[1.5.2]Расположение блоков в дереве

Здрасте.Начал разбираться с генерацией деревьев и не смог понять как и где в файле указываются расположение блоков.

Код:
import java.util.Random;
import net.minecraft.block.Block;
import net.minecraft.block.BlockSapling;
import net.minecraft.util.Direction;
import net.minecraft.world.World;
import net.minecraft.world.gen.feature.WorldGenerator;
import net.minecraftforge.common.ForgeDirection;

public class Treemanager extends WorldGenerator
{
    /** The minimum height of a generated tree. */
    private final int minTreeHeight;

    /** True if this tree should grow Vines. */
    private final boolean vinesGrow;

    /** The metadata value of the wood to use in tree generation. */
    private final int metaWood;

    /** The metadata value of the leaves to use in tree generation. */
    private final int metaLeaves;

    public Treemanager(boolean par1)
    {
        this(par1, 5, 0, 0, false);
    }

    public Treemanager(boolean par1, int par2, int par3, int par4, boolean par5)
    {
        super(par1);
        this.minTreeHeight = par2;
        this.metaWood = par3;
        this.metaLeaves = par4;
        this.vinesGrow = par5;
    }

    public boolean generate(World par1World, Random par2Random, int par3, int par4, int par5)
    {
        int l = par2Random.nextInt(3) + this.minTreeHeight;
        boolean flag = true;

        if (par4 >= 1 && par4 + l + 1 <= 256)
        {
            int i1;
            byte b0;
            int j1;
            int k1;

            for (i1 = par4; i1 <= par4 + 1 + l; ++i1)
            {
                b0 = 1;

                if (i1 == par4)
                {
                    b0 = 0;
                }

                if (i1 >= par4 + 1 + l - 2)
                {
                    b0 = 2;
                }

                for (int l1 = par3 - b0; l1 <= par3 + b0 && flag; ++l1)
                {
                    for (j1 = par5 - b0; j1 <= par5 + b0 && flag; ++j1)
                    {
                        if (i1 >= 0 && i1 < 256)
                        {
                            k1 = par1World.getBlockId(l1, i1, j1);

                            Block block = Block.blocksList[k1];

                            if (k1 != 0 &&
                               !block.isLeaves(par1World, l1, i1, j1) &&
                                k1 != Block.grass.blockID &&
                                k1 != Block.dirt.blockID &&
                               !block.isWood(par1World, l1, i1, j1))
                            {
                                flag = false;
                            }
                        }
                        else
                        {
                            flag = false;
                        }
                    }
                }
            }

            if (!flag)
            {
                return false;
            }
            else
            {
                i1 = par1World.getBlockId(par3, par4 - 1, par5);
                Block soil = Block.blocksList[i1];
                boolean isSoil = (soil != null && soil.canSustainPlant(par1World, par3, par4 - 1, par5, ForgeDirection.UP, (BlockSapling)Block.sapling));

                if (isSoil && par4 < 256 - l - 1)
                {
                    soil.onPlantGrow(par1World, par3, par4 - 1, par5, par3, par4, par5);
                    b0 = 3;
                    byte b1 = 0;
                    int i2;
                    int j2;
                    int k2;

                    for (j1 = par4 - b0 + l; j1 <= par4 + l; ++j1)
                    {
                        k1 = j1 - (par4 + l);
                        i2 = b1 + 1 - k1 / 2;

                        for (j2 = par3 - i2; j2 <= par3 + i2; ++j2)
                        {
                            k2 = j2 - par3;

                            for (int l2 = par5 - i2; l2 <= par5 + i2; ++l2)
                            {
                                int i3 = l2 - par5;

                                if (Math.abs(k2) != i2 || Math.abs(i3) != i2 || par2Random.nextInt(2) != 0 && k1 != 0)
                                {
                                    int j3 = par1World.getBlockId(j2, j1, l2);
                                    Block block = Block.blocksList[j3];

                                    if (block == null || block.canBeReplacedByLeaves(par1World, j2, j1, l2))
                                    {
                                        this.setBlockAndMetadata(par1World, j2, j1, l2, Block.leaves.blockID, this.metaLeaves);
                                    }
                                }
                            }
                        }
                    }

                    for (j1 = 0; j1 < l; ++j1)
                    {
                        k1 = par1World.getBlockId(par3, par4 + j1, par5);

                        Block block = Block.blocksList[k1];

                        if (k1 == 0 || block == null || block.isLeaves(par1World, par3, par4 + j1, par5))
                        {
                            this.setBlockAndMetadata(par1World, par3, par4 + j1, par5, Block.diamondBlock.blockID, this.metaWood);

                            if (this.vinesGrow && j1 > 0)
                            {
                                if (par2Random.nextInt(3) > 0 && par1World.isAirBlock(par3 - 1, par4 + j1, par5))
                                {
                                    this.setBlockAndMetadata(par1World, par3 - 1, par4 + j1, par5, Block.vine.blockID, 8);
                                }

                                if (par2Random.nextInt(3) > 0 && par1World.isAirBlock(par3 + 1, par4 + j1, par5))
                                {
                                    this.setBlockAndMetadata(par1World, par3 + 1, par4 + j1, par5, Block.vine.blockID, 2);
                                }

                                if (par2Random.nextInt(3) > 0 && par1World.isAirBlock(par3, par4 + j1, par5 - 1))
                                {
                                    this.setBlockAndMetadata(par1World, par3, par4 + j1, par5 - 1, Block.vine.blockID, 1);
                                }

                                if (par2Random.nextInt(3) > 0 && par1World.isAirBlock(par3, par4 + j1, par5 + 1))
                                {
                                    this.setBlockAndMetadata(par1World, par3, par4 + j1, par5 + 1, Block.vine.blockID, 4);
                                }
                            }
                        }
                    }

                    if (this.vinesGrow)
                    {
                        for (j1 = par4 - 3 + l; j1 <= par4 + l; ++j1)
                        {
                            k1 = j1 - (par4 + l);
                            i2 = 2 - k1 / 2;

                            for (j2 = par3 - i2; j2 <= par3 + i2; ++j2)
                            {
                                for (k2 = par5 - i2; k2 <= par5 + i2; ++k2)
                                {
                                    Block block = Block.blocksList[par1World.getBlockId(j2, j1, k2)];
                                    if (block != null && block.isLeaves(par1World, j2, j1, k2))
                                    {
                                        if (par2Random.nextInt(4) == 0 && par1World.getBlockId(j2 - 1, j1, k2) == 0)
                                        {
                                            this.growVines(par1World, j2 - 1, j1, k2, 8);
                                        }

                                        if (par2Random.nextInt(4) == 0 && par1World.getBlockId(j2 + 1, j1, k2) == 0)
                                        {
                                            this.growVines(par1World, j2 + 1, j1, k2, 2);
                                        }

                                        if (par2Random.nextInt(4) == 0 && par1World.getBlockId(j2, j1, k2 - 1) == 0)
                                        {
                                            this.growVines(par1World, j2, j1, k2 - 1, 1);
                                        }

                                        if (par2Random.nextInt(4) == 0 && par1World.getBlockId(j2, j1, k2 + 1) == 0)
                                        {
                                            this.growVines(par1World, j2, j1, k2 + 1, 4);
                                        }
                                    }
                                }
                            }
                        }

                        if (par2Random.nextInt(5) == 0 && l > 5)
                        {
                            for (j1 = 0; j1 < 2; ++j1)
                            {
                                for (k1 = 0; k1 < 4; ++k1)
                                {
                                    if (par2Random.nextInt(4 - j1) == 0)
                                    {
                                        i2 = par2Random.nextInt(3);
                                        this.setBlockAndMetadata(par1World, par3 + Direction.offsetX[Direction.rotateOpposite[k1]], par4 + l - 5 + j1, par5 + Direction.offsetZ[Direction.rotateOpposite[k1]], Block.cocoaPlant.blockID, i2 << 2 | k1);
                                    }
                                }
                            }
                        }
                    }

                    return true;
                }
                else
                {
                    return false;
                }
            }
        }
        else
        {
            return false;
        }
    }

    /**
     * Grows vines downward from the given block for a given length. Args: World, x, starty, z, vine-length
     */
    private void growVines(World par1World, int par2, int par3, int par4, int par5)
    {
        this.setBlockAndMetadata(par1World, par2, par3, par4, Block.vine.blockID, par5);
        int i1 = 4;

        while (true)
        {
            --par3;

            if (par1World.getBlockId(par2, par3, par4) != 0 || i1 <= 0)
            {
                return;
            }

            this.setBlockAndMetadata(par1World, par2, par3, par4, Block.vine.blockID, par5);
            --i1;
        }
    }
}
Пожалуйста объясните как это работает?Буду очень благодарен.В крайнем случае буду рад если кинете мне гайды по этой теме,на каком языке не важно.
 
Совсем чуть чуть.Не могу разобрать что где,переменные плюсуются куда-то к чему-то,совсем не понятно.Нашёл только ширину листвы и то методом клика.
 
Сверху