    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 ComponentStrongholdChestCorridor extends ComponentStronghold
    014    {
    015        /** List of items that Stronghold chests can contain. */
    016        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)};
    017        private final EnumDoor doorType;
    018        private boolean hasMadeChest;
    019
    020        public ComponentStrongholdChestCorridor(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)
    021        {
    022            super(par1);
    023            this.coordBaseMode = par4;
    024            this.doorType = this.getRandomDoor(par2Random);
    025            this.boundingBox = par3StructureBoundingBox;
    026        }
    027
    028        /**
    029         * Initiates construction of the Structure Component picked, at the current Location of StructGen
    030         */
    031        public void buildComponent(StructureComponent par1StructureComponent, List par2List, Random par3Random)
    032        {
    033            this.getNextComponentNormal((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 1, 1);
    034        }
    035
    036        public static ComponentStrongholdChestCorridor findValidPlacement(List par0List, Random par1Random, int par2, int par3, int par4, int par5, int par6)
    037        {
    038            StructureBoundingBox var7 = StructureBoundingBox.getComponentToAddBoundingBox(par2, par3, par4, -1, -1, 0, 5, 5, 7, par5);
    039            return canStrongholdGoDeeper(var7) && StructureComponent.findIntersecting(par0List, var7) == null ? new ComponentStrongholdChestCorridor(par6, par1Random, var7, par5) : null;
    040        }
    041
    042        /**
    043         * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
    044         * the end, it adds Fences...
    045         */
    046        public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
    047        {
    048            if (this.isLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
    049            {
    050                return false;
    051            }
    052            else
    053            {
    054                this.fillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 4, 4, 6, true, par2Random, StructureStrongholdPieces.getStrongholdStones());
    055                this.placeDoor(par1World, par2Random, par3StructureBoundingBox, this.doorType, 1, 1, 0);
    056                this.placeDoor(par1World, par2Random, par3StructureBoundingBox, EnumDoor.OPENING, 1, 1, 6);
    057                this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 2, 3, 1, 4, Block.stoneBrick.blockID, Block.stoneBrick.blockID, false);
    058                this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 1, 1, par3StructureBoundingBox);
    059                this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 1, 5, par3StructureBoundingBox);
    060                this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 2, 2, par3StructureBoundingBox);
    061                this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 2, 4, par3StructureBoundingBox);
    062                int var4;
    063
    064                for (var4 = 2; var4 <= 4; ++var4)
    065                {
    066                    this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 2, 1, var4, par3StructureBoundingBox);
    067                }
    068
    069                if (!this.hasMadeChest)
    070                {
    071                    var4 = this.getYWithOffset(2);
    072                    int var5 = this.getXWithOffset(3, 3);
    073                    int var6 = this.getZWithOffset(3, 3);
    074
    075                    if (par3StructureBoundingBox.isVecInside(var5, var4, var6))
    076                    {
    077                        this.hasMadeChest = true;
    078                        this.generateStructureChestContents(par1World, par3StructureBoundingBox, par2Random, 3, 2, 3, ChestGenHooks.getItems(STRONGHOLD_CORRIDOR), ChestGenHooks.getCount(STRONGHOLD_CORRIDOR, par2Random));
    079                    }
    080                }
    081
    082                return true;
    083            }
    084        }
    085    }