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package darkknight.jewelrycraft.worldGen;
import java.util.Random;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import darkknight.jewelrycraft.block.BlockList;
import darkknight.jewelrycraft.item.ItemList;
import darkknight.jewelrycraft.util.JewelryNBT;
import darkknight.jewelrycraft.util.JewelrycraftUtil;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.WeightedRandomChestContent;
import net.minecraftforge.common.ChestGenHooks;
/**
* @author Sorin
*
*/
public class ChestGeneration {
static Item[] jewelry = new Item[] {
ItemList.ring, ItemList.necklace,
ItemList.bracelet, ItemList.earrings
};
static Random random = new Random();
public static void preInit(FMLPreInitializationEvent e) {
addItemToDifferentPlaces(new WeightedRandomChestContent(
new ItemStack(ItemList.thiefGloves), 1, 1,
2), true, true, false, false, true);
addItemToDifferentPlaces(new WeightedRandomChestContent(
new ItemStack(ItemList.guide), 1, 1, 7),
true, true, true, true, true, false, true,
true);
addVillageBlacksmithLoot(new WeightedRandomChestContent(
new ItemStack(ItemList.shadowIngot), 1, 4,
5));
for (int i = 0; i < 16 && i % 3 == 0; i++)
addItemToDifferentPlaces(
new WeightedRandomChestContent(
new ItemStack(BlockList.crystal,
1,
i),
1, 3, 3),
true, true, true, true);
ItemStack special = new ItemStack(
jewelry[random.nextInt(4)]);
int randValue = random.nextInt(4);
if (JewelrycraftUtil.metal.size() > 0) {
JewelryNBT.addMetal(special, JewelrycraftUtil.metal
.get(random.nextInt(
JewelrycraftUtil.metal
.size())));
}
if (JewelrycraftUtil.objects.size() > 0) {
JewelryNBT.addModifiers(special, JewelrycraftUtil
.addRandomModifiers(randValue));
}
if (JewelrycraftUtil.gem.size() > 0) {
JewelryNBT.addGem(special, JewelrycraftUtil.gem
.get(random.nextInt(
JewelrycraftUtil.gem
.size())));
}
addItemToDifferentPlaces(
new WeightedRandomChestContent(special, 1,
1, 1),
true, true, true, true);
}
/**
* The booleans determine in which places should the items be
* added. The order is like so:
* <p>
* <ul>
* <li>Dungeon
* <li>Stronhold
* <li>Pyramid
* <li>Mineshaft
* <li>Village Blacksmith
* <li>Dispenser
* <li>Bonus Chest
* <li>Stronghold Library
* </ul>
* <p>
*/
public static void addItemToDifferentPlaces(
WeightedRandomChestContent item,
Boolean... options) {
if (options.length > 0 && options[0])
addDungeonLoot(item);
if (options.length > 1 && options[1])
addStrongholdLoot(item);
if (options.length > 2 && options[2])
addPyramidLoot(item);
if (options.length > 3 && options[3])
addMineshaftLoot(item);
if (options.length > 4 && options[4])
addVillageBlacksmithLoot(item);
if (options.length > 5 && options[5])
addDispenserLoot(item);
if (options.length > 6 && options[6])
addBonusChestLoot(item);
if (options.length > 7 && options[7])
addStrongholdLibraryLoot(item);
}
public static void addDungeonLoot(
WeightedRandomChestContent item) {
ChestGenHooks.addItem(ChestGenHooks.DUNGEON_CHEST, item);
}
public static void addStrongholdLoot(
WeightedRandomChestContent item) {
ChestGenHooks.addItem(ChestGenHooks.STRONGHOLD_CORRIDOR,
item);
ChestGenHooks.addItem(ChestGenHooks.STRONGHOLD_CROSSING,
item);
}
public static void addPyramidLoot(
WeightedRandomChestContent item) {
ChestGenHooks.addItem(ChestGenHooks.PYRAMID_DESERT_CHEST,
item);
ChestGenHooks.addItem(ChestGenHooks.PYRAMID_JUNGLE_CHEST,
item);
}
public static void addMineshaftLoot(
WeightedRandomChestContent item) {
ChestGenHooks.addItem(ChestGenHooks.MINESHAFT_CORRIDOR,
item);
}
public static void addVillageBlacksmithLoot(
WeightedRandomChestContent item) {
ChestGenHooks.addItem(ChestGenHooks.VILLAGE_BLACKSMITH,
item);
}
public static void addDispenserLoot(
WeightedRandomChestContent item) {
ChestGenHooks.addItem(
ChestGenHooks.PYRAMID_JUNGLE_DISPENSER,
item);
}
public static void addBonusChestLoot(
WeightedRandomChestContent item) {
ChestGenHooks.addItem(ChestGenHooks.BONUS_CHEST, item);
}
public static void addStrongholdLibraryLoot(
WeightedRandomChestContent item) {
ChestGenHooks.addItem(ChestGenHooks.STRONGHOLD_LIBRARY,
item);
}
}
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