    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    }