package net.minecraft.world.gen.structure; import java.util.List; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.world.World; public class ComponentVillageTorch extends ComponentVillage { private int averageGroundLevel = -1; public ComponentVillageTorch(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5) { super(par1ComponentVillageStartPiece, par2); this.coordBaseMode = par5; this.boundingBox = par4StructureBoundingBox; } public static StructureBoundingBox func_74904_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6) { StructureBoundingBox var7 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 3, 4, 2, par6); return StructureComponent.findIntersecting(par1List, var7) != null ? null : var7; } /** * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at * the end, it adds Fences... */ public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox) { if (this.averageGroundLevel < 0) { this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox); if (this.averageGroundLevel < 0) { return true; } this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 4 - 1, 0); } this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 2, 3, 1, 0, 0, false); this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 0, 0, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 1, 0, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 2, 0, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.cloth.blockID, 15, 1, 3, 0, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 0, 3, 0, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 1, 3, 1, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 2, 3, 0, par3StructureBoundingBox); this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 1, 3, -1, par3StructureBoundingBox); return true; } }