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    }