    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 ComponentStrongholdLibrary extends ComponentStronghold
    010    {
    011        /** List of items that Stronghold Library chests can contain. */
    012        public static final WeightedRandomChestContent[] strongholdLibraryChestContents = new WeightedRandomChestContent[] {new WeightedRandomChestContent(Item.book.shiftedIndex, 0, 1, 3, 20), new WeightedRandomChestContent(Item.paper.shiftedIndex, 0, 2, 7, 20), new WeightedRandomChestContent(Item.field_82801_bO.shiftedIndex, 0, 1, 1, 1), new WeightedRandomChestContent(Item.compass.shiftedIndex, 0, 1, 1, 1)};
    013        protected final EnumDoor doorType;
    014        private final boolean isLargeRoom;
    015
    016        public ComponentStrongholdLibrary(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            this.isLargeRoom = par3StructureBoundingBox.getYSize() > 6;
    023        }
    024
    025        public static ComponentStrongholdLibrary findValidPlacement(List par0List, Random par1Random, int par2, int par3, int par4, int par5, int par6)
    026        {
    027            StructureBoundingBox var7 = StructureBoundingBox.getComponentToAddBoundingBox(par2, par3, par4, -4, -1, 0, 14, 11, 15, par5);
    028
    029            if (!canStrongholdGoDeeper(var7) || StructureComponent.findIntersecting(par0List, var7) != null)
    030            {
    031                var7 = StructureBoundingBox.getComponentToAddBoundingBox(par2, par3, par4, -4, -1, 0, 14, 6, 15, par5);
    032
    033                if (!canStrongholdGoDeeper(var7) || StructureComponent.findIntersecting(par0List, var7) != null)
    034                {
    035                    return null;
    036                }
    037            }
    038
    039            return new ComponentStrongholdLibrary(par6, par1Random, var7, par5);
    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                byte var4 = 11;
    055
    056                if (!this.isLargeRoom)
    057                {
    058                    var4 = 6;
    059                }
    060
    061                this.fillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 13, var4 - 1, 14, true, par2Random, StructureStrongholdPieces.getStrongholdStones());
    062                this.placeDoor(par1World, par2Random, par3StructureBoundingBox, this.doorType, 4, 1, 0);
    063                this.randomlyFillWithBlocks(par1World, par3StructureBoundingBox, par2Random, 0.07F, 2, 1, 1, 11, 4, 13, Block.web.blockID, Block.web.blockID, false);
    064                int var7;
    065
    066                for (var7 = 1; var7 <= 13; ++var7)
    067                {
    068                    if ((var7 - 1) % 4 == 0)
    069                    {
    070                        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, var7, 1, 4, var7, Block.planks.blockID, Block.planks.blockID, false);
    071                        this.fillWithBlocks(par1World, par3StructureBoundingBox, 12, 1, var7, 12, 4, var7, Block.planks.blockID, Block.planks.blockID, false);
    072                        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 2, 3, var7, par3StructureBoundingBox);
    073                        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 11, 3, var7, par3StructureBoundingBox);
    074
    075                        if (this.isLargeRoom)
    076                        {
    077                            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 6, var7, 1, 9, var7, Block.planks.blockID, Block.planks.blockID, false);
    078                            this.fillWithBlocks(par1World, par3StructureBoundingBox, 12, 6, var7, 12, 9, var7, Block.planks.blockID, Block.planks.blockID, false);
    079                        }
    080                    }
    081                    else
    082                    {
    083                        this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, var7, 1, 4, var7, Block.bookShelf.blockID, Block.bookShelf.blockID, false);
    084                        this.fillWithBlocks(par1World, par3StructureBoundingBox, 12, 1, var7, 12, 4, var7, Block.bookShelf.blockID, Block.bookShelf.blockID, false);
    085
    086                        if (this.isLargeRoom)
    087                        {
    088                            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 6, var7, 1, 9, var7, Block.bookShelf.blockID, Block.bookShelf.blockID, false);
    089                            this.fillWithBlocks(par1World, par3StructureBoundingBox, 12, 6, var7, 12, 9, var7, Block.bookShelf.blockID, Block.bookShelf.blockID, false);
    090                        }
    091                    }
    092                }
    093
    094                for (var7 = 3; var7 < 12; var7 += 2)
    095                {
    096                    this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, var7, 4, 3, var7, Block.bookShelf.blockID, Block.bookShelf.blockID, false);
    097                    this.fillWithBlocks(par1World, par3StructureBoundingBox, 6, 1, var7, 7, 3, var7, Block.bookShelf.blockID, Block.bookShelf.blockID, false);
    098                    this.fillWithBlocks(par1World, par3StructureBoundingBox, 9, 1, var7, 10, 3, var7, Block.bookShelf.blockID, Block.bookShelf.blockID, false);
    099                }
    100
    101                if (this.isLargeRoom)
    102                {
    103                    this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 1, 3, 5, 13, Block.planks.blockID, Block.planks.blockID, false);
    104                    this.fillWithBlocks(par1World, par3StructureBoundingBox, 10, 5, 1, 12, 5, 13, Block.planks.blockID, Block.planks.blockID, false);
    105                    this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 5, 1, 9, 5, 2, Block.planks.blockID, Block.planks.blockID, false);
    106                    this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 5, 12, 9, 5, 13, Block.planks.blockID, Block.planks.blockID, false);
    107                    this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 9, 5, 11, par3StructureBoundingBox);
    108                    this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 5, 11, par3StructureBoundingBox);
    109                    this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 9, 5, 10, par3StructureBoundingBox);
    110                    this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 6, 2, 3, 6, 12, Block.fence.blockID, Block.fence.blockID, false);
    111                    this.fillWithBlocks(par1World, par3StructureBoundingBox, 10, 6, 2, 10, 6, 10, Block.fence.blockID, Block.fence.blockID, false);
    112                    this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 6, 2, 9, 6, 2, Block.fence.blockID, Block.fence.blockID, false);
    113                    this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 6, 12, 8, 6, 12, Block.fence.blockID, Block.fence.blockID, false);
    114                    this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 9, 6, 11, par3StructureBoundingBox);
    115                    this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 8, 6, 11, par3StructureBoundingBox);
    116                    this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, 9, 6, 10, par3StructureBoundingBox);
    117                    var7 = this.getMetadataWithOffset(Block.ladder.blockID, 3);
    118                    this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var7, 10, 1, 13, par3StructureBoundingBox);
    119                    this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var7, 10, 2, 13, par3StructureBoundingBox);
    120                    this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var7, 10, 3, 13, par3StructureBoundingBox);
    121                    this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var7, 10, 4, 13, par3StructureBoundingBox);
    122                    this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var7, 10, 5, 13, par3StructureBoundingBox);
    123                    this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var7, 10, 6, 13, par3StructureBoundingBox);
    124                    this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, var7, 10, 7, 13, par3StructureBoundingBox);
    125                    byte var8 = 7;
    126                    byte var9 = 7;
    127                    this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, var8 - 1, 9, var9, par3StructureBoundingBox);
    128                    this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, var8, 9, var9, par3StructureBoundingBox);
    129                    this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, var8 - 1, 8, var9, par3StructureBoundingBox);
    130                    this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, var8, 8, var9, par3StructureBoundingBox);
    131                    this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, var8 - 1, 7, var9, par3StructureBoundingBox);
    132                    this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, var8, 7, var9, par3StructureBoundingBox);
    133                    this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, var8 - 2, 7, var9, par3StructureBoundingBox);
    134                    this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, var8 + 1, 7, var9, par3StructureBoundingBox);
    135                    this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, var8 - 1, 7, var9 - 1, par3StructureBoundingBox);
    136                    this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, var8 - 1, 7, var9 + 1, par3StructureBoundingBox);
    137                    this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, var8, 7, var9 - 1, par3StructureBoundingBox);
    138                    this.placeBlockAtCurrentPosition(par1World, Block.fence.blockID, 0, var8, 7, var9 + 1, par3StructureBoundingBox);
    139                    this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, var8 - 2, 8, var9, par3StructureBoundingBox);
    140                    this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, var8 + 1, 8, var9, par3StructureBoundingBox);
    141                    this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, var8 - 1, 8, var9 - 1, par3StructureBoundingBox);
    142                    this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, var8 - 1, 8, var9 + 1, par3StructureBoundingBox);
    143                    this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, var8, 8, var9 - 1, par3StructureBoundingBox);
    144                    this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, var8, 8, var9 + 1, par3StructureBoundingBox);
    145                }
    146
    147                ChestGenHooks info = ChestGenHooks.getInfo(STRONGHOLD_LIBRARY);
    148                this.generateStructureChestContents(par1World, par3StructureBoundingBox, par2Random, 3, 3, 5, info.getItems(), info.getCount(par2Random));
    149
    150                if (this.isLargeRoom)
    151                {
    152                    this.placeBlockAtCurrentPosition(par1World, 0, 0, 12, 9, 1, par3StructureBoundingBox);
    153                    this.generateStructureChestContents(par1World, par3StructureBoundingBox, par2Random, 12, 8, 1, info.getItems(), info.getCount(par2Random));
    154                }
    155
    156                return true;
    157            }
    158        }
    159    }