001 package net.minecraft.src; 002 003 import java.util.List; 004 import java.util.Random; 005 006 public class ComponentVillageTorch extends ComponentVillage 007 { 008 private int averageGroundLevel = -1; 009 010 public ComponentVillageTorch(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5) 011 { 012 super(par1ComponentVillageStartPiece, par2); 013 this.coordBaseMode = par5; 014 this.boundingBox = par4StructureBoundingBox; 015 } 016 017 public static StructureBoundingBox func_74904_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6) 018 { 019 StructureBoundingBox var7 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 3, 4, 2, par6); 020 return StructureComponent.findIntersecting(par1List, var7) != null ? null : var7; 021 } 022 023 /** 024 * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at 025 * the end, it adds Fences... 026 */ 027 public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox) 028 { 029 if (this.averageGroundLevel < 0) 030 { 031 this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox); 032 033 if (this.averageGroundLevel < 0) 034 { 035 return true; 036 } 037 038 this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 4 - 1, 0); 039 } 040 041 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 2, 3, 1, 0, 0, false); 042 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 0, 0, par3StructureBoundingBox); 043 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 1, 0, par3StructureBoundingBox); 044 this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 1, 2, 0, par3StructureBoundingBox); 045 this.placeBlockAtCurrentPosition(par1World, Block.cloth.blockID, 15, 1, 3, 0, par3StructureBoundingBox); 046 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 0, 3, 0, par3StructureBoundingBox); 047 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 1, 3, 1, par3StructureBoundingBox); 048 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 2, 3, 0, par3StructureBoundingBox); 049 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 15, 1, 3, -1, par3StructureBoundingBox); 050 return true; 051 } 052 }