001package net.minecraft.util;
002
003import java.util.Random;
004
005import cpw.mods.fml.common.FMLLog;
006import net.minecraft.inventory.IInventory;
007import net.minecraft.item.ItemStack;
008import net.minecraft.tileentity.TileEntityChest;
009import net.minecraft.tileentity.TileEntityDispenser;
010import net.minecraftforge.common.ChestGenHooks;
011import net.minecraftforge.common.DungeonHooks;
012
013public class WeightedRandomChestContent extends WeightedRandomItem
014{
015    /** The Item/Block ID to generate in the Chest. */
016    public ItemStack theItemId = null;
017
018    /** The minimum chance of item generating. */
019    public int theMinimumChanceToGenerateItem;
020
021    /** The maximum chance of item generating. */
022    public int theMaximumChanceToGenerateItem;
023
024    public WeightedRandomChestContent(int par1, int par2, int par3, int par4, int par5)
025    {
026        super(par5);
027        this.theItemId = new ItemStack(par1, 1, par2);
028        this.theMinimumChanceToGenerateItem = par3;
029        this.theMaximumChanceToGenerateItem = par4;
030    }
031
032    public WeightedRandomChestContent(ItemStack par1ItemStack, int par2, int par3, int par4)
033    {
034        super(par4);
035        this.theItemId = par1ItemStack;
036        this.theMinimumChanceToGenerateItem = par2;
037        this.theMaximumChanceToGenerateItem = par3;
038    }
039
040    /**
041     * Generates the Chest contents.
042     */
043    @SuppressWarnings("deprecation")
044    public static void generateChestContents(Random par0Random, WeightedRandomChestContent[] par1ArrayOfWeightedRandomChestContent, TileEntityChest par2TileEntityChest, int par3)
045    {
046        for (int var4 = 0; var4 < par3; ++var4)
047        {
048            WeightedRandomChestContent var5 = (WeightedRandomChestContent)WeightedRandom.getRandomItem(par0Random, par1ArrayOfWeightedRandomChestContent);
049            ItemStack[] stacks = var5.generateChestContent(par0Random, par2TileEntityChest);
050
051            for (ItemStack item : stacks)
052            {
053                par2TileEntityChest.setInventorySlotContents(par0Random.nextInt(par2TileEntityChest.getSizeInventory()), item);
054            }
055        }
056    }
057
058    /**
059     * Generates the Dispenser contents.
060     */
061    public static void generateDispenserContents(Random par0Random, WeightedRandomChestContent[] par1ArrayOfWeightedRandomChestContent, TileEntityDispenser par2TileEntityDispenser, int par3)
062    {
063        for (int var4 = 0; var4 < par3; ++var4)
064        {
065            WeightedRandomChestContent var5 = (WeightedRandomChestContent)WeightedRandom.getRandomItem(par0Random, par1ArrayOfWeightedRandomChestContent);
066            ItemStack[] stacks = var5.generateChestContent(par0Random, par2TileEntityDispenser);
067
068            for (ItemStack item : stacks)
069            {
070                par2TileEntityDispenser.setInventorySlotContents(par0Random.nextInt(par2TileEntityDispenser.getSizeInventory()), item);
071            }
072        }
073    }
074
075    public static WeightedRandomChestContent[] func_92080_a(WeightedRandomChestContent[] par0ArrayOfWeightedRandomChestContent, WeightedRandomChestContent ... par1ArrayOfWeightedRandomChestContent)
076    {
077        WeightedRandomChestContent[] var2 = new WeightedRandomChestContent[par0ArrayOfWeightedRandomChestContent.length + par1ArrayOfWeightedRandomChestContent.length];
078        int var3 = 0;
079
080        for (int var4 = 0; var4 < par0ArrayOfWeightedRandomChestContent.length; ++var4)
081        {
082            var2[var3++] = par0ArrayOfWeightedRandomChestContent[var4];
083        }
084
085        WeightedRandomChestContent[] var8 = par1ArrayOfWeightedRandomChestContent;
086        int var5 = par1ArrayOfWeightedRandomChestContent.length;
087
088        for (int var6 = 0; var6 < var5; ++var6)
089        {
090            WeightedRandomChestContent var7 = var8[var6];
091            var2[var3++] = var7;
092        }
093
094        return var2;
095    }
096
097    // -- Forge hooks
098    /**
099     * Allow a mod to submit a custom implementation that can delegate item stack generation beyond simple stack lookup
100     *
101     * @param random The current random for generation
102     * @param newInventory The inventory being generated (do not populate it, but you can refer to it)
103     * @return An array of {@link ItemStack} to put into the chest
104     */
105    protected ItemStack[] generateChestContent(Random random, IInventory newInventory)
106    {
107        return ChestGenHooks.generateStacks(random, theItemId, theMinimumChanceToGenerateItem, theMaximumChanceToGenerateItem);
108    }
109
110}