001 package net.minecraft.world.gen.structure; 002 003 import java.util.List; 004 import java.util.Random; 005 import net.minecraft.block.Block; 006 import net.minecraft.world.World; 007 008 public 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 }