    019        {
    020            case 0:
    021            case 2:
    022                this.boundingBox = new StructureBoundingBox(par4, 64, par5, par4 + 6 - 1, 78, par5 + 6 - 1);
    023                break;
    024            default:
    025                this.boundingBox = new StructureBoundingBox(par4, 64, par5, par4 + 6 - 1, 78, par5 + 6 - 1);
    026        }
    027    }
    028
    029    /**
    030     * Initiates construction of the Structure Component picked, at the current Location of StructGen
    031     */
    032    public void buildComponent(StructureComponent par1StructureComponent, List par2List, Random par3Random)
    033    {
    034        StructureVillagePieces.getNextStructureComponentVillagePath((ComponentVillageStartPiece)par1StructureComponent, par2List, par3Random, this.boundingBox.minX - 1, this.boundingBox.maxY - 4, this.boundingBox.minZ + 1, 1, this.getComponentType());
    035        StructureVillagePieces.getNextStructureComponentVillagePath((ComponentVillageStartPiece)par1StructureComponent, par2List, par3Random, this.boundingBox.maxX + 1, this.boundingBox.maxY - 4, this.boundingBox.minZ + 1, 3, this.getComponentType());
    036        StructureVillagePieces.getNextStructureComponentVillagePath((ComponentVillageStartPiece)par1StructureComponent, par2List, par3Random, this.boundingBox.minX + 1, this.boundingBox.maxY - 4, this.boundingBox.minZ - 1, 2, this.getComponentType());
    037        StructureVillagePieces.getNextStructureComponentVillagePath((ComponentVillageStartPiece)par1StructureComponent, par2List, par3Random, this.boundingBox.minX + 1, this.boundingBox.maxY - 4, this.boundingBox.maxZ + 1, 0, this.getComponentType());
    038    }
    039
    040    /**
    041     * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
    042     * the end, it adds Fences...
    043     */
    044    public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
    045    {
    046        if (this.averageGroundLevel < 0)
    047        {
    048            this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox);
    049
    050            if (this.averageGroundLevel < 0)
    051            {
    052                return true;
    053            }
    054
    055            this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 3, 0);
    056        }
    057
    058        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 1, 4, 12, 4, Block.cobblestone.blockID, Block.waterMoving.blockID, false);
    059        this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 12, 2, par3StructureBoundingBox);
    060        this.placeBlockAtCurrentPosition(par1World, 0, 0, 3, 12, 2, par3StructureBoundingBox);
    061        this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 12, 3, par3StructureBoundingBox);
    062        this.placeBlockAtCurrentPosition(par1World, 0, 0, 3, 12, 3, par3StructureBoundingBox);
    063        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 13, 1, par3StructureBoundingBox);
    064        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 14, 1, par3StructureBoundingBox);
    065        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 13, 1, par3StructureBoundingBox);
    066        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 14, 1, par3StructureBoundingBox);
    067        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 13, 4, par3StructureBoundingBox);
    068        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 14, 4, par3StructureBoundingBox);
    069        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 13, 4, par3StructureBoundingBox);
    070        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 14, 4, par3StructureBoundingBox);
    071        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 15, 1, 4, 15, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
    072
    073        for (int var4 = 0; var4 <= 5; ++var4)
    074        {
    075            for (int var5 = 0; var5 <= 5; ++var5)
    076            {
    077                if (var5 == 0 || var5 == 5 || var4 == 0 || var4 == 5)
    078                {
    079                    this.placeBlockAtCurrentPosition(par1World, Block.gravel.blockID, 0, var5, 11, var4, par3StructureBoundingBox);
    080                    this.clearCurrentPositionBlocksUpwards(par1World, var5, 12, var4, par3StructureBoundingBox);
    081                }
    082            }
    083        }
    084
    085        return true;
    086    }
    087}