Minor Change
Minor change. Renamed all the functions in LimboDecay to begin with lowercase letters, as is the usual style for Java development. It slipped my mind for some reason. Uppercase starting letters is the usual style for C# development.
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1b8d2aed53
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03b727881a
3 changed files with 18 additions and 18 deletions
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@ -235,7 +235,7 @@ public class CommonTickHandler implements ITickHandler
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if (tickCount % LIMBO_DECAY_INTERVAL == 0)
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if (tickCount % LIMBO_DECAY_INTERVAL == 0)
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{
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{
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LimboDecay.ApplyRandomFastDecay();
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LimboDecay.applyRandomFastDecay();
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}
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}
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if (mod_pocketDim.teleTimer > 0)
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if (mod_pocketDim.teleTimer > 0)
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@ -31,7 +31,7 @@ public class LimboDecay {
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/**
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/**
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* Initializes the array containing the reversed sequence of block IDs that blocks cycle through during decay.
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* Initializes the array containing the reversed sequence of block IDs that blocks cycle through during decay.
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*/
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*/
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private static void InitializeDecaySequence()
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private static void initializeDecaySequence()
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{
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{
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if (decaySequence == null)
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if (decaySequence == null)
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{
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{
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@ -51,7 +51,7 @@ public class LimboDecay {
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* Checks the blocks orthogonally around a given location (presumably the location of an Unraveled Fabric block)
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* Checks the blocks orthogonally around a given location (presumably the location of an Unraveled Fabric block)
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* and applies Limbo decay to them. This gives the impression that decay spreads outward from Unraveled Fabric.
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* and applies Limbo decay to them. This gives the impression that decay spreads outward from Unraveled Fabric.
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*/
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*/
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public static void ApplySpreadDecay(World world, int x, int y, int z)
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public static void applySpreadDecay(World world, int x, int y, int z)
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{
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{
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if (properties == null)
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if (properties == null)
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properties = DDProperties.instance();
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properties = DDProperties.instance();
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@ -62,12 +62,12 @@ public class LimboDecay {
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{
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{
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//Apply decay to the blocks above, below, and on all four sides.
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//Apply decay to the blocks above, below, and on all four sides.
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//World.getBlockId() implements bounds checking, so we don't have to worry about reaching out of the world
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//World.getBlockId() implements bounds checking, so we don't have to worry about reaching out of the world
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DecayBlock(world, x - 1, y, z);
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decayBlock(world, x - 1, y, z);
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DecayBlock(world, x + 1, y, z);
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decayBlock(world, x + 1, y, z);
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DecayBlock(world, x, y, z - 1);
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decayBlock(world, x, y, z - 1);
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DecayBlock(world, x, y, z + 1);
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decayBlock(world, x, y, z + 1);
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DecayBlock(world, x, y - 1, z);
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decayBlock(world, x, y - 1, z);
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DecayBlock(world, x, y + 1, z);
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decayBlock(world, x, y + 1, z);
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}
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}
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}
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}
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@ -75,7 +75,7 @@ public class LimboDecay {
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* Picks random blocks from each active chunk in Limbo and, if decay is applicable, converts them directly to Unraveled Fabric.
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* Picks random blocks from each active chunk in Limbo and, if decay is applicable, converts them directly to Unraveled Fabric.
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* This decay method is designed to stop players from avoiding Limbo decay by building floating structures.
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* This decay method is designed to stop players from avoiding Limbo decay by building floating structures.
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*/
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*/
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public static void ApplyRandomFastDecay()
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public static void applyRandomFastDecay()
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{
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{
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if (properties == null)
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if (properties == null)
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properties = DDProperties.instance();
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properties = DDProperties.instance();
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@ -102,7 +102,7 @@ public class LimboDecay {
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x = chunkCoord.chunkXPos * CHUNK_SIZE + random.nextInt(CHUNK_SIZE);
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x = chunkCoord.chunkXPos * CHUNK_SIZE + random.nextInt(CHUNK_SIZE);
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z = chunkCoord.chunkZPos * CHUNK_SIZE + random.nextInt(CHUNK_SIZE);
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z = chunkCoord.chunkZPos * CHUNK_SIZE + random.nextInt(CHUNK_SIZE);
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y = sectionY + random.nextInt(SECTION_HEIGHT);
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y = sectionY + random.nextInt(SECTION_HEIGHT);
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DecayBlockFast(limbo, x, y, z);
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decayBlockFast(limbo, x, y, z);
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}
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}
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}
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}
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}
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}
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@ -111,10 +111,10 @@ public class LimboDecay {
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/**
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/**
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* Checks if a block can be decayed and, if so, changes it directly into Unraveled Fabric.
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* Checks if a block can be decayed and, if so, changes it directly into Unraveled Fabric.
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*/
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*/
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private static boolean DecayBlockFast(World world, int x, int y, int z)
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private static boolean decayBlockFast(World world, int x, int y, int z)
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{
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{
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int blockID = world.getBlockId(x, y, z);
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int blockID = world.getBlockId(x, y, z);
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if (CanDecayBlock(blockID))
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if (canDecayBlock(blockID))
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{
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{
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world.setBlock(x, y, z, properties.LimboBlockID);
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world.setBlock(x, y, z, properties.LimboBlockID);
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return true;
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return true;
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@ -125,14 +125,14 @@ public class LimboDecay {
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/**
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/**
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* Checks if a block can be decayed and, if so, changes it to the next block ID along the decay sequence.
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* Checks if a block can be decayed and, if so, changes it to the next block ID along the decay sequence.
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*/
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*/
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private static boolean DecayBlock(World world, int x, int y, int z)
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private static boolean decayBlock(World world, int x, int y, int z)
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{
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{
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//Make sure the decay sequence is initialized
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//Make sure the decay sequence is initialized
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InitializeDecaySequence();
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initializeDecaySequence();
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int index;
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int index;
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int blockID = world.getBlockId(x, y, z);
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int blockID = world.getBlockId(x, y, z);
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if (CanDecayBlock(blockID))
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if (canDecayBlock(blockID))
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{
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{
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//Loop over the block IDs that decay can go through.
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//Loop over the block IDs that decay can go through.
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//Find an index matching the current blockID, if any.
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//Find an index matching the current blockID, if any.
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@ -159,7 +159,7 @@ public class LimboDecay {
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/**
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/**
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* Checks if a block can decay. We will not decay air, Unraveled Fabric, Eternal Fabric, or containers.
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* Checks if a block can decay. We will not decay air, Unraveled Fabric, Eternal Fabric, or containers.
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*/
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*/
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private static boolean CanDecayBlock(int blockID)
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private static boolean canDecayBlock(int blockID)
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{
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{
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if (blockID == 0 || blockID == properties.LimboBlockID || blockID == properties.PermaFabricBlockID)
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if (blockID == 0 || blockID == properties.LimboBlockID || blockID == properties.PermaFabricBlockID)
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return false;
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return false;
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@ -56,7 +56,7 @@ public class BlockLimbo extends Block
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//Make sure this block is in Limbo
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//Make sure this block is in Limbo
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if (world.provider.dimensionId == limboDimensionID)
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if (world.provider.dimensionId == limboDimensionID)
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{
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{
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LimboDecay.ApplySpreadDecay(world, x, y, z);
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LimboDecay.applySpreadDecay(world, x, y, z);
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}
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}
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}
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}
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}
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}
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