Fix duplicate config defaults
* Remove defaults from config strings, forge adds these automatically * Inline default options constatns to make changing the defaults easier * Reformat config
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1 changed files with 47 additions and 93 deletions
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@ -20,27 +20,20 @@ public final class ModConfig { // TODO: localize the rest
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public static Monoliths monoliths = new Monoliths();
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public static Monoliths monoliths = new Monoliths();
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public static Limbo limbo = new Limbo();
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public static Limbo limbo = new Limbo();
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private final static int BASE_DIMENSION_ID_DEF = 684;
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private final static boolean USE_STATUS_BAR_DEF = true;
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private final static boolean CLOSE_DOOR_BEHIND_DEF = true;
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public static class General {
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public static class General {
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@Name("baseDimensionID")
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@Name("baseDimensionID")
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@Comment({"Dimension ID of the first Dimensional Doors dimension. Other dimensions will use consecutive IDs.",
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@Comment({"Dimension ID of the first Dimensional Doors dimension. Other dimensions will use consecutive IDs.",
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"It is strongly recommendended not to change this value. Only change it if it conflicts with other mods.",
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"It is strongly recommendended not to change this value. Only change it if it conflicts with other mods."})
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"Default: " + BASE_DIMENSION_ID_DEF})
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@RequiresWorldRestart
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@RequiresWorldRestart
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public int baseDimensionID = BASE_DIMENSION_ID_DEF;
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public int baseDimensionID = 684;
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@Name("useStatusBar")
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@Name("useStatusBar")
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@Comment({"When true, the status bar is used to relay status messages to the player, instead of the chat.",
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@Comment("When true, the status bar is used to relay status messages to the player, instead of the chat.")
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"Default: " + USE_STATUS_BAR_DEF})
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public boolean useStatusBar = true;
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public boolean useStatusBar = USE_STATUS_BAR_DEF;
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@Name("closeDoorBehind")
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@Name("closeDoorBehind")
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@Comment({"When true, Dimensional Doors will automatically close when the player enters their portal.",
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@Comment("When true, Dimensional Doors will automatically close when the player enters their portal.")
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"Default: " + CLOSE_DOOR_BEHIND_DEF})
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public boolean closeDoorBehind = true;
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public boolean closeDoorBehind = CLOSE_DOOR_BEHIND_DEF;
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@Name("closeDoorBehind")
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@Name("closeDoorBehind")
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@Comment("Distance in blocks to teleport the player in front of the dimensional door.")
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@Comment("Distance in blocks to teleport the player in front of the dimensional door.")
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@ -48,125 +41,86 @@ public final class ModConfig { // TODO: localize the rest
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public double teleportOffset = 1;
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public double teleportOffset = 1;
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}
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}
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private final static int POCKET_GRID_SIZE_MIN = 4;
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private final static int POCKET_GRID_SIZE_DEF = 32;
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private final static int MAX_POCKET_SIZE_MIN = 0;
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private final static int MAX_POCKET_SIZE_DEF = 15;
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private final static int PRIVATE_POCKET_SIZE_MIN = 0;
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private final static int PRIVATE_POCKET_SIZE_MAX = 7;
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private final static int PRIVATE_POCKET_SIZE_DEF = 2;
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private final static int PUBLIC_POCKET_SIZE_MIN = 0;
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private final static int PUBLIC_POCKET_SIZE_DEF = 1;
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private final static boolean LOAD_ALL_SCHEMATICS_DEF = false;
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public static class Pocket {
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public static class Pocket {
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@Name("A_pocketGridSize")
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@Name("A_pocketGridSize")
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@Comment({"Sets how many chunks apart all pockets in any pocket dimensions should be placed.",
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@Comment("Sets how many chunks apart all pockets in any pocket dimensions should be placed.")
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"Default: " + POCKET_GRID_SIZE_DEF})
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@RangeInt(min = 4)
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@RangeInt(min = POCKET_GRID_SIZE_MIN)
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public int pocketGridSize = 32;
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public int pocketGridSize = POCKET_GRID_SIZE_DEF;
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@Name("B_maxPocketSize")
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@Name("B_maxPocketSize")
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@Comment({"Sets the maximum size of any pocket. A 'maxPocketSize' of 'x' will allow for pockets up to (x + 1) * (x + 1) chunks.",
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@Comment({"Sets the maximum size of any pocket. A 'maxPocketSize' of 'x' will allow for pockets up to (x + 1) * (x + 1) chunks.",
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"If this is set to any value bigger than 'pocketGridSize / 2', the value of 'pocketGridSize / 2' will be used instead.",
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"If this is set to any value bigger than 'pocketGridSize / 2', the value of 'pocketGridSize / 2' will be used instead."})
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"Default: " + MAX_POCKET_SIZE_DEF})
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@RangeInt(min = 0)
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@RangeInt(min = MAX_POCKET_SIZE_MIN)
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public int maxPocketSize = 15;
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public int maxPocketSize = MAX_POCKET_SIZE_DEF;
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@Name("C_privatePocketSize")
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@Name("C_privatePocketSize")
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@Comment({"Sets the minimum size of a newly created Private Pocket.",
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@Comment({"Sets the minimum size of a newly created Private Pocket.",
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"If this is set to any value bigger than 'maxPocketSize', the value of 'maxPocketSize' will be used instead.",
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"If this is set to any value bigger than 'maxPocketSize', the value of 'maxPocketSize' will be used instead."})
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"Default: " + PRIVATE_POCKET_SIZE_DEF})
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@RangeInt(min = 0, max = 7)
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@RangeInt(min = PRIVATE_POCKET_SIZE_MIN, max = PRIVATE_POCKET_SIZE_MAX)
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public int privatePocketSize = 2;
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public int privatePocketSize = PRIVATE_POCKET_SIZE_DEF;
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@Name("D_publicPocketSize")
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@Name("D_publicPocketSize")
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@Comment({"Sets the minimum size of a newly created Public Pocket.",
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@Comment({"Sets the minimum size of a newly created Public Pocket.",
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"If this is set to any value bigger than 'privatePocketSize', the value of 'privatePocketSize' will be used instead.",
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"If this is set to any value bigger than 'privatePocketSize', the value of 'privatePocketSize' will be used instead."})
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"Default: " + PUBLIC_POCKET_SIZE_DEF})
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@RangeInt(min = 0)
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@RangeInt(min = PUBLIC_POCKET_SIZE_MIN)
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public int publicPocketSize = 1;
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public int publicPocketSize = PUBLIC_POCKET_SIZE_DEF;
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@Name("Z_loadAllSchematics")
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@Name("Z_loadAllSchematics")
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@Comment({"When true, all available Pocket Schematics will be loaded on game-start, even if the gridSize and pocketSize ",
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@Comment({"When true, all available Pocket Schematics will be loaded on game-start, even if the gridSize and pocketSize ",
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"configuration fields would exclude these schematics from being used in 'naturally generated' pockets.",
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"configuration fields would exclude these schematics from being used in 'naturally generated' pockets.",
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"The /pocket command can be used to force-generate these pockets for dungeon building- or testing-purposes.",
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"The /pocket command can be used to force-generate these pockets for dungeon building- or testing-purposes."})
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"Default: " + LOAD_ALL_SCHEMATICS_DEF})
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public boolean loadAllSchematics = false;
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public boolean loadAllSchematics = LOAD_ALL_SCHEMATICS_DEF;
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}
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}
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private final static double CLUSTER_GEN_CHANCE_MIN = 0.0;
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private final static double CLUSTER_GEN_CHANCE_MAX = 1.0;
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private final static double CLUSTER_GEN_CHANCE_DEF = 0.0002;
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private final static double GATEWAY_GEN_CHANCE_MIN = 0.0;
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private final static double GATEWAY_GEN_CHANCE_MAX = 1.0;
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private final static double GATEWAY_GEN_CHANCE_DEF = 0.0015;
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public static class World {
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public static class World {
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@Name("A_clusterGenChance")
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@Name("A_clusterGenChance")
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@Comment({"Sets the chance (out of 1.0) that a cluster of Rift Scars will generate in a given chunk.",
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@Comment("Sets the chance (out of 1.0) that a cluster of Rift Scars will generate in a given chunk.")
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"Default: " + CLUSTER_GEN_CHANCE_DEF})
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@RangeDouble(min = 0.0, max = 1.0)
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@RangeDouble(min = CLUSTER_GEN_CHANCE_MIN, max = CLUSTER_GEN_CHANCE_MAX)
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public double clusterGenChance = 0.0002;
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public double clusterGenChance = CLUSTER_GEN_CHANCE_DEF;
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@Name("A_gatewayGenChance")
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@Name("A_gatewayGenChance")
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@Comment({"Sets the chance (out of 1.0) that a Transient Portal gateway will generate in a given chunk.",
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@Comment("Sets the chance (out of 1.0) that a Transient Portal gateway will generate in a given chunk.")
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"Default: " + GATEWAY_GEN_CHANCE_DEF})
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@RangeDouble(min = 0.0, max = 1.0)
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@RangeDouble(min = GATEWAY_GEN_CHANCE_MIN, max = GATEWAY_GEN_CHANCE_MAX)
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public double gatewayGenChance = 0.0015;
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public double gatewayGenChance = GATEWAY_GEN_CHANCE_DEF;
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@Name("B_clusterDimBlacklist")
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@Name("B_clusterDimBlacklist")
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@Comment({"Dimension Blacklist for the generation of Rift Scar clusters. Add a dimension ID here to prevent generation in certain dimensions.",
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@Comment({"Dimension Blacklist for the generation of Rift Scar clusters. Add a dimension ID here to prevent generation in certain dimensions.",
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"Default: []"})
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"Default: []"})
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public int[] clusterDimBlacklist = {};
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public int[] clusterDimBlacklist = {};
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@Name("B_gatewayDimBlacklist")
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@Name("B_gatewayDimBlacklist")
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@Comment({"Dimension Blacklist for the generation of Transient Portal gateways. Add a dimension ID here to prevent generation in certain dimensions.",
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@Comment({"Dimension Blacklist for the generation of Transient Portal gateways. Add a dimension ID here to prevent generation in certain dimensions.",
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"Default: []"})
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"Default: []"})
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public int[] gatewayDimBlacklist = {};
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public int[] gatewayDimBlacklist = {};
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}
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}
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private final static int MAX_DUNGEON_DEPTH_DEF = 2000;
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private final static int MAX_DUNGEON_DEPTH_MIN = 100;
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public static class Dungeons {
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public static class Dungeons {
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@Name("maxDungeonDepth")
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@Name("maxDungeonDepth")
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@Comment({"The depth at which limbo is located. If a Rift reaches any deeper than this while searching for a new ",
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@Comment({"The depth at which limbo is located. If a Rift reaches any deeper than this while searching for a new ",
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"destination, the player trying to enter the Rift will be sent straight to Limbo.",
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"destination, the player trying to enter the Rift will be sent straight to Limbo."})
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"Default: " + MAX_DUNGEON_DEPTH_DEF})
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@RangeInt(min = 100)
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@RangeInt(min = MAX_DUNGEON_DEPTH_MIN)
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public int maxDungeonDepth = 2000;
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public int maxDungeonDepth = MAX_DUNGEON_DEPTH_DEF;
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}
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}
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private final static boolean DANGEROUS_LIMBO_MONOLITHS_DEF = false;
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private final static boolean MONOLITH_TELEPORTATION_DEF = true;
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public static class Monoliths {
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public static class Monoliths {
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@Name("dangerousLimboMonoliths")
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@Name("dangerousLimboMonoliths")
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@Comment({"When true, Monoliths in Limbo attack the player and deal damage.",
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@Comment("When true, Monoliths in Limbo attack the player and deal damage.")
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"Default: " + DANGEROUS_LIMBO_MONOLITHS_DEF})
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public boolean dangerousLimboMonoliths = false;
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public boolean dangerousLimboMonoliths = DANGEROUS_LIMBO_MONOLITHS_DEF;
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@Name("monolithTeleportation")
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@Name("monolithTeleportation")
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@Comment({"When true, being exposed to the gaze of Monoliths for too long, will cause the player to be teleported to the void above Limbo.",
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@Comment("When true, being exposed to the gaze of Monoliths for too long, will cause the player to be teleported to the void above Limbo.")
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"Default: " + MONOLITH_TELEPORTATION_DEF})
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public boolean monolithTeleportation = true;
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public boolean monolithTeleportation = MONOLITH_TELEPORTATION_DEF;
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}
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}
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private final static boolean UNIVERSAL_LIMBO_DEF = false;
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private final static boolean HARDCORE_LIMBO_DEF = false;
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public static class Limbo {
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public static class Limbo {
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@Name("universalLimbo")
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@Name("universalLimbo")
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@Comment({"When true, players are also teleported to Limbo when they die in any non-Pocket Dimension (except Limbo itself).",
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@Comment({"When true, players are also teleported to Limbo when they die in any non-Pocket Dimension (except Limbo itself).",
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"Otherwise, players only go to Limbo if they die in a Pocket Dimension.",
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"Otherwise, players only go to Limbo if they die in a Pocket Dimension."})
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"Default: " + UNIVERSAL_LIMBO_DEF})
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public boolean universalLimbo = false;
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public boolean universalLimbo = UNIVERSAL_LIMBO_DEF;
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@Name("hardcoreLimbo")
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@Name("hardcoreLimbo")
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@Comment({"When true, a player dying in Limbo will respawn in Limbo, making Eternal Fluid or Golden Dimensional Doors the only way to escape Limbo.",
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@Comment("When true, a player dying in Limbo will respawn in Limbo, making Eternal Fluid or Golden Dimensional Doors the only way to escape Limbo.")
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"Default: " + HARDCORE_LIMBO_DEF})
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public boolean hardcoreLimbo = false;
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public boolean hardcoreLimbo = HARDCORE_LIMBO_DEF;
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}
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}
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@SubscribeEvent
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@SubscribeEvent
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