question: returns true , if the given coordinates are within the bounding box of the village . concode_field_sep ChunkCoordinates centerHelper concode_elem_sep int villageRadius concode_elem_sep int lastAddDoorTimestamp concode_elem_sep List villageAgressors concode_elem_sep int tickCounter concode_elem_sep ChunkCoordinates center concode_elem_sep int numVillagers concode_elem_sep int numIronGolems concode_elem_sep World worldObj concode_elem_sep List villageDoorInfoList concode_field_sep void updateNumIronGolems concode_elem_sep int getVillageRadius concode_elem_sep ChunkCoordinates getCenter concode_elem_sep int getNumVillagers concode_elem_sep int getTicksSinceLastDoorAdding concode_elem_sep void removeDeadAndOutOfRangeDoors concode_elem_sep boolean isBlockDoor concode_elem_sep void addOrRenewAgressor concode_elem_sep boolean isAnnihilated concode_elem_sep EntityLiving findNearestVillageAggressor concode_elem_sep void tick concode_elem_sep void addVillageDoorInfo concode_elem_sep void updateVillageRadiusAndCenter concode_elem_sep int getNumVillageDoors concode_elem_sep boolean isValidIronGolemSpawningLocation concode_elem_sep void removeDeadAndOldAgressors concode_elem_sep void updateNumVillagers concode_elem_sep VillageDoorInfo findNearestDoor concode_elem_sep VillageDoorInfo findNearestDoorUnrestricted concode_elem_sep VillageDoorInfo getVillageDoorAt concode_elem_sep Vec3D tryGetIronGolemSpawningLocation concode_elem_sep List getVillageDoorInfoList
target: boolean function ( int arg0 , int arg1 , int arg2 ) { return center . getDistanceSquared ( arg0 , arg1 , arg2 ) < ( float ) ( villageRadius * villageRadius ) ; }