    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 ComponentStrongholdRoomCrossing extends ComponentStronghold
    014    {
    015        /**
    016         * Items that could generate in the chest that is located in Stronghold Room Crossing.
    017         */
    018        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)};
    019        protected final EnumDoor doorType;
    020        protected final int roomType;
    021
    022        public ComponentStrongholdRoomCrossing(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)
    023        {
    024            super(par1);
    025            this.coordBaseMode = par4;
    026            this.doorType = this.getRandomDoor(par2Random);
    027            this.boundingBox = par3StructureBoundingBox;
    028            this.roomType = par2Random.nextInt(5);
    029        }
    030
    031        /**
    032         * Initiates construction of the Structure Component picked, at the current Location of StructGen
    033         */
    034        public void buildComponent(StructureComponent par1StructureComponent, List par2List, Random par3Random)
    035        {
    036            this.getNextComponentNormal((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 4, 1);
    037            this.getNextComponentX((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 1, 4);
    038            this.getNextComponentZ((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 1, 4);
    039        }
    040
    041        public static ComponentStrongholdRoomCrossing findValidPlacement(List par0List, Random par1Random, int par2, int par3, int par4, int par5, int par6)
    042        {
    043            StructureBoundingBox var7 = StructureBoundingBox.getComponentToAddBoundingBox(par2, par3, par4, -4, -1, 0, 11, 7, 11, par5);
    044            return canStrongholdGoDeeper(var7) && StructureComponent.findIntersecting(par0List, var7) == null ? new ComponentStrongholdRoomCrossing(par6, par1Random, var7, par5) : null;
    045        }
    046
    047        /**
    048         * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
    049         * the end, it adds Fences...
    050         */
    051        public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
    052        {
    053            if (this.isLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
    054            {
    055                return false;
    056            }
    057            else
    058            {
    059                this.fillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 10, 6, 10, true, par2Random, StructureStrongholdPieces.getStrongholdStones());
    060                this.placeDoor(par1World, par2Random, par3StructureBoundingBox, this.doorType, 4, 1, 0);
    061                this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 10, 6, 3, 10, 0, 0, false);
    062                this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 4, 0, 3, 6, 0, 0, false);
    063                this.fillWithBlocks(par1World, par3StructureBoundingBox, 10, 1, 4, 10, 3, 6, 0, 0, false);
    064                int var4;
    065
    066                switch (this.roomType)
    067                {
    068                    case 0:
    069                        this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 1, 5, par3StructureBoundingBox);
    070                        this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 2, 5, par3StructureBoundingBox);
    071                        this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 3, 5, par3StructureBoundingBox);
    072                        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 4, 3, 5, par3StructureBoundingBox);
    073                        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 6, 3, 5, par3StructureBoundingBox);
    074                        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 5, 3, 4, par3StructureBoundingBox);
    075                        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 5, 3, 6, par3StructureBoundingBox);
    076                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 4, 1, 4, par3StructureBoundingBox);
    077                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 4, 1, 5, par3StructureBoundingBox);
    078                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 4, 1, 6, par3StructureBoundingBox);
    079                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 6, 1, 4, par3StructureBoundingBox);
    080                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 6, 1, 5, par3StructureBoundingBox);
    081                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 6, 1, 6, par3StructureBoundingBox);
    082                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 5, 1, 4, par3StructureBoundingBox);
    083                        this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 0, 5, 1, 6, par3StructureBoundingBox);
    084                        break;
    085                    case 1:
    086                        for (var4 = 0; var4 < 5; ++var4)
    087                        {
    088                            this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 3, 1, 3 + var4, par3StructureBoundingBox);
    089                            this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 7, 1, 3 + var4, par3StructureBoundingBox);
    090                            this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 3 + var4, 1, 3, par3StructureBoundingBox);
    091                            this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 3 + var4, 1, 7, par3StructureBoundingBox);
    092                        }
    093
    094                        this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 1, 5, par3StructureBoundingBox);
    095                        this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 2, 5, par3StructureBoundingBox);
    096                        this.placeBlockAtCurrentPosition(par1World, Block.stoneBrick.blockID, 0, 5, 3, 5, par3StructureBoundingBox);
    097                        this.placeBlockAtCurrentPosition(par1World, Block.waterMoving.blockID, 0, 5, 4, 5, par3StructureBoundingBox);
    098                        break;
    099                    case 2:
    100                        for (var4 = 1; var4 <= 9; ++var4)
    101                        {
    102                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 1, 3, var4, par3StructureBoundingBox);
    103                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 9, 3, var4, par3StructureBoundingBox);
    104                        }
    105
    106                        for (var4 = 1; var4 <= 9; ++var4)
    107                        {
    108                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, var4, 3, 1, par3StructureBoundingBox);
    109                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, var4, 3, 9, par3StructureBoundingBox);
    110                        }
    111
    112                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 1, 4, par3StructureBoundingBox);
    113                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 1, 6, par3StructureBoundingBox);
    114                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 3, 4, par3StructureBoundingBox);
    115                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 5, 3, 6, par3StructureBoundingBox);
    116                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 1, 5, par3StructureBoundingBox);
    117                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 1, 5, par3StructureBoundingBox);
    118                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, 3, 5, par3StructureBoundingBox);
    119                        this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, 3, 5, par3StructureBoundingBox);
    120
    121                        for (var4 = 1; var4 <= 3; ++var4)
    122                        {
    123                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, var4, 4, par3StructureBoundingBox);
    124                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, var4, 4, par3StructureBoundingBox);
    125                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 4, var4, 6, par3StructureBoundingBox);
    126                            this.placeBlockAtCurrentPosition(par1World, Block.cobblestone.blockID, 0, 6, var4, 6, par3StructureBoundingBox);
    127                        }
    128
    129                        this.placeBlockAtCurrentPosition(par1World, Block.torchWood.blockID, 0, 5, 3, 5, par3StructureBoundingBox);
    130
    131                        for (var4 = 2; var4 <= 8; ++var4)
    132                        {
    133                            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 2, 3, var4, par3StructureBoundingBox);
    134                            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 3, 3, var4, par3StructureBoundingBox);
    135
    136                            if (var4 <= 3 || var4 >= 7)
    137                            {
    138                                this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 4, 3, var4, par3StructureBoundingBox);
    139                                this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 5, 3, var4, par3StructureBoundingBox);
    140                                this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 6, 3, var4, par3StructureBoundingBox);
    141                            }
    142
    143                            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 7, 3, var4, par3StructureBoundingBox);
    144                            this.placeBlockAtCurrentPosition(par1World, Block.planks.blockID, 0, 8, 3, var4, par3StructureBoundingBox);
    145                        }
    146
    147                        this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, this.getMetadataWithOffset(Block.ladder.blockID, 4), 9, 1, 3, par3StructureBoundingBox);
    148                        this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, this.getMetadataWithOffset(Block.ladder.blockID, 4), 9, 2, 3, par3StructureBoundingBox);
    149                        this.placeBlockAtCurrentPosition(par1World, Block.ladder.blockID, this.getMetadataWithOffset(Block.ladder.blockID, 4), 9, 3, 3, par3StructureBoundingBox);
    150                        this.generateStructureChestContents(par1World, par3StructureBoundingBox, par2Random, 3, 4, 8, ChestGenHooks.getItems(STRONGHOLD_CROSSING, par2Random), ChestGenHooks.getCount(STRONGHOLD_CROSSING, par2Random));
    151                }
    152
    153                return true;
    154            }
    155        }
    156    }