001 package net.minecraft.src; 002 003 import java.util.List; 004 import java.util.Random; 005 006 public class ComponentStrongholdChestCorridor extends ComponentStronghold 007 { 008 /** List of items that Stronghold chests can contain. */ 009 private static final WeightedRandomChestContent[] strongholdChestContents = new WeightedRandomChestContent[] {new WeightedRandomChestContent(Item.enderPearl.shiftedIndex, 0, 1, 1, 10), new WeightedRandomChestContent(Item.diamond.shiftedIndex, 0, 1, 3, 3), new WeightedRandomChestContent(Item.ingotIron.shiftedIndex, 0, 1, 5, 10), new WeightedRandomChestContent(Item.ingotGold.shiftedIndex, 0, 1, 3, 5), new WeightedRandomChestContent(Item.redstone.shiftedIndex, 0, 4, 9, 5), new WeightedRandomChestContent(Item.bread.shiftedIndex, 0, 1, 3, 15), new WeightedRandomChestContent(Item.appleRed.shiftedIndex, 0, 1, 3, 15), new WeightedRandomChestContent(Item.pickaxeSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.swordSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.plateSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.helmetSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.legsSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.bootsSteel.shiftedIndex, 0, 1, 1, 5), new WeightedRandomChestContent(Item.appleGold.shiftedIndex, 0, 1, 1, 1)}; 010 private final EnumDoor doorType; 011 private boolean hasMadeChest; 012 013 public ComponentStrongholdChestCorridor(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4) 014 { 015 super(par1); 016 this.coordBaseMode = par4; 017 this.doorType = this.getRandomDoor(par2Random); 018 this.boundingBox = par3StructureBoundingBox; 019 } 020 021 /** 022 * Initiates construction of the Structure Component picked, at the current Location of StructGen 023 */ 024 public void buildComponent(StructureComponent par1StructureComponent, List par2List, Random par3Random) 025 { 026 this.getNextComponentNormal((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 1, 1); 027 } 028 029 public static ComponentStrongholdChestCorridor findValidPlacement(List par0List, Random par1Random, int par2, int par3, int par4, int par5, int par6) 030 { 031 StructureBoundingBox var7 = StructureBoundingBox.getComponentToAddBoundingBox(par2, par3, par4, -1, -1, 0, 5, 5, 7, par5); 032 return canStrongholdGoDeeper(var7) && StructureComponent.findIntersecting(par0List, var7) == null ? new ComponentStrongholdChestCorridor(par6, par1Random, var7, par5) : null; 033 } 034 035 /** 036 * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at 037 * the end, it adds Fences... 038 */ 039 public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox) 040 { 041 if (this.isLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox)) 042 { 043 return false; 044 } 045 else 046 { 047 this.fillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 4, 4, 6, true, par2Random, StructureStrongholdPieces.getStrongholdStones()); 048 this.placeDoor(par1World, par2Random, par3StructureBoundingBox, this.doorType, 1, 1, 0); 049 this.placeDoor(par1World, par2Random, par3StructureBoundingBox, EnumDoor.OPENING, 1, 1, 6); 050 this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 2, 3, 1, 4, Block.stoneBrick.blockID, Block.stoneBrick.blockID, false); 051 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 1, 1, par3StructureBoundingBox); 052 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 1, 5, par3StructureBoundingBox); 053 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 2, 2, par3StructureBoundingBox); 054 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 2, 4, par3StructureBoundingBox); 055 int var4; 056 057 for (var4 = 2; var4 <= 4; ++var4) 058 { 059 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 2, 1, var4, par3StructureBoundingBox); 060 } 061 062 if (!this.hasMadeChest) 063 { 064 var4 = this.getYWithOffset(2); 065 int var5 = this.getXWithOffset(3, 3); 066 int var6 = this.getZWithOffset(3, 3); 067 068 if (par3StructureBoundingBox.isVecInside(var5, var4, var6)) 069 { 070 this.hasMadeChest = true; 071 this.generateStructureChestContents(par1World, par3StructureBoundingBox, par2Random, 3, 2, 3, strongholdChestContents, 2 + par2Random.nextInt(2)); 072 } 073 } 074 075 return true; 076 } 077 } 078 }