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    }