001package net.minecraft.world.gen.structure;
002
003import java.util.List;
004import java.util.Random;
005import net.minecraft.block.Block;
006import net.minecraft.world.World;
007
008public class ComponentVillageWell extends ComponentVillage
009{
010    private final boolean field_74924_a = true;
011    private int averageGroundLevel = -1;
012
013    public ComponentVillageWell(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, int par4, int par5)
014    {
015        super(par1ComponentVillageStartPiece, par2);
016        this.coordBaseMode = par3Random.nextInt(4);
017
018        switch (this.coordBaseMode)
019        {
020            case 0:
021            case 2:
022                this.boundingBox = new StructureBoundingBox(par4, 64, par5, par4 + 6 - 1, 78, par5 + 6 - 1);
023                break;
024            default:
025                this.boundingBox = new StructureBoundingBox(par4, 64, par5, par4 + 6 - 1, 78, par5 + 6 - 1);
026        }
027    }
028
029    /**
030     * Initiates construction of the Structure Component picked, at the current Location of StructGen
031     */
032    public void buildComponent(StructureComponent par1StructureComponent, List par2List, Random par3Random)
033    {
034        StructureVillagePieces.getNextStructureComponentVillagePath((ComponentVillageStartPiece)par1StructureComponent, par2List, par3Random, this.boundingBox.minX - 1, this.boundingBox.maxY - 4, this.boundingBox.minZ + 1, 1, this.getComponentType());
035        StructureVillagePieces.getNextStructureComponentVillagePath((ComponentVillageStartPiece)par1StructureComponent, par2List, par3Random, this.boundingBox.maxX + 1, this.boundingBox.maxY - 4, this.boundingBox.minZ + 1, 3, this.getComponentType());
036        StructureVillagePieces.getNextStructureComponentVillagePath((ComponentVillageStartPiece)par1StructureComponent, par2List, par3Random, this.boundingBox.minX + 1, this.boundingBox.maxY - 4, this.boundingBox.minZ - 1, 2, this.getComponentType());
037        StructureVillagePieces.getNextStructureComponentVillagePath((ComponentVillageStartPiece)par1StructureComponent, par2List, par3Random, this.boundingBox.minX + 1, this.boundingBox.maxY - 4, this.boundingBox.maxZ + 1, 0, this.getComponentType());
038    }
039
040    /**
041     * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
042     * the end, it adds Fences...
043     */
044    public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
045    {
046        if (this.averageGroundLevel < 0)
047        {
048            this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox);
049
050            if (this.averageGroundLevel < 0)
051            {
052                return true;
053            }
054
055            this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 3, 0);
056        }
057
058        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 1, 4, 12, 4, Block.cobblestone.blockID, Block.waterMoving.blockID, false);
059        this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 12, 2, par3StructureBoundingBox);
060        this.placeBlockAtCurrentPosition(par1World, 0, 0, 3, 12, 2, par3StructureBoundingBox);
061        this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, 12, 3, par3StructureBoundingBox);
062        this.placeBlockAtCurrentPosition(par1World, 0, 0, 3, 12, 3, par3StructureBoundingBox);
063        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 13, 1, par3StructureBoundingBox);
064        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 14, 1, par3StructureBoundingBox);
065        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 13, 1, par3StructureBoundingBox);
066        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 14, 1, par3StructureBoundingBox);
067        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 13, 4, par3StructureBoundingBox);
068        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 14, 4, par3StructureBoundingBox);
069        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 13, 4, par3StructureBoundingBox);
070        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 4, 14, 4, par3StructureBoundingBox);
071        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 15, 1, 4, 15, 4, Block.cobblestone.blockID, Block.cobblestone.blockID, false);
072
073        for (int var4 = 0; var4 <= 5; ++var4)
074        {
075            for (int var5 = 0; var5 <= 5; ++var5)
076            {
077                if (var5 == 0 || var5 == 5 || var4 == 0 || var4 == 5)
078                {
079                    this.placeBlockAtCurrentPosition(par1World, Block.gravel.blockID, 0, var5, 11, var4, par3StructureBoundingBox);
080                    this.clearCurrentPositionBlocksUpwards(par1World, var5, 12, var4, par3StructureBoundingBox);
081                }
082            }
083        }
084
085        return true;
086    }
087}