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