Esempio n. 1
0
        /// <summary>
        /// 'Initiates construction of the Structure Component picked, at the current Location of StructGen'
        /// </summary>
        public override void BuildComponent(StructureComponent par1StructureComponent, List <StructureComponent> par2List, Random par3Random)
        {
            if (Field_35036_a)
            {
                StructureStrongholdPieces.SetComponentType(typeof(net.minecraft.src.ComponentStrongholdCrossing));
            }

            GetNextComponentNormal((ComponentStrongholdStairs2)par1StructureComponent, par2List, par3Random, 1, 1);
        }
Esempio n. 2
0
		public StructureStrongholdStart(World par1World, Random par2Random, int par3, int par4)
		{
			StructureStrongholdPieces.PrepareStructurePieces();
			ComponentStrongholdStairs2 componentstrongholdstairs2 = new ComponentStrongholdStairs2(0, par2Random, (par3 << 4) + 2, (par4 << 4) + 2);
			Components.Add(componentstrongholdstairs2);
			componentstrongholdstairs2.BuildComponent(componentstrongholdstairs2, Components, par2Random);
			StructureComponent structurecomponent;

            for (List<StructureComponent> arraylist = componentstrongholdstairs2.Field_35037_b; arraylist.Count > 0; structurecomponent.BuildComponent(componentstrongholdstairs2, Components, par2Random))
			{
				int i = par2Random.Next(arraylist.Count);
                structurecomponent = arraylist[i];
                arraylist.RemoveAt(i);
			}

			UpdateBoundingBox();
			MarkAvailableHeight(par1World, par2Random, 10);
		}
Esempio n. 3
0
        /// <summary>
        /// Gets the next component in any cardinal direction
        /// </summary>
        protected virtual StructureComponent GetNextComponentNormal(ComponentStrongholdStairs2 par1ComponentStrongholdStairs2, List <StructureComponent> par2List, Random par3Random, int par4, int par5)
        {
            switch (CoordBaseMode)
            {
            case 2:
                return(StructureStrongholdPieces.GetNextValidComponentAccess(par1ComponentStrongholdStairs2, par2List, par3Random, BoundingBox.MinX + par4, BoundingBox.MinY + par5, BoundingBox.MinZ - 1, CoordBaseMode, GetComponentType()));

            case 0:
                return(StructureStrongholdPieces.GetNextValidComponentAccess(par1ComponentStrongholdStairs2, par2List, par3Random, BoundingBox.MinX + par4, BoundingBox.MinY + par5, BoundingBox.MaxZ + 1, CoordBaseMode, GetComponentType()));

            case 1:
                return(StructureStrongholdPieces.GetNextValidComponentAccess(par1ComponentStrongholdStairs2, par2List, par3Random, BoundingBox.MinX - 1, BoundingBox.MinY + par5, BoundingBox.MinZ + par4, CoordBaseMode, GetComponentType()));

            case 3:
                return(StructureStrongholdPieces.GetNextValidComponentAccess(par1ComponentStrongholdStairs2, par2List, par3Random, BoundingBox.MaxX + 1, BoundingBox.MinY + par5, BoundingBox.MinZ + par4, CoordBaseMode, GetComponentType()));
            }

            return(null);
        }
        /// <summary>
        /// 'second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
        /// the end, it adds Fences...'
        /// </summary>
        public override bool AddComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
        {
            if (IsLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
            {
                return(false);
            }

            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 4, 10, 7, true, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            PlaceDoor(par1World, par2Random, par3StructureBoundingBox, DoorType, 1, 7, 0);
            PlaceDoor(par1World, par2Random, par3StructureBoundingBox, EnumDoor.OPENING, 1, 1, 7);
            int i = GetMetadataWithOffset(Block.StairCompactCobblestone.BlockID, 2);

            for (int j = 0; j < 6; j++)
            {
                PlaceBlockAtCurrentPosition(par1World, Block.StairCompactCobblestone.BlockID, i, 1, 6 - j, 1 + j, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairCompactCobblestone.BlockID, i, 2, 6 - j, 1 + j, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairCompactCobblestone.BlockID, i, 3, 6 - j, 1 + j, par3StructureBoundingBox);

                if (j < 5)
                {
                    PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 1, 5 - j, 1 + j, par3StructureBoundingBox);
                    PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 2, 5 - j, 1 + j, par3StructureBoundingBox);
                    PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 3, 5 - j, 1 + j, par3StructureBoundingBox);
                }
            }

            return(true);
        }
        /// <summary>
        /// 'second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
        /// the end, it adds Fences...'
        /// </summary>
        public override bool AddComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
        {
            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 10, 7, 15, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            PlaceDoor(par1World, par2Random, par3StructureBoundingBox, EnumDoor.GRATES, 4, 1, 0);
            sbyte byte0 = 6;

            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 1, byte0, 1, 1, byte0, 14, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 9, byte0, 1, 9, byte0, 14, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 2, byte0, 1, 8, byte0, 2, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 2, byte0, 14, 8, byte0, 14, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 2, 1, 4, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 8, 1, 1, 9, 1, 4, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            FillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 1, 1, 1, 3, Block.LavaMoving.BlockID, Block.LavaMoving.BlockID, false);
            FillWithBlocks(par1World, par3StructureBoundingBox, 9, 1, 1, 9, 1, 3, Block.LavaMoving.BlockID, Block.LavaMoving.BlockID, false);
            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 3, 1, 8, 7, 1, 12, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            FillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 9, 6, 1, 11, Block.LavaMoving.BlockID, Block.LavaMoving.BlockID, false);

            for (int j = 3; j < 14; j += 2)
            {
                FillWithBlocks(par1World, par3StructureBoundingBox, 0, 3, j, 0, 4, j, Block.FenceIron.BlockID, Block.FenceIron.BlockID, false);
                FillWithBlocks(par1World, par3StructureBoundingBox, 10, 3, j, 10, 4, j, Block.FenceIron.BlockID, Block.FenceIron.BlockID, false);
            }

            for (int k = 2; k < 9; k += 2)
            {
                FillWithBlocks(par1World, par3StructureBoundingBox, k, 3, 15, k, 4, 15, Block.FenceIron.BlockID, Block.FenceIron.BlockID, false);
            }

            int l = GetMetadataWithOffset(Block.StairsStoneBrickSmooth.BlockID, 3);

            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 4, 1, 5, 6, 1, 7, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 4, 2, 6, 6, 2, 7, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 4, 3, 7, 6, 3, 7, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());

            for (int i1 = 4; i1 <= 6; i1++)
            {
                PlaceBlockAtCurrentPosition(par1World, Block.StairsStoneBrickSmooth.BlockID, l, i1, 1, 4, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairsStoneBrickSmooth.BlockID, l, i1, 2, 5, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairsStoneBrickSmooth.BlockID, l, i1, 3, 6, par3StructureBoundingBox);
            }

            sbyte byte1 = 2;
            sbyte byte2 = 0;
            sbyte byte3 = 3;
            sbyte byte4 = 1;

            switch (CoordBaseMode)
            {
            case 0:
                byte1 = 0;
                byte2 = 2;
                break;

            case 3:
                byte1 = 3;
                byte2 = 1;
                byte3 = 0;
                byte4 = 2;
                break;

            case 1:
                byte1 = 1;
                byte2 = 3;
                byte3 = 0;
                byte4 = 2;
                break;
            }

            PlaceBlockAtCurrentPosition(par1World, Block.EndPortalFrame.BlockID, byte1 + (par2Random.NextFloat() <= 0.9F ? 0 : 4), 4, 3, 8, par3StructureBoundingBox);
            PlaceBlockAtCurrentPosition(par1World, Block.EndPortalFrame.BlockID, byte1 + (par2Random.NextFloat() <= 0.9F ? 0 : 4), 5, 3, 8, par3StructureBoundingBox);
            PlaceBlockAtCurrentPosition(par1World, Block.EndPortalFrame.BlockID, byte1 + (par2Random.NextFloat() <= 0.9F ? 0 : 4), 6, 3, 8, par3StructureBoundingBox);
            PlaceBlockAtCurrentPosition(par1World, Block.EndPortalFrame.BlockID, byte2 + (par2Random.NextFloat() <= 0.9F ? 0 : 4), 4, 3, 12, par3StructureBoundingBox);
            PlaceBlockAtCurrentPosition(par1World, Block.EndPortalFrame.BlockID, byte2 + (par2Random.NextFloat() <= 0.9F ? 0 : 4), 5, 3, 12, par3StructureBoundingBox);
            PlaceBlockAtCurrentPosition(par1World, Block.EndPortalFrame.BlockID, byte2 + (par2Random.NextFloat() <= 0.9F ? 0 : 4), 6, 3, 12, par3StructureBoundingBox);
            PlaceBlockAtCurrentPosition(par1World, Block.EndPortalFrame.BlockID, byte3 + (par2Random.NextFloat() <= 0.9F ? 0 : 4), 3, 3, 9, par3StructureBoundingBox);
            PlaceBlockAtCurrentPosition(par1World, Block.EndPortalFrame.BlockID, byte3 + (par2Random.NextFloat() <= 0.9F ? 0 : 4), 3, 3, 10, par3StructureBoundingBox);
            PlaceBlockAtCurrentPosition(par1World, Block.EndPortalFrame.BlockID, byte3 + (par2Random.NextFloat() <= 0.9F ? 0 : 4), 3, 3, 11, par3StructureBoundingBox);
            PlaceBlockAtCurrentPosition(par1World, Block.EndPortalFrame.BlockID, byte4 + (par2Random.NextFloat() <= 0.9F ? 0 : 4), 7, 3, 9, par3StructureBoundingBox);
            PlaceBlockAtCurrentPosition(par1World, Block.EndPortalFrame.BlockID, byte4 + (par2Random.NextFloat() <= 0.9F ? 0 : 4), 7, 3, 10, par3StructureBoundingBox);
            PlaceBlockAtCurrentPosition(par1World, Block.EndPortalFrame.BlockID, byte4 + (par2Random.NextFloat() <= 0.9F ? 0 : 4), 7, 3, 11, par3StructureBoundingBox);

            if (!HasSpawner)
            {
                int i  = GetYWithOffset(3);
                int j1 = GetXWithOffset(5, 6);
                int k1 = GetZWithOffset(5, 6);

                if (par3StructureBoundingBox.IsVecInside(j1, i, k1))
                {
                    HasSpawner = true;
                    par1World.SetBlockWithNotify(j1, i, k1, Block.MobSpawner.BlockID);
                    TileEntityMobSpawner tileentitymobspawner = (TileEntityMobSpawner)par1World.GetBlockTileEntity(j1, i, k1);

                    if (tileentitymobspawner != null)
                    {
                        tileentitymobspawner.SetMobID("Silverfish");
                    }
                }
            }

            return(true);
        }
        /// <summary>
        /// 'second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
        /// the end, it adds Fences...'
        /// </summary>
        public override bool AddComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
        {
            if (IsLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
            {
                return(false);
            }

            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 4, 4, 6, true, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            PlaceDoor(par1World, par2Random, par3StructureBoundingBox, DoorType, 1, 1, 0);
            PlaceDoor(par1World, par2Random, par3StructureBoundingBox, EnumDoor.OPENING, 1, 1, 6);
            FillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, 2, 3, 1, 4, Block.StoneBrick.BlockID, Block.StoneBrick.BlockID, false);
            PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 5, 3, 1, 1, par3StructureBoundingBox);
            PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 5, 3, 1, 5, par3StructureBoundingBox);
            PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 5, 3, 2, 2, par3StructureBoundingBox);
            PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 5, 3, 2, 4, par3StructureBoundingBox);

            for (int i = 2; i <= 4; i++)
            {
                PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 5, 2, 1, i, par3StructureBoundingBox);
            }

            if (!HasMadeChest)
            {
                int j = GetYWithOffset(2);
                int k = GetXWithOffset(3, 3);
                int l = GetZWithOffset(3, 3);

                if (par3StructureBoundingBox.IsVecInside(k, j, l))
                {
                    HasMadeChest = true;
                    CreateTreasureChestAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 3, 2, 3, ChestLoot, 2 + par2Random.Next(2));
                }
            }

            return(true);
        }
Esempio n. 7
0
        /// <summary>
        /// 'second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
        /// the end, it adds Fences...'
        /// </summary>
        public override bool AddComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
        {
            if (IsLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
            {
                return(false);
            }

            sbyte byte0 = 11;

            if (!IsLargeRoom)
            {
                byte0 = 6;
            }

            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 13, byte0 - 1, 14, true, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            PlaceDoor(par1World, par2Random, par3StructureBoundingBox, DoorType, 4, 1, 0);
            RandomlyFillWithBlocks(par1World, par3StructureBoundingBox, par2Random, 0.07F, 2, 1, 1, 11, 4, 13, Block.Web.BlockID, Block.Web.BlockID, false);

            for (int i = 1; i <= 13; i++)
            {
                if ((i - 1) % 4 == 0)
                {
                    FillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, i, 1, 4, i, Block.Planks.BlockID, Block.Planks.BlockID, false);
                    FillWithBlocks(par1World, par3StructureBoundingBox, 12, 1, i, 12, 4, i, Block.Planks.BlockID, Block.Planks.BlockID, false);
                    PlaceBlockAtCurrentPosition(par1World, Block.TorchWood.BlockID, 0, 2, 3, i, par3StructureBoundingBox);
                    PlaceBlockAtCurrentPosition(par1World, Block.TorchWood.BlockID, 0, 11, 3, i, par3StructureBoundingBox);

                    if (IsLargeRoom)
                    {
                        FillWithBlocks(par1World, par3StructureBoundingBox, 1, 6, i, 1, 9, i, Block.Planks.BlockID, Block.Planks.BlockID, false);
                        FillWithBlocks(par1World, par3StructureBoundingBox, 12, 6, i, 12, 9, i, Block.Planks.BlockID, Block.Planks.BlockID, false);
                    }

                    continue;
                }

                FillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, i, 1, 4, i, Block.BookShelf.BlockID, Block.BookShelf.BlockID, false);
                FillWithBlocks(par1World, par3StructureBoundingBox, 12, 1, i, 12, 4, i, Block.BookShelf.BlockID, Block.BookShelf.BlockID, false);

                if (IsLargeRoom)
                {
                    FillWithBlocks(par1World, par3StructureBoundingBox, 1, 6, i, 1, 9, i, Block.BookShelf.BlockID, Block.BookShelf.BlockID, false);
                    FillWithBlocks(par1World, par3StructureBoundingBox, 12, 6, i, 12, 9, i, Block.BookShelf.BlockID, Block.BookShelf.BlockID, false);
                }
            }

            for (int j = 3; j < 12; j += 2)
            {
                FillWithBlocks(par1World, par3StructureBoundingBox, 3, 1, j, 4, 3, j, Block.BookShelf.BlockID, Block.BookShelf.BlockID, false);
                FillWithBlocks(par1World, par3StructureBoundingBox, 6, 1, j, 7, 3, j, Block.BookShelf.BlockID, Block.BookShelf.BlockID, false);
                FillWithBlocks(par1World, par3StructureBoundingBox, 9, 1, j, 10, 3, j, Block.BookShelf.BlockID, Block.BookShelf.BlockID, false);
            }

            if (IsLargeRoom)
            {
                FillWithBlocks(par1World, par3StructureBoundingBox, 1, 5, 1, 3, 5, 13, Block.Planks.BlockID, Block.Planks.BlockID, false);
                FillWithBlocks(par1World, par3StructureBoundingBox, 10, 5, 1, 12, 5, 13, Block.Planks.BlockID, Block.Planks.BlockID, false);
                FillWithBlocks(par1World, par3StructureBoundingBox, 4, 5, 1, 9, 5, 2, Block.Planks.BlockID, Block.Planks.BlockID, false);
                FillWithBlocks(par1World, par3StructureBoundingBox, 4, 5, 12, 9, 5, 13, Block.Planks.BlockID, Block.Planks.BlockID, false);
                PlaceBlockAtCurrentPosition(par1World, Block.Planks.BlockID, 0, 9, 5, 11, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Planks.BlockID, 0, 8, 5, 11, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Planks.BlockID, 0, 9, 5, 10, par3StructureBoundingBox);
                FillWithBlocks(par1World, par3StructureBoundingBox, 3, 6, 2, 3, 6, 12, Block.Fence.BlockID, Block.Fence.BlockID, false);
                FillWithBlocks(par1World, par3StructureBoundingBox, 10, 6, 2, 10, 6, 10, Block.Fence.BlockID, Block.Fence.BlockID, false);
                FillWithBlocks(par1World, par3StructureBoundingBox, 4, 6, 2, 9, 6, 2, Block.Fence.BlockID, Block.Fence.BlockID, false);
                FillWithBlocks(par1World, par3StructureBoundingBox, 4, 6, 12, 8, 6, 12, Block.Fence.BlockID, Block.Fence.BlockID, false);
                PlaceBlockAtCurrentPosition(par1World, Block.Fence.BlockID, 0, 9, 6, 11, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Fence.BlockID, 0, 8, 6, 11, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Fence.BlockID, 0, 9, 6, 10, par3StructureBoundingBox);
                int k = GetMetadataWithOffset(Block.Ladder.BlockID, 3);
                PlaceBlockAtCurrentPosition(par1World, Block.Ladder.BlockID, k, 10, 1, 13, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Ladder.BlockID, k, 10, 2, 13, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Ladder.BlockID, k, 10, 3, 13, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Ladder.BlockID, k, 10, 4, 13, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Ladder.BlockID, k, 10, 5, 13, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Ladder.BlockID, k, 10, 6, 13, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Ladder.BlockID, k, 10, 7, 13, par3StructureBoundingBox);
                sbyte byte1 = 7;
                sbyte byte2 = 7;
                PlaceBlockAtCurrentPosition(par1World, Block.Fence.BlockID, 0, byte1 - 1, 9, byte2, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Fence.BlockID, 0, byte1, 9, byte2, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Fence.BlockID, 0, byte1 - 1, 8, byte2, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Fence.BlockID, 0, byte1, 8, byte2, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Fence.BlockID, 0, byte1 - 1, 7, byte2, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Fence.BlockID, 0, byte1, 7, byte2, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Fence.BlockID, 0, byte1 - 2, 7, byte2, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Fence.BlockID, 0, byte1 + 1, 7, byte2, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Fence.BlockID, 0, byte1 - 1, 7, byte2 - 1, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Fence.BlockID, 0, byte1 - 1, 7, byte2 + 1, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Fence.BlockID, 0, byte1, 7, byte2 - 1, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Fence.BlockID, 0, byte1, 7, byte2 + 1, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.TorchWood.BlockID, 0, byte1 - 2, 8, byte2, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.TorchWood.BlockID, 0, byte1 + 1, 8, byte2, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.TorchWood.BlockID, 0, byte1 - 1, 8, byte2 - 1, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.TorchWood.BlockID, 0, byte1 - 1, 8, byte2 + 1, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.TorchWood.BlockID, 0, byte1, 8, byte2 - 1, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.TorchWood.BlockID, 0, byte1, 8, byte2 + 1, par3StructureBoundingBox);
            }

            CreateTreasureChestAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 3, 3, 5, Field_35056_b, 1 + par2Random.Next(4));

            if (IsLargeRoom)
            {
                PlaceBlockAtCurrentPosition(par1World, 0, 0, 12, 9, 1, par3StructureBoundingBox);
                CreateTreasureChestAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 12, 8, 1, Field_35056_b, 1 + par2Random.Next(4));
            }

            return(true);
        }
        /// <summary>
        /// 'second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
        /// the end, it adds Fences...'
        /// </summary>
        public override bool AddComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
        {
            if (IsLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
            {
                return(false);
            }

            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 9, 8, 10, true, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            PlaceDoor(par1World, par2Random, par3StructureBoundingBox, DoorType, 4, 3, 0);

            if (Field_35042_b)
            {
                FillWithBlocks(par1World, par3StructureBoundingBox, 0, 3, 1, 0, 5, 3, 0, 0, false);
            }

            if (Field_35040_d)
            {
                FillWithBlocks(par1World, par3StructureBoundingBox, 9, 3, 1, 9, 5, 3, 0, 0, false);
            }

            if (Field_35043_c)
            {
                FillWithBlocks(par1World, par3StructureBoundingBox, 0, 5, 7, 0, 7, 9, 0, 0, false);
            }

            if (Field_35041_e)
            {
                FillWithBlocks(par1World, par3StructureBoundingBox, 9, 5, 7, 9, 7, 9, 0, 0, false);
            }

            FillWithBlocks(par1World, par3StructureBoundingBox, 5, 1, 10, 7, 3, 10, 0, 0, false);
            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 1, 2, 1, 8, 2, 6, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 4, 1, 5, 4, 4, 9, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 8, 1, 5, 8, 4, 9, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 1, 4, 7, 3, 4, 9, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 1, 3, 5, 3, 3, 6, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            FillWithBlocks(par1World, par3StructureBoundingBox, 1, 3, 4, 3, 3, 4, Block.StairSingle.BlockID, Block.StairSingle.BlockID, false);
            FillWithBlocks(par1World, par3StructureBoundingBox, 1, 4, 6, 3, 4, 6, Block.StairSingle.BlockID, Block.StairSingle.BlockID, false);
            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 5, 1, 7, 7, 1, 8, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            FillWithBlocks(par1World, par3StructureBoundingBox, 5, 1, 9, 7, 1, 9, Block.StairSingle.BlockID, Block.StairSingle.BlockID, false);
            FillWithBlocks(par1World, par3StructureBoundingBox, 5, 2, 7, 7, 2, 7, Block.StairSingle.BlockID, Block.StairSingle.BlockID, false);
            FillWithBlocks(par1World, par3StructureBoundingBox, 4, 5, 7, 4, 5, 9, Block.StairSingle.BlockID, Block.StairSingle.BlockID, false);
            FillWithBlocks(par1World, par3StructureBoundingBox, 8, 5, 7, 8, 5, 9, Block.StairSingle.BlockID, Block.StairSingle.BlockID, false);
            FillWithBlocks(par1World, par3StructureBoundingBox, 5, 5, 7, 7, 5, 9, Block.StairDouble.BlockID, Block.StairDouble.BlockID, false);
            PlaceBlockAtCurrentPosition(par1World, Block.TorchWood.BlockID, 0, 6, 5, 6, par3StructureBoundingBox);
            return(true);
        }
 /// <summary>
 /// 'second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
 /// the end, it adds Fences...'
 /// </summary>
 public override bool AddComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
 {
     if (IsLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
     {
         return(false);
     }
     else
     {
         FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 8, 4, 10, true, par2Random, StructureStrongholdPieces.GetStrongholdStones());
         PlaceDoor(par1World, par2Random, par3StructureBoundingBox, DoorType, 1, 1, 0);
         FillWithBlocks(par1World, par3StructureBoundingBox, 1, 1, 10, 3, 3, 10, 0, 0, false);
         FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 4, 1, 1, 4, 3, 1, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
         FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 4, 1, 3, 4, 3, 3, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
         FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 4, 1, 7, 4, 3, 7, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
         FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 4, 1, 9, 4, 3, 9, false, par2Random, StructureStrongholdPieces.GetStrongholdStones());
         FillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 4, 4, 3, 6, Block.FenceIron.BlockID, Block.FenceIron.BlockID, false);
         FillWithBlocks(par1World, par3StructureBoundingBox, 5, 1, 5, 7, 3, 5, Block.FenceIron.BlockID, Block.FenceIron.BlockID, false);
         PlaceBlockAtCurrentPosition(par1World, Block.FenceIron.BlockID, 0, 4, 3, 2, par3StructureBoundingBox);
         PlaceBlockAtCurrentPosition(par1World, Block.FenceIron.BlockID, 0, 4, 3, 8, par3StructureBoundingBox);
         PlaceBlockAtCurrentPosition(par1World, Block.DoorSteel.BlockID, GetMetadataWithOffset(Block.DoorSteel.BlockID, 3), 4, 1, 2, par3StructureBoundingBox);
         PlaceBlockAtCurrentPosition(par1World, Block.DoorSteel.BlockID, GetMetadataWithOffset(Block.DoorSteel.BlockID, 3) + 8, 4, 2, 2, par3StructureBoundingBox);
         PlaceBlockAtCurrentPosition(par1World, Block.DoorSteel.BlockID, GetMetadataWithOffset(Block.DoorSteel.BlockID, 3), 4, 1, 8, par3StructureBoundingBox);
         PlaceBlockAtCurrentPosition(par1World, Block.DoorSteel.BlockID, GetMetadataWithOffset(Block.DoorSteel.BlockID, 3) + 8, 4, 2, 8, par3StructureBoundingBox);
         return(true);
     }
 }
Esempio n. 10
0
        /// <summary>
        /// 'second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
        /// the end, it adds Fences...'
        /// </summary>
        public override bool AddComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
        {
            if (IsLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
            {
                return(false);
            }

            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 4, 4, 4, true, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            PlaceDoor(par1World, par2Random, par3StructureBoundingBox, DoorType, 1, 1, 0);

            if (CoordBaseMode == 2 || CoordBaseMode == 3)
            {
                FillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 1, 4, 3, 3, 0, 0, false);
            }
            else
            {
                FillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 1, 0, 3, 3, 0, 0, false);
            }

            return(true);
        }
Esempio n. 11
0
        /// <summary>
        /// 'second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
        /// the end, it adds Fences...'
        /// </summary>
        public override bool AddComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
        {
            if (IsLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
            {
                return(false);
            }
            else
            {
                if (!Field_35036_a)
                {
                    ;
                }

                FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 4, 10, 4, true, par2Random, StructureStrongholdPieces.GetStrongholdStones());
                PlaceDoor(par1World, par2Random, par3StructureBoundingBox, DoorType, 1, 7, 0);
                PlaceDoor(par1World, par2Random, par3StructureBoundingBox, EnumDoor.OPENING, 1, 1, 4);
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 2, 6, 1, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 1, 5, 1, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 0, 1, 6, 1, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 1, 5, 2, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 1, 4, 3, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 0, 1, 5, 3, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 2, 4, 3, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 3, 3, 3, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 0, 3, 4, 3, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 3, 3, 2, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 3, 2, 1, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 0, 3, 3, 1, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 2, 2, 1, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 1, 1, 1, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 0, 1, 2, 1, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 1, 1, 2, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 0, 1, 1, 3, par3StructureBoundingBox);
                return(true);
            }
        }
        /// <summary>
        /// 'second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
        /// the end, it adds Fences...'
        /// </summary>
        public override bool AddComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
        {
            if (IsLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
            {
                return(false);
            }

            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 4, 4, 6, true, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            PlaceDoor(par1World, par2Random, par3StructureBoundingBox, DoorType, 1, 1, 0);
            PlaceDoor(par1World, par2Random, par3StructureBoundingBox, EnumDoor.OPENING, 1, 1, 6);
            RandomlyPlaceBlock(par1World, par3StructureBoundingBox, par2Random, 0.1F, 1, 2, 1, Block.TorchWood.BlockID, 0);
            RandomlyPlaceBlock(par1World, par3StructureBoundingBox, par2Random, 0.1F, 3, 2, 1, Block.TorchWood.BlockID, 0);
            RandomlyPlaceBlock(par1World, par3StructureBoundingBox, par2Random, 0.1F, 1, 2, 5, Block.TorchWood.BlockID, 0);
            RandomlyPlaceBlock(par1World, par3StructureBoundingBox, par2Random, 0.1F, 3, 2, 5, Block.TorchWood.BlockID, 0);

            if (ExpandsX)
            {
                FillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 2, 0, 3, 4, 0, 0, false);
            }

            if (ExpandsZ)
            {
                FillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 2, 4, 3, 4, 0, 0, false);
            }

            return(true);
        }
        /// <summary>
        /// 'second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
        /// the end, it adds Fences...'
        /// </summary>
        public override bool AddComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
        {
            if (IsLiquidInStructureBoundingBox(par1World, par3StructureBoundingBox))
            {
                return(false);
            }

            FillWithRandomizedBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 10, 6, 10, true, par2Random, StructureStrongholdPieces.GetStrongholdStones());
            PlaceDoor(par1World, par2Random, par3StructureBoundingBox, DoorType, 4, 1, 0);
            FillWithBlocks(par1World, par3StructureBoundingBox, 4, 1, 10, 6, 3, 10, 0, 0, false);
            FillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 4, 0, 3, 6, 0, 0, false);
            FillWithBlocks(par1World, par3StructureBoundingBox, 10, 1, 4, 10, 3, 6, 0, 0, false);

            switch (RoomType)
            {
            default:
                break;

            case 0:
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 5, 1, 5, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 5, 2, 5, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 5, 3, 5, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.TorchWood.BlockID, 0, 4, 3, 5, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.TorchWood.BlockID, 0, 6, 3, 5, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.TorchWood.BlockID, 0, 5, 3, 4, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.TorchWood.BlockID, 0, 5, 3, 6, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 0, 4, 1, 4, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 0, 4, 1, 5, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 0, 4, 1, 6, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 0, 6, 1, 4, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 0, 6, 1, 5, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 0, 6, 1, 6, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 0, 5, 1, 4, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StairSingle.BlockID, 0, 5, 1, 6, par3StructureBoundingBox);
                break;

            case 1:
                for (int i = 0; i < 5; i++)
                {
                    PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 3, 1, 3 + i, par3StructureBoundingBox);
                    PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 7, 1, 3 + i, par3StructureBoundingBox);
                    PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 3 + i, 1, 3, par3StructureBoundingBox);
                    PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 3 + i, 1, 7, par3StructureBoundingBox);
                }

                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 5, 1, 5, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 5, 2, 5, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.StoneBrick.BlockID, 0, 5, 3, 5, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.WaterMoving.BlockID, 0, 5, 4, 5, par3StructureBoundingBox);
                break;

            case 2:
                for (int j = 1; j <= 9; j++)
                {
                    PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, 1, 3, j, par3StructureBoundingBox);
                    PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, 9, 3, j, par3StructureBoundingBox);
                }

                for (int k = 1; k <= 9; k++)
                {
                    PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, k, 3, 1, par3StructureBoundingBox);
                    PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, k, 3, 9, par3StructureBoundingBox);
                }

                PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, 5, 1, 4, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, 5, 1, 6, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, 5, 3, 4, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, 5, 3, 6, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, 4, 1, 5, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, 6, 1, 5, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, 4, 3, 5, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, 6, 3, 5, par3StructureBoundingBox);

                for (int l = 1; l <= 3; l++)
                {
                    PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, 4, l, 4, par3StructureBoundingBox);
                    PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, 6, l, 4, par3StructureBoundingBox);
                    PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, 4, l, 6, par3StructureBoundingBox);
                    PlaceBlockAtCurrentPosition(par1World, Block.Cobblestone.BlockID, 0, 6, l, 6, par3StructureBoundingBox);
                }

                PlaceBlockAtCurrentPosition(par1World, Block.TorchWood.BlockID, 0, 5, 3, 5, par3StructureBoundingBox);

                for (int i1 = 2; i1 <= 8; i1++)
                {
                    PlaceBlockAtCurrentPosition(par1World, Block.Planks.BlockID, 0, 2, 3, i1, par3StructureBoundingBox);
                    PlaceBlockAtCurrentPosition(par1World, Block.Planks.BlockID, 0, 3, 3, i1, par3StructureBoundingBox);

                    if (i1 <= 3 || i1 >= 7)
                    {
                        PlaceBlockAtCurrentPosition(par1World, Block.Planks.BlockID, 0, 4, 3, i1, par3StructureBoundingBox);
                        PlaceBlockAtCurrentPosition(par1World, Block.Planks.BlockID, 0, 5, 3, i1, par3StructureBoundingBox);
                        PlaceBlockAtCurrentPosition(par1World, Block.Planks.BlockID, 0, 6, 3, i1, par3StructureBoundingBox);
                    }

                    PlaceBlockAtCurrentPosition(par1World, Block.Planks.BlockID, 0, 7, 3, i1, par3StructureBoundingBox);
                    PlaceBlockAtCurrentPosition(par1World, Block.Planks.BlockID, 0, 8, 3, i1, par3StructureBoundingBox);
                }

                PlaceBlockAtCurrentPosition(par1World, Block.Ladder.BlockID, GetMetadataWithOffset(Block.Ladder.BlockID, 4), 9, 1, 3, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Ladder.BlockID, GetMetadataWithOffset(Block.Ladder.BlockID, 4), 9, 2, 3, par3StructureBoundingBox);
                PlaceBlockAtCurrentPosition(par1World, Block.Ladder.BlockID, GetMetadataWithOffset(Block.Ladder.BlockID, 4), 9, 3, 3, par3StructureBoundingBox);
                CreateTreasureChestAtCurrentPosition(par1World, par3StructureBoundingBox, par2Random, 3, 4, 8, ChestLoot, 1 + par2Random.Next(4));
                break;
            }

            return(true);
        }