001    package net.minecraft.src;
002    
003    import java.util.List;
004    import java.util.Random;
005    
006    import net.minecraftforge.common.ChestGenHooks;
007    import static net.minecraftforge.common.ChestGenHooks.*;
008    
009    public class ComponentStrongholdChestCorridor extends ComponentStronghold
010    {
011        /** List of items that Stronghold chests can contain. */
012        public 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)};
013        private final EnumDoor doorType;
014        private boolean hasMadeChest;
015    
016        public ComponentStrongholdChestCorridor(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)
017        {
018            super(par1);
019            this.coordBaseMode = par4;
020            this.doorType = this.getRandomDoor(par2Random);
021            this.boundingBox = par3StructureBoundingBox;
022        }
023    
024        /**
025         * Initiates construction of the Structure Component picked, at the current Location of StructGen
026         */
027        public void buildComponent(StructureComponent par1StructureComponent, List par2List, Random par3Random)
028        {
029            this.getNextComponentNormal((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 1, 1);
030        }
031    
032        public static ComponentStrongholdChestCorridor findValidPlacement(List par0List, Random par1Random, int par2, int par3, int par4, int par5, int par6)
033        {
034            StructureBoundingBox var7 = StructureBoundingBox.getComponentToAddBoundingBox(par2, par3, par4, -1, -1, 0, 5, 5, 7, par5);
035            return canStrongholdGoDeeper(var7) && StructureComponent.findIntersecting(par0List, var7) == null ? new ComponentStrongholdChestCorridor(par6, par1Random, var7, par5) : null;
036        }
037    
038        /**
039         * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
040         * the end, it adds Fences...
041         */
042        public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
043        {
044            if (this.isLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
045            {
046                return false;
047            }
048            else
049            {
050                this.fillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 4, 4, 6, true, par2Random, StructureStrongholdPieces.getStrongholdStones());
051                this.placeDoor(par1World, par2Random, par3StructureBoundingBox, this.doorType, 1, 1, 0);
052                this.placeDoor(par1World, par2Random, par3StructureBoundingBox, EnumDoor.OPENING, 1, 1, 6);
053                this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 2, 3, 1, 4, Block.stoneBrick.blockID, Block.stoneBrick.blockID, false);
054                this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 1, 1, par3StructureBoundingBox);
055                this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 1, 5, par3StructureBoundingBox);
056                this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 2, 2, par3StructureBoundingBox);
057                this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 2, 4, par3StructureBoundingBox);
058                int var4;
059    
060                for (var4 = 2; var4 <= 4; ++var4)
061                {
062                    this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 2, 1, var4, par3StructureBoundingBox);
063                }
064    
065                if (!this.hasMadeChest)
066                {
067                    var4 = this.getYWithOffset(2);
068                    int var5 = this.getXWithOffset(3, 3);
069                    int var6 = this.getZWithOffset(3, 3);
070    
071                    if (par3StructureBoundingBox.isVecInside(var5, var4, var6))
072                    {
073                        this.hasMadeChest = true;
074                        this.generateStructureChestContents(par1World, par3StructureBoundingBox, par2Random, 3, 2, 3, ChestGenHooks.getItems(STRONGHOLD_CORRIDOR), ChestGenHooks.getCount(STRONGHOLD_CORRIDOR, par2Random));
075                    }
076                }
077    
078                return true;
079            }
080        }
081    }