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 }