    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 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 structureboundingbox = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 3, 4, 2, par6);
    022        return StructureComponent.findIntersecting(par1List, structureboundingbox) != null ? null : structureboundingbox;
    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, 0, 0, 3, 0, par3StructureBoundingBox);
    049        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 1, 3, 1, par3StructureBoundingBox);
    050        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 3, 0, par3StructureBoundingBox);
    051        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 1, 3, -1, par3StructureBoundingBox);
    052        return true;
    053    }
    054}