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;
}
}