    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    }