    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        /**
    012         * Items that could generate in the chest that is located in Stronghold Room Crossing.
    013         */
    014        public static final WeightedRandomChestContent[] strongholdRoomCrossingChestContents = 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)};
    015        protected final EnumDoor doorType;
    016        protected final int roomType;
    017
    018        public ComponentStrongholdRoomCrossing(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)
    019        {
    020            super(par1);
    021            this.coordBaseMode = par4;
    022            this.doorType = this.getRandomDoor(par2Random);
    023            this.boundingBox = par3StructureBoundingBox;
    024            this.roomType = par2Random.nextInt(5);
    025        }
    026
    027        /**
    028         * Initiates construction of the Structure Component picked, at the current Location of StructGen
    029         */
    030        public void buildComponent(StructureComponent par1StructureComponent, List par2List, Random par3Random)
    031        {
    032            this.getNextComponentNormal((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 4, 1);
    033            this.getNextComponentX((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 1, 4);
    034            this.getNextComponentZ((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 1, 4);
    035        }
    036
    037        public static ComponentStrongholdRoomCrossing findValidPlacement(List par0List, Random par1Random, int par2, int par3, int par4, int par5, int par6)
    038        {
    039            StructureBoundingBox var7 = StructureBoundingBox.getComponentToAddBoundingBox(par2, par3, par4, -4, -1, 0, 11, 7, 11, par5);
    040            return canStrongholdGoDeeper(var7) && StructureComponent.findIntersecting(par0List, var7) == null ? new ComponentStrongholdRoomCrossing(par6, par1Random, var7, par5) : null;
    041        }
    042
    043        /**
    044         * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
    045         * the end, it adds Fences...
    046         */
    047        public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
    048        {
    049            if (this.isLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
    050            {
    051                return false;
    052            }
    053            else
    054            {
    055                this.fillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 10, 6, 10, true, par2Random, StructureStrongholdPieces.getStrongholdStones());
    056                this.placeDoor(par1World, par2Random, par3StructureBoundingBox, this.doorType, 4, 1, 0);
    057                this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 10, 6, 3, 10, 0, 0, false);
    058                this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 4, 0, 3, 6, 0, 0, false);
    059                this.fillWithBlocks(par1World, par3StructureBoundingBox, 10, 1, 4, 10, 3, 6, 0, 0, false);
    060                int var4;
    061
    062                switch (this.roomType)
    063                {
    064                    case 0:
    065                        this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 1, 5, par3StructureBoundingBox);
    066                        this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 2, 5, par3StructureBoundingBox);
    067                        this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 3, 5, par3StructureBoundingBox);
    068                        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 4, 3, 5, par3StructureBoundingBox);
    069                        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 6, 3, 5, par3StructureBoundingBox);
    070                        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 5, 3, 4, par3StructureBoundingBox);
    071                        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 5, 3, 6, par3StructureBoundingBox);
    072                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 4, 1, 4, par3StructureBoundingBox);
    073                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 4, 1, 5, par3StructureBoundingBox);
    074                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 4, 1, 6, par3StructureBoundingBox);
    075                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 6, 1, 4, par3StructureBoundingBox);
    076                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 6, 1, 5, par3StructureBoundingBox);
    077                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 6, 1, 6, par3StructureBoundingBox);
    078                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 5, 1, 4, par3StructureBoundingBox);
    079                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 5, 1, 6, par3StructureBoundingBox);
    080                        break;
    081                    case 1:
    082                        for (var4 = 0; var4 < 5; ++var4)
    083                        {
    084                            this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 3, 1, 3 + var4, par3StructureBoundingBox);
    085                            this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 7, 1, 3 + var4, par3StructureBoundingBox);
    086                            this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 3 + var4, 1, 3, par3StructureBoundingBox);
    087                            this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 3 + var4, 1, 7, par3StructureBoundingBox);
    088                        }
    089
    090                        this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 1, 5, par3StructureBoundingBox);
    091                        this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 2, 5, par3StructureBoundingBox);
    092                        this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 3, 5, par3StructureBoundingBox);
    093                        this.placeBlockAtCurrentPosition(par1World, Block.waterMoving.blockID, 0, 5, 4, 5, par3StructureBoundingBox);
    094                        break;
    095                    case 2:
    096                        for (var4 = 1; var4 <= 9; ++var4)
    097                        {
    098                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 1, 3, var4, par3StructureBoundingBox);
    099                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 9, 3, var4, par3StructureBoundingBox);
    100                        }
    101
    102                        for (var4 = 1; var4 <= 9; ++var4)
    103                        {
    104                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, var4, 3, 1, par3StructureBoundingBox);
    105                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, var4, 3, 9, par3StructureBoundingBox);
    106                        }
    107
    108                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 1, 4, par3StructureBoundingBox);
    109                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 1, 6, par3StructureBoundingBox);
    110                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 3, 4, par3StructureBoundingBox);
    111                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 3, 6, par3StructureBoundingBox);
    112                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 1, 5, par3StructureBoundingBox);
    113                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 1, 5, par3StructureBoundingBox);
    114                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 3, 5, par3StructureBoundingBox);
    115                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 3, 5, par3StructureBoundingBox);
    116
    117                        for (var4 = 1; var4 <= 3; ++var4)
    118                        {
    119                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, var4, 4, par3StructureBoundingBox);
    120                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, var4, 4, par3StructureBoundingBox);
    121                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, var4, 6, par3StructureBoundingBox);
    122                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, var4, 6, par3StructureBoundingBox);
    123                        }
    124
    125                        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 5, 3, 5, par3StructureBoundingBox);
    126
    127                        for (var4 = 2; var4 <= 8; ++var4)
    128                        {
    129                            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 2, 3, var4, par3StructureBoundingBox);
    130                            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 3, var4, par3StructureBoundingBox);
    131
    132                            if (var4 <= 3 || var4 >= 7)
    133                            {
    134                                this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 4, 3, var4, par3StructureBoundingBox);
    135                                this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 5, 3, var4, par3StructureBoundingBox);
    136                                this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 6, 3, var4, par3StructureBoundingBox);
    137                            }
    138
    139                            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 7, 3, var4, par3StructureBoundingBox);
    140                            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 3, var4, par3StructureBoundingBox);
    141                        }
    142
    143                        this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, this.getMetadataWithOffset(Block.ladder.blockID, 4), 9, 1, 3, par3StructureBoundingBox);
    144                        this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, this.getMetadataWithOffset(Block.ladder.blockID, 4), 9, 2, 3, par3StructureBoundingBox);
    145                        this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, this.getMetadataWithOffset(Block.ladder.blockID, 4), 9, 3, 3, par3StructureBoundingBox);
    146                        this.generateStructureChestContents(par1World, par3StructureBoundingBox, par2Random, 3, 4, 8, ChestGenHooks.getItems(STRONGHOLD_CROSSING), ChestGenHooks.getCount(STRONGHOLD_CROSSING, par2Random));
    147                }
    148
    149                return true;
    150            }
    151        }
    152    }