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 ComponentStrongholdRoomCrossing extends ComponentStronghold
010 {
011 public static final WeightedRandomChestContent[] field_75014_c = 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)};
012 protected final EnumDoor doorType;
013 protected final int roomType;
014
015 public ComponentStrongholdRoomCrossing(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)
016 {
017 super(par1);
018 this.coordBaseMode = par4;
019 this.doorType = this.getRandomDoor(par2Random);
020 this.boundingBox = par3StructureBoundingBox;
021 this.roomType = par2Random.nextInt(5);
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, 4, 1);
030 this.getNextComponentX((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 1, 4);
031 this.getNextComponentZ((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 1, 4);
032 }
033
034 public static ComponentStrongholdRoomCrossing findValidPlacement(List par0List, Random par1Random, int par2, int par3, int par4, int par5, int par6)
035 {
036 StructureBoundingBox var7 = StructureBoundingBox.getComponentToAddBoundingBox(par2, par3, par4, -4, -1, 0, 11, 7, 11, par5);
037 return canStrongholdGoDeeper(var7) && StructureComponent.findIntersecting(par0List, var7) == null ? new ComponentStrongholdRoomCrossing(par6, par1Random, var7, par5) : null;
038 }
039
040 /**
041 * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
042 * the end, it adds Fences...
043 */
044 public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
045 {
046 if (this.isLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
047 {
048 return false;
049 }
050 else
051 {
052 this.fillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 10, 6, 10, true, par2Random, StructureStrongholdPieces.getStrongholdStones());
053 this.placeDoor(par1World, par2Random, par3StructureBoundingBox, this.doorType, 4, 1, 0);
054 this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 10, 6, 3, 10, 0, 0, false);
055 this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 4, 0, 3, 6, 0, 0, false);
056 this.fillWithBlocks(par1World, par3StructureBoundingBox, 10, 1, 4, 10, 3, 6, 0, 0, false);
057 int var4;
058
059 switch (this.roomType)
060 {
061 case 0:
062 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 1, 5, par3StructureBoundingBox);
063 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 2, 5, par3StructureBoundingBox);
064 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 3, 5, par3StructureBoundingBox);
065 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 4, 3, 5, par3StructureBoundingBox);
066 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 6, 3, 5, par3StructureBoundingBox);
067 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 5, 3, 4, par3StructureBoundingBox);
068 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 5, 3, 6, par3StructureBoundingBox);
069 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 4, 1, 4, par3StructureBoundingBox);
070 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 4, 1, 5, par3StructureBoundingBox);
071 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 4, 1, 6, par3StructureBoundingBox);
072 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 6, 1, 4, par3StructureBoundingBox);
073 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 6, 1, 5, par3StructureBoundingBox);
074 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 6, 1, 6, par3StructureBoundingBox);
075 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 5, 1, 4, par3StructureBoundingBox);
076 this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 5, 1, 6, par3StructureBoundingBox);
077 break;
078 case 1:
079 for (var4 = 0; var4 < 5; ++var4)
080 {
081 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 3, 1, 3 + var4, par3StructureBoundingBox);
082 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 7, 1, 3 + var4, par3StructureBoundingBox);
083 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 3 + var4, 1, 3, par3StructureBoundingBox);
084 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 3 + var4, 1, 7, par3StructureBoundingBox);
085 }
086
087 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 1, 5, par3StructureBoundingBox);
088 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 2, 5, par3StructureBoundingBox);
089 this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 3, 5, par3StructureBoundingBox);
090 this.placeBlockAtCurrentPosition(par1World, Block.waterMoving.blockID, 0, 5, 4, 5, par3StructureBoundingBox);
091 break;
092 case 2:
093 for (var4 = 1; var4 <= 9; ++var4)
094 {
095 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 1, 3, var4, par3StructureBoundingBox);
096 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 9, 3, var4, par3StructureBoundingBox);
097 }
098
099 for (var4 = 1; var4 <= 9; ++var4)
100 {
101 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, var4, 3, 1, par3StructureBoundingBox);
102 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, var4, 3, 9, par3StructureBoundingBox);
103 }
104
105 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 1, 4, par3StructureBoundingBox);
106 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 1, 6, par3StructureBoundingBox);
107 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 3, 4, par3StructureBoundingBox);
108 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 3, 6, par3StructureBoundingBox);
109 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 1, 5, par3StructureBoundingBox);
110 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 1, 5, par3StructureBoundingBox);
111 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 3, 5, par3StructureBoundingBox);
112 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 3, 5, par3StructureBoundingBox);
113
114 for (var4 = 1; var4 <= 3; ++var4)
115 {
116 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, var4, 4, par3StructureBoundingBox);
117 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, var4, 4, par3StructureBoundingBox);
118 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, var4, 6, par3StructureBoundingBox);
119 this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, var4, 6, par3StructureBoundingBox);
120 }
121
122 this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 5, 3, 5, par3StructureBoundingBox);
123
124 for (var4 = 2; var4 <= 8; ++var4)
125 {
126 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 2, 3, var4, par3StructureBoundingBox);
127 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 3, var4, par3StructureBoundingBox);
128
129 if (var4 <= 3 || var4 >= 7)
130 {
131 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 4, 3, var4, par3StructureBoundingBox);
132 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 5, 3, var4, par3StructureBoundingBox);
133 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 6, 3, var4, par3StructureBoundingBox);
134 }
135
136 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 7, 3, var4, par3StructureBoundingBox);
137 this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 3, var4, par3StructureBoundingBox);
138 }
139
140 this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, this.getMetadataWithOffset(Block.ladder.blockID, 4), 9, 1, 3, par3StructureBoundingBox);
141 this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, this.getMetadataWithOffset(Block.ladder.blockID, 4), 9, 2, 3, par3StructureBoundingBox);
142 this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, this.getMetadataWithOffset(Block.ladder.blockID, 4), 9, 3, 3, par3StructureBoundingBox);
143 this.generateStructureChestContents(par1World, par3StructureBoundingBox, par2Random, 3, 4, 8, ChestGenHooks.getItems(STRONGHOLD_CROSSING), ChestGenHooks.getCount(STRONGHOLD_CROSSING, par2Random));
144 }
145
146 return true;
147 }
148 }
149 }