package net.minecraft.util;
import java.util.Random;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntityDispenser;
import net.minecraftforge.common.ChestGenHooks;
import net.minecraftforge.common.DungeonHooks;
import cpw.mods.fml.common.FMLLog;
public class WeightedRandomChestContent extends WeightedRandomItem
{
/** The Item/Block ID to generate in the Chest. */
public ItemStack theItemId = null;
/** The minimum chance of item generating. */
public int theMinimumChanceToGenerateItem;
/** The maximum chance of item generating. */
public int theMaximumChanceToGenerateItem;
public WeightedRandomChestContent(int par1, int par2, int par3, int par4, int par5)
{
super(par5);
this.theItemId = new ItemStack(par1, 1, par2);
this.theMinimumChanceToGenerateItem = par3;
this.theMaximumChanceToGenerateItem = par4;
}
public WeightedRandomChestContent(ItemStack par1ItemStack, int par2, int par3, int par4)
{
super(par4);
this.theItemId = par1ItemStack;
this.theMinimumChanceToGenerateItem = par2;
this.theMaximumChanceToGenerateItem = par3;
}
/**
* Generates the Chest contents.
*/
public static void generateChestContents(Random par0Random, WeightedRandomChestContent[] par1ArrayOfWeightedRandomChestContent, IInventory par2IInventory, int par3)
{
for (int j = 0; j < par3; ++j)
{
WeightedRandomChestContent weightedrandomchestcontent = (WeightedRandomChestContent)WeightedRandom.getRandomItem(par0Random, par1ArrayOfWeightedRandomChestContent);
int k = weightedrandomchestcontent.theMinimumChanceToGenerateItem + par0Random.nextInt(weightedrandomchestcontent.theMaximumChanceToGenerateItem - weightedrandomchestcontent.theMinimumChanceToGenerateItem + 1);
ItemStack[] stacks = ChestGenHooks.generateStacks(par0Random, weightedrandomchestcontent.theItemId, weightedrandomchestcontent.theMinimumChanceToGenerateItem, weightedrandomchestcontent.theMaximumChanceToGenerateItem);
for (ItemStack item : stacks)
{
par2IInventory.setInventorySlotContents(par0Random.nextInt(par2IInventory.getSizeInventory()), item);
}
}
}
/**
* Generates the Dispenser contents.
*/
public static void generateDispenserContents(Random par0Random, WeightedRandomChestContent[] par1ArrayOfWeightedRandomChestContent, TileEntityDispenser par2TileEntityDispenser, int par3)
{
for (int j = 0; j < par3; ++j)
{
WeightedRandomChestContent weightedrandomchestcontent = (WeightedRandomChestContent)WeightedRandom.getRandomItem(par0Random, par1ArrayOfWeightedRandomChestContent);
ItemStack[] stacks = ChestGenHooks.generateStacks(par0Random, weightedrandomchestcontent.theItemId, weightedrandomchestcontent.theMinimumChanceToGenerateItem, weightedrandomchestcontent.theMaximumChanceToGenerateItem);
for (ItemStack item : stacks)
{
par2TileEntityDispenser.setInventorySlotContents(par0Random.nextInt(par2TileEntityDispenser.getSizeInventory()), item);
}
}
}
public static WeightedRandomChestContent[] func_92080_a(WeightedRandomChestContent[] par0ArrayOfWeightedRandomChestContent, WeightedRandomChestContent ... par1ArrayOfWeightedRandomChestContent)
{
WeightedRandomChestContent[] aweightedrandomchestcontent1 = new WeightedRandomChestContent[par0ArrayOfWeightedRandomChestContent.length + par1ArrayOfWeightedRandomChestContent.length];
int i = 0;
for (int j = 0; j < par0ArrayOfWeightedRandomChestContent.length; ++j)
{
aweightedrandomchestcontent1[i++] = par0ArrayOfWeightedRandomChestContent[j];
}
WeightedRandomChestContent[] aweightedrandomchestcontent2 = par1ArrayOfWeightedRandomChestContent;
int k = par1ArrayOfWeightedRandomChestContent.length;
for (int l = 0; l < k; ++l)
{
WeightedRandomChestContent weightedrandomchestcontent1 = aweightedrandomchestcontent2[l];
aweightedrandomchestcontent1[i++] = weightedrandomchestcontent1;
}
return aweightedrandomchestcontent1;
}
// -- Forge hooks
/**
* Allow a mod to submit a custom implementation that can delegate item stack generation beyond simple stack lookup
*
* @param random The current random for generation
* @param newInventory The inventory being generated (do not populate it, but you can refer to it)
* @return An array of {@link ItemStack} to put into the chest
*/
protected ItemStack[] generateChestContent(Random random, IInventory newInventory)
{
return ChestGenHooks.generateStacks(random, theItemId, theMinimumChanceToGenerateItem, theMaximumChanceToGenerateItem);
}
}