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 ComponentStrongholdCorridor extends ComponentStronghold
009{
010    private final int field_74993_a;
011
012    public ComponentStrongholdCorridor(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)
013    {
014        super(par1);
015        this.coordBaseMode = par4;
016        this.boundingBox = par3StructureBoundingBox;
017        this.field_74993_a = par4 != 2 && par4 != 0 ? par3StructureBoundingBox.getXSize() : par3StructureBoundingBox.getZSize();
018    }
019
020    public static StructureBoundingBox func_74992_a(List par0List, Random par1Random, int par2, int par3, int par4, int par5)
021    {
022        StructureBoundingBox structureboundingbox = StructureBoundingBox.getComponentToAddBoundingBox(par2, par3, par4, -1, -1, 0, 5, 5, 4, par5);
023        StructureComponent structurecomponent = StructureComponent.findIntersecting(par0List, structureboundingbox);
024
025        if (structurecomponent == null)
026        {
027            return null;
028        }
029        else
030        {
031            if (structurecomponent.getBoundingBox().minY == structureboundingbox.minY)
032            {
033                for (int i1 = 3; i1 >= 1; --i1)
034                {
035                    structureboundingbox = StructureBoundingBox.getComponentToAddBoundingBox(par2, par3, par4, -1, -1, 0, 5, 5, i1 - 1, par5);
036
037                    if (!structurecomponent.getBoundingBox().intersectsWith(structureboundingbox))
038                    {
039                        return StructureBoundingBox.getComponentToAddBoundingBox(par2, par3, par4, -1, -1, 0, 5, 5, i1, par5);
040                    }
041                }
042            }
043
044            return null;
045        }
046    }
047
048    /**
049     * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
050     * the end, it adds Fences...
051     */
052    public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
053    {
054        if (this.isLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
055        {
056            return false;
057        }
058        else
059        {
060            for (int i = 0; i < this.field_74993_a; ++i)
061            {
062                this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 0, 0, i, par3StructureBoundingBox);
063                this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 1, 0, i, par3StructureBoundingBox);
064                this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 2, 0, i, par3StructureBoundingBox);
065                this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 3, 0, i, par3StructureBoundingBox);
066                this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 4, 0, i, par3StructureBoundingBox);
067
068                for (int j = 1; j <= 3; ++j)
069                {
070                    this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 0, j, i, par3StructureBoundingBox);
071                    this.placeBlockAtCurrentPosition(par1World, 0, 0, 1, j, i, par3StructureBoundingBox);
072                    this.placeBlockAtCurrentPosition(par1World, 0, 0, 2, j, i, par3StructureBoundingBox);
073                    this.placeBlockAtCurrentPosition(par1World, 0, 0, 3, j, i, par3StructureBoundingBox);
074                    this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 4, j, i, par3StructureBoundingBox);
075                }
076
077                this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 0, 4, i, par3StructureBoundingBox);
078                this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 1, 4, i, par3StructureBoundingBox);
079                this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 2, 4, i, par3StructureBoundingBox);
080                this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 3, 4, i, par3StructureBoundingBox);
081                this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 4, 4, i, par3StructureBoundingBox);
082            }
083
084            return true;
085        }
086    }
087}