001 package net.minecraft.src;
002
003 import java.util.List;
004 import java.util.Random;
005
006 public class ComponentVillageTorch extends ComponentVillage
007 {
008 private int averageGroundLevel = -1;
009
010 public ComponentVillageTorch(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 StructureBoundingBox func_74904_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6)
018 {
019 StructureBoundingBox var7 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 3, 4, 2, par6);
020 return StructureComponent.findIntersecting(par1List, var7) != null ? null : var7;
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, 0, 0, 2, 3, 1, 0, 0, false);
042 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 0, 0, par3StructureBoundingBox);
043 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 1, 0, par3StructureBoundingBox);
044 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 2, 0, par3StructureBoundingBox);
045 this.placeBlockAtCurrentPosition(par1World, Block.cloth.blockID, 15, 1, 3, 0, par3StructureBoundingBox);
046 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 0, 3, 0, par3StructureBoundingBox);
047 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 1, 3, 1, par3StructureBoundingBox);
048 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 2, 3, 0, par3StructureBoundingBox);
049 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 1, 3, -1, par3StructureBoundingBox);
050 return true;
051 }
052 }