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 ComponentVillageTorch extends ComponentVillage
009{
010    private int averageGroundLevel = -1;
011
012    public ComponentVillageTorch(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)
013    {
014        super(par1ComponentVillageStartPiece, par2);
015        this.coordBaseMode = par5;
016        this.boundingBox = par4StructureBoundingBox;
017    }
018
019    public static StructureBoundingBox func_74904_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6)
020    {
021        StructureBoundingBox var7 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 3, 4, 2, par6);
022        return StructureComponent.findIntersecting(par1List, var7) != null ? null : var7;
023    }
024
025    /**
026     * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
027     * the end, it adds Fences...
028     */
029    public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
030    {
031        if (this.averageGroundLevel < 0)
032        {
033            this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox);
034
035            if (this.averageGroundLevel < 0)
036            {
037                return true;
038            }
039
040            this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 4 - 1, 0);
041        }
042
043        this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 2, 3, 1, 0, 0, false);
044        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 0, 0, par3StructureBoundingBox);
045        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 1, 0, par3StructureBoundingBox);
046        this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 2, 0, par3StructureBoundingBox);
047        this.placeBlockAtCurrentPosition(par1World, Block.cloth.blockID, 15, 1, 3, 0, par3StructureBoundingBox);
048        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 0, 3, 0, par3StructureBoundingBox);
049        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 1, 3, 1, par3StructureBoundingBox);
050        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 2, 3, 0, par3StructureBoundingBox);
051        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 1, 3, -1, par3StructureBoundingBox);
052        return true;
053    }
054}