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 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    }