    001    package net.minecraft.world.gen.structure;
    002
    003    import java.util.List;
    004    import java.util.Random;
    005    import net.minecraft.block.Block;
    006    import net.minecraft.world.World;
    007
    008    public 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 var7 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 3, 4, 2, par6);
    022            return StructureComponent.findIntersecting(par1List, var7) != null ? null : var7;
    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, 15, 0, 3, 0, par3StructureBoundingBox);
    049            this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 1, 3, 1, par3StructureBoundingBox);
    050            this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 2, 3, 0, par3StructureBoundingBox);
    051            this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 1, 3, -1, par3StructureBoundingBox);
    052            return true;
    053        }
    054    }