001    package net.minecraft.src;
002    
003    import java.util.List;
004    import java.util.Random;
005    
006    public class ComponentStrongholdChestCorridor extends ComponentStronghold
007    {
008        /** List of items that Stronghold chests can contain. */
009        private 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)};
010        private final EnumDoor doorType;
011        private boolean hasMadeChest;
012    
013        public ComponentStrongholdChestCorridor(int par1, Random par2Random, StructureBoundingBox par3StructureBoundingBox, int par4)
014        {
015            super(par1);
016            this.coordBaseMode = par4;
017            this.doorType = this.getRandomDoor(par2Random);
018            this.boundingBox = par3StructureBoundingBox;
019        }
020    
021        /**
022         * Initiates construction of the Structure Component picked, at the current Location of StructGen
023         */
024        public void buildComponent(StructureComponent par1StructureComponent, List par2List, Random par3Random)
025        {
026            this.getNextComponentNormal((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 1, 1);
027        }
028    
029        public static ComponentStrongholdChestCorridor findValidPlacement(List par0List, Random par1Random, int par2, int par3, int par4, int par5, int par6)
030        {
031            StructureBoundingBox var7 = StructureBoundingBox.getComponentToAddBoundingBox(par2, par3, par4, -1, -1, 0, 5, 5, 7, par5);
032            return canStrongholdGoDeeper(var7) && StructureComponent.findIntersecting(par0List, var7) == null ? new ComponentStrongholdChestCorridor(par6, par1Random, var7, par5) : null;
033        }
034    
035        /**
036         * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
037         * the end, it adds Fences...
038         */
039        public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
040        {
041            if (this.isLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
042            {
043                return false;
044            }
045            else
046            {
047                this.fillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 4, 4, 6, true, par2Random, StructureStrongholdPieces.getStrongholdStones());
048                this.placeDoor(par1World, par2Random, par3StructureBoundingBox, this.doorType, 1, 1, 0);
049                this.placeDoor(par1World, par2Random, par3StructureBoundingBox, EnumDoor.OPENING, 1, 1, 6);
050                this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 2, 3, 1, 4, Block.stoneBrick.blockID, Block.stoneBrick.blockID, false);
051                this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 1, 1, par3StructureBoundingBox);
052                this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 1, 5, par3StructureBoundingBox);
053                this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 2, 2, par3StructureBoundingBox);
054                this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 3, 2, 4, par3StructureBoundingBox);
055                int var4;
056    
057                for (var4 = 2; var4 <= 4; ++var4)
058                {
059                    this.placeBlockAtCurrentPosition(par1World, Block.stoneSingleSlab.blockID, 5, 2, 1, var4, par3StructureBoundingBox);
060                }
061    
062                if (!this.hasMadeChest)
063                {
064                    var4 = this.getYWithOffset(2);
065                    int var5 = this.getXWithOffset(3, 3);
066                    int var6 = this.getZWithOffset(3, 3);
067    
068                    if (par3StructureBoundingBox.isVecInside(var5, var4, var6))
069                    {
070                        this.hasMadeChest = true;
071                        this.generateStructureChestContents(par1World, par3StructureBoundingBox, par2Random, 3, 2, 3, strongholdChestContents, 2 + par2Random.nextInt(2));
072                    }
073                }
074    
075                return true;
076            }
077        }
078    }