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.item.Item; 007 import net.minecraft.util.WeightedRandomChestContent; 008 import net.minecraft.world.World; 009 010 import net.minecraftforge.common.ChestGenHooks; 011 import static net.minecraftforge.common.ChestGenHooks.*; 012 013 public class ComponentStrongholdRoomCrossing extends ComponentStronghold 014 { 015 /** 016 * Items that could generate in the chest that is located in Stronghold Room Crossing. 017 */ 018 public static final WeightedRandomChestContent[] strongholdRoomCrossingChestContents = new WeightedRandomChestContent[] {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.coal.shiftedIndex, 0, 3, 8, 10), 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, 1)}; 019 protected final EnumDoor doorType; 020 protected final int roomType; 021 022 public ComponentStrongholdRoomCrossing(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4) 023 { 024 super(par1); 025 this.coordBaseMode = par4; 026 this.doorType = this.getRandomDoor(par2Random); 027 this.boundingBox = par3StructureBoundingBox; 028 this.roomType = par2Random.nextInt(5); 029 } 030 031 /** 032 * Initiates construction of the Structure Component picked, at the current Location of StructGen 033 */ 034 public void buildComponent(StructureComponent par1StructureComponent, List par2List, Random par3Random) 035 { 036 this.getNextComponentNormal((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 4, 1); 037 this.getNextComponentX((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 1, 4); 038 this.getNextComponentZ((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 1, 4); 039 } 040 041 public static ComponentStrongholdRoomCrossing findValidPlacement(List par0List, Random par1Random, int par2, int par3, int par4, int par5, int par6) 042 { 043 StructureBoundingBox var7 = StructureBoundingBox.getComponentToAddBoundingBox(par2, par3, par4, -4, -1, 0, 11, 7, 11, par5); 044 return canStrongholdGoDeeper(var7) && StructureComponent.findIntersecting(par0List, var7) == null ? new ComponentStrongholdRoomCrossing(par6, par1Random, var7, par5) : null; 045 } 046 047 /** 048 * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at 049 * the end, it adds Fences... 050 */ 051 public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox) 052 { 053 if (this.isLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox)) 054 { 055 return false; 056 } 057 else 058 { 059 this.fillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 10, 6, 10, true, par2Random, StructureStrongholdPieces.getStrongholdStones()); 060 this.placeDoor(par1World, par2Random, par3StructureBoundingBox, this.doorType, 4, 1, 0); 061 this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 10, 6, 3, 10, 0, 0, false); 062 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 4, 0, 3, 6, 0, 0, false); 063 this.fillWithBlocks(par1World, par3StructureBoundingBox, 10, 1, 4, 10, 3, 6, 0, 0, false); 064 int var4; 065 066 switch (this.roomType) 067 { 068 case 0: 069 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 1, 5, par3StructureBoundingBox); 070 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 2, 5, par3StructureBoundingBox); 071 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 3, 5, par3StructureBoundingBox); 072 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 4, 3, 5, par3StructureBoundingBox); 073 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 6, 3, 5, par3StructureBoundingBox); 074 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 5, 3, 4, par3StructureBoundingBox); 075 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 5, 3, 6, par3StructureBoundingBox); 076 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 4, 1, 4, par3StructureBoundingBox); 077 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 4, 1, 5, par3StructureBoundingBox); 078 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 4, 1, 6, par3StructureBoundingBox); 079 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 6, 1, 4, par3StructureBoundingBox); 080 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 6, 1, 5, par3StructureBoundingBox); 081 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 6, 1, 6, par3StructureBoundingBox); 082 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 5, 1, 4, par3StructureBoundingBox); 083 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 5, 1, 6, par3StructureBoundingBox); 084 break; 085 case 1: 086 for (var4 = 0; var4 < 5; ++var4) 087 { 088 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 3, 1, 3 + var4, par3StructureBoundingBox); 089 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 7, 1, 3 + var4, par3StructureBoundingBox); 090 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 3 + var4, 1, 3, par3StructureBoundingBox); 091 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 3 + var4, 1, 7, par3StructureBoundingBox); 092 } 093 094 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 1, 5, par3StructureBoundingBox); 095 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 2, 5, par3StructureBoundingBox); 096 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 3, 5, par3StructureBoundingBox); 097 this.placeBlockAtCurrentPosition(par1World, Block.waterMoving.blockID, 0, 5, 4, 5, par3StructureBoundingBox); 098 break; 099 case 2: 100 for (var4 = 1; var4 <= 9; ++var4) 101 { 102 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 1, 3, var4, par3StructureBoundingBox); 103 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 9, 3, var4, par3StructureBoundingBox); 104 } 105 106 for (var4 = 1; var4 <= 9; ++var4) 107 { 108 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, var4, 3, 1, par3StructureBoundingBox); 109 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, var4, 3, 9, par3StructureBoundingBox); 110 } 111 112 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 1, 4, par3StructureBoundingBox); 113 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 1, 6, par3StructureBoundingBox); 114 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 3, 4, par3StructureBoundingBox); 115 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 3, 6, par3StructureBoundingBox); 116 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 1, 5, par3StructureBoundingBox); 117 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 1, 5, par3StructureBoundingBox); 118 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 3, 5, par3StructureBoundingBox); 119 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 3, 5, par3StructureBoundingBox); 120 121 for (var4 = 1; var4 <= 3; ++var4) 122 { 123 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, var4, 4, par3StructureBoundingBox); 124 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, var4, 4, par3StructureBoundingBox); 125 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, var4, 6, par3StructureBoundingBox); 126 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, var4, 6, par3StructureBoundingBox); 127 } 128 129 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 5, 3, 5, par3StructureBoundingBox); 130 131 for (var4 = 2; var4 <= 8; ++var4) 132 { 133 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 2, 3, var4, par3StructureBoundingBox); 134 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 3, var4, par3StructureBoundingBox); 135 136 if (var4 <= 3 || var4 >= 7) 137 { 138 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 4, 3, var4, par3StructureBoundingBox); 139 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 5, 3, var4, par3StructureBoundingBox); 140 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 6, 3, var4, par3StructureBoundingBox); 141 } 142 143 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 7, 3, var4, par3StructureBoundingBox); 144 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 3, var4, par3StructureBoundingBox); 145 } 146 147 this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, this.getMetadataWithOffset(Block.ladder.blockID, 4), 9, 1, 3, par3StructureBoundingBox); 148 this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, this.getMetadataWithOffset(Block.ladder.blockID, 4), 9, 2, 3, par3StructureBoundingBox); 149 this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, this.getMetadataWithOffset(Block.ladder.blockID, 4), 9, 3, 3, par3StructureBoundingBox); 150 this.generateStructureChestContents(par1World, par3StructureBoundingBox, par2Random, 3, 4, 8, ChestGenHooks.getItems(STRONGHOLD_CROSSING), ChestGenHooks.getCount(STRONGHOLD_CROSSING, par2Random)); 151 } 152 153 return true; 154 } 155 } 156 }