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); } }