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, par2Random), ChestGenHooks.getCount(STRONGHOLD_CORRIDOR, par2Random));
079 }
080 }
081
082 return true;
083 }
084 }
085 }