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    }