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