Overhauled Loot

Changed our loot generation. Instead of relying on Minecraft's built-in
loot categories, we now have our own static loot category. There are two
types of chests now. Regular chests contain randomly-picked coal, iron,
gold, diamonds, emeralds, quartz, enchanted books, and golden apples
(very rare). We also have a function for filling out "grave chests",
which occur in 1 out of every 7 chests. Those contain rotten flesh,
bones, and some armor pieces and equipment that are assigned random
damage values and occasionally also get level 1 enchantments. Small
changes were made to various files to incorporate this update.
This commit is contained in:
SenseiKiwi 2013-12-22 18:30:16 -04:00
parent 75e103aa65
commit a6048c6c29
5 changed files with 221 additions and 158 deletions

View file

@ -1,145 +1,61 @@
package StevenDimDoors.mod_pocketDim;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Random;
import net.minecraft.enchantment.Enchantment;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.MathHelper;
import net.minecraft.util.WeightedRandom;
import net.minecraft.util.WeightedRandomChestContent;
import net.minecraftforge.common.ChestGenHooks;
import StevenDimDoors.mod_pocketDim.util.WeightedContainer;
/*
* Registers a category of loot chests for Dimensional Doors in Forge.
*/
public class DDLoot {
//These are the categories of loot to be merged into our chests
static final String[] chestSources = new String[] {
ChestGenHooks.MINESHAFT_CORRIDOR,
ChestGenHooks.PYRAMID_DESERT_CHEST,
ChestGenHooks.PYRAMID_JUNGLE_CHEST,
ChestGenHooks.STRONGHOLD_CORRIDOR,
ChestGenHooks.STRONGHOLD_CROSSING,
ChestGenHooks.VILLAGE_BLACKSMITH,
ChestGenHooks.DUNGEON_CHEST
};
private static final double MIN_ITEM_DAMAGE = 0.3;
private static final double MAX_ITEM_DAMAGE = 0.9;
private static final int ITEM_ENCHANTMENT_CHANCE = 50;
private static final int MAX_ITEM_ENCHANTMENT_CHANCE = 100;
public static final String DIMENSIONAL_DUNGEON_CHEST = "dimensionalDungeonChest";
public static ChestGenHooks DungeonChestInfo = null;
private static final int CHEST_SIZE = 5;
private static final int COMMON_LOOT_WEIGHT = 9; //1 less than weight of iron ingots
private static final int UNCOMMON_LOOT_WEIGHT = 4; //1 less than weight of iron armor
private static final int RARE_LOOT_WEIGHT = 1; //Same weight as music discs, golden apple
private static final int DUNGEON_CHEST_WEIGHT_INFLATION = 10; // (weight of iron ingots in dungeon) / (weight of iron ingots in other chests)
private DDLoot() { }
public static void registerInfo()
public static void registerInfo(DDProperties properties)
{
DDProperties properties = DDProperties.instance();
//Register the dimensional dungeon chest with ChestGenHooks. This isn't necessary, but allows
//other mods to add their own loot to our chests if they know our loot category, without having
//to interface with our code.
// Register the dimensional dungeon chest with ChestGenHooks. This isn't necessary, but allows
// other mods to add their own loot to our chests if they know our loot category, without having
// to interface with our code.
DungeonChestInfo = ChestGenHooks.getInfo(DIMENSIONAL_DUNGEON_CHEST);
DungeonChestInfo.setMin(CHEST_SIZE);
DungeonChestInfo.setMax(CHEST_SIZE);
//Merge the item lists from source chests
//This means chests will include future loot as Minecraft updates! ^_^
ArrayList<WeightedRandomChestContent> items = mergeCategories(chestSources);
//Add any enabled DD loot to the list of items
addContent(properties.FabricOfRealityLootEnabled, items, mod_pocketDim.blockDimWall.blockID, 8, 32, COMMON_LOOT_WEIGHT);
ArrayList<WeightedRandomChestContent> items = new ArrayList<WeightedRandomChestContent>();
addContent(true, items, Item.ingotIron.itemID, 160, 1, 3);
addContent(true, items, Item.coal.itemID, 120, 1, 3);
addContent(true, items, Item.netherQuartz.itemID, 120, 1, 3);
addContent(true, items, Item.enchantedBook.itemID, 100);
addContent(true, items, Item.ingotGold.itemID, 80, 1, 3);
addContent(true, items, Item.diamond.itemID, 40, 1, 2);
addContent(true, items, Item.emerald.itemID, 20, 1, 2);
addContent(true, items, Item.appleGold.itemID, 10);
addContent(properties.DimensionalDoorLootEnabled, items, mod_pocketDim.itemDimDoor.itemID, UNCOMMON_LOOT_WEIGHT);
addContent(properties.WarpDoorLootEnabled, items, mod_pocketDim.itemExitDoor.itemID, UNCOMMON_LOOT_WEIGHT);
addContent(properties.TransTrapdoorLootEnabled, items, mod_pocketDim.transTrapdoor.blockID, UNCOMMON_LOOT_WEIGHT);
addContent(properties.RiftSignatureLootEnabled, items, mod_pocketDim.itemLinkSignature.itemID, UNCOMMON_LOOT_WEIGHT);
addContent(properties.StableFabricLootEnabled, items, mod_pocketDim.itemStableFabric.itemID, UNCOMMON_LOOT_WEIGHT);
addContent(properties.RiftRemoverLootEnabled, items, mod_pocketDim.itemRiftRemover.itemID, UNCOMMON_LOOT_WEIGHT);
addContent(properties.UnstableDoorLootEnabled, items, mod_pocketDim.itemChaosDoor.itemID, RARE_LOOT_WEIGHT);
addContent(properties.StabilizedRiftSignatureLootEnabled, items, mod_pocketDim.itemStabilizedLinkSignature.itemID, RARE_LOOT_WEIGHT);
addContent(properties.RiftBladeLootEnabled, items, mod_pocketDim.itemRiftBlade.itemID, RARE_LOOT_WEIGHT);
//Add all the items to our dungeon chest
addContent(properties.FabricOfRealityLootEnabled, items, mod_pocketDim.blockDimWall.blockID, 80, 4, 16);
addContent(properties.StableFabricLootEnabled, items, mod_pocketDim.itemStableFabric.itemID, 40);
// Add all the items to our dungeon chest
addItemsToContainer(DungeonChestInfo, items);
}
private static ArrayList<WeightedRandomChestContent> mergeCategories(String[] categories)
{
//Retrieve the items of each container category and merge the lists together. If two matching items
//are found, choose the item with the minimum weight. Special checks are included for DUNGEON_CHEST
//because the items in that category have strange weights that are incompatible with all other
//chest categories.
Random random = new Random();
HashMap<Integer, WeightedRandomChestContent> container = new HashMap<Integer, WeightedRandomChestContent>();
for (String category : categories)
{
WeightedRandomChestContent[] items = ChestGenHooks.getItems(category, random);
for (WeightedRandomChestContent item : items)
{
ItemStack stack = item.theItemId;
int id = stack.itemID;
int subtype = stack.getItem().getHasSubtypes() ? stack.getItemDamage() : 0;
//Correct the weights of Vanilla dungeon chests (DUNGEON_CHEST)
//Comparing by String references is valid here since they should match!
if (category == ChestGenHooks.DUNGEON_CHEST)
{
//It's okay to modify the weights directly. These are copies of instances,
//not direct references. It won't affect Vanilla chests.
item.itemWeight /= DUNGEON_CHEST_WEIGHT_INFLATION;
if (item.itemWeight == 0)
item.itemWeight = 1;
}
//Generate an identifier for this item using its item ID and damage value,
//if it has subtypes. This solves the issue of matching items that have
//the same item ID but different subtypes (e.g. wood planks, dyes).
int key = ((subtype & 0xFFFF) << 16) + ((id & 0xFFFF) << 16);
WeightedRandomChestContent other = container.get(key);
if (other == null)
{
//This item has not been seen before. Simply add it to the container.
container.put(key, item);
}
else
{
//This item conflicts with an existing entry. Replace that entry
//if our current item has a lower weight.
if (item.itemWeight < other.itemWeight)
{
container.put(key, item);
}
}
}
}
//I've added a minor hack here to make enchanted books more common
//If this is necessary for more items, create an override table and use that
//rather than hardcoding the changes below
final int enchantedBookID = Item.enchantedBook.itemID;
for (WeightedRandomChestContent item : container.values())
{
if (item.theItemId.itemID == enchantedBookID)
{
item.itemWeight = 4;
break;
}
}
//Return merged list
return new ArrayList<WeightedRandomChestContent>( container.values() );
}
private static void addContent(boolean include, ArrayList<WeightedRandomChestContent> items,
int itemID, int weight)
{
@ -148,7 +64,7 @@ public class DDLoot {
}
private static void addContent(boolean include, ArrayList<WeightedRandomChestContent> items,
int itemID, int minAmount, int maxAmount, int weight)
int itemID, int weight, int minAmount, int maxAmount)
{
if (include)
items.add(new WeightedRandomChestContent(itemID, 0, minAmount, maxAmount, weight));
@ -156,57 +72,191 @@ public class DDLoot {
private static void addItemsToContainer(ChestGenHooks container, ArrayList<WeightedRandomChestContent> items)
{
//System.out.println("Preparing Chest Stuff");
for (WeightedRandomChestContent item : items)
{
container.addItem(item);
//Uncomment this code to print out loot and weight pairs
//System.out.println(item.theItemId.getDisplayName() + "\t" + item.itemWeight);
}
}
private static void fillChest(ArrayList<ItemStack> stacks, IInventory inventory, Random random)
{
// This custom chest-filling function avoids overwriting item stacks
// The prime number below is used for choosing chest slots in a seemingly-random pattern. Its value
// was selected specifically to achieve a spread-out distribution for chests with up to 104 slots.
// Choosing a prime number ensures that our increments are relatively-prime to the chest size, which
// means we'll cover all the slots before repeating any. This is mathematically guaranteed.
final int primeOffset = 239333;
int size = inventory.getSizeInventory();
for (ItemStack item : stacks)
{
int limit = size;
int index = random.nextInt(size);
while (limit > 0 && inventory.getStackInSlot(index) != null)
{
limit--;
index = (index + primeOffset) % size;
}
inventory.setInventorySlotContents(index, item);
}
}
public static void generateChestContents(ChestGenHooks chestInfo, IInventory inventory, Random random)
{
//This is a custom version of net.minecraft.util.WeightedRandomChestContent.generateChestContents()
//It's designed to avoid the following bugs in MC 1.5:
//1. The randomized filling algorithm will sometimes overwrite item stacks with other stacks
//2. If multiple enchanted books appear, then they will have the same enchantment
//The prime number below is used for choosing chest slots in a seemingly-random pattern. Its value
//was selected specifically to achieve a spread-out distribution for chests with up to 104 slots.
//Choosing a prime number ensures that our increments are relatively-prime to the chest size, which
//means we'll cover all the slots before repeating any. This is mathematically guaranteed.
final int primeOffset = 239333;
// This is a custom version of net.minecraft.util.WeightedRandomChestContent.generateChestContents()
// It's designed to avoid the following bugs in MC 1.5:
// 1. If multiple enchanted books appear, then they will have the same enchantment
// 2. The randomized filling algorithm will sometimes overwrite item stacks with other stacks
int count = chestInfo.getCount(random);
int size = inventory.getSizeInventory();
WeightedRandomChestContent[] content = chestInfo.getItems(random);
ArrayList<ItemStack> allStacks = new ArrayList<ItemStack>();
for (int k = 0; k < count; k++)
{
WeightedRandomChestContent selection = (WeightedRandomChestContent)WeightedRandom.getRandomItem(random, content);
//Call getChestGenBase() to make sure we generate a different enchantment for books.
//Don't just use a condition to check if the item is an instance of ItemEnchantedBook because
//we don't know if other mods might add items that also need to be regenerated.
// Call getChestGenBase() to make sure we generate a different enchantment for books.
// Don't just use a condition to check if the item is an instance of ItemEnchantedBook because
// we don't know if other mods might add items that also need to be regenerated.
selection = selection.theItemId.getItem().getChestGenBase(chestInfo, random, selection);
ItemStack[] stacks = ChestGenHooks.generateStacks(random, selection.theItemId, selection.theMinimumChanceToGenerateItem, selection.theMaximumChanceToGenerateItem);
for (ItemStack item : stacks)
for (int h = 0; h < stacks.length; h++)
{
int limit = size;
int index = random.nextInt(size);
while (limit > 0 && inventory.getStackInSlot(index) != null)
{
limit--;
index = (index + primeOffset) % size;
}
inventory.setInventorySlotContents(index, item);
allStacks.add(stacks[h]);
}
}
fillChest(allStacks, inventory, random);
}
public static void fillGraveChest(IInventory inventory, Random random, DDProperties properties)
{
// This function fills "grave chests", which are chests for dungeons that
// look like a player died in the area and his remains were gathered in
// a chest. Doing this properly requires fine control of loot generation,
// so we use our own function rather than Minecraft's functions.
int k;
int count;
ArrayList<ItemStack> stacks = new ArrayList<ItemStack>();
ArrayList<WeightedContainer<Item>> selection = new ArrayList<WeightedContainer<Item>>();
// Insert bones and rotten flesh
// Make stacks of single items to spread them out
count = MathHelper.getRandomIntegerInRange(random, 2, 5);
for (k = 0; k < count; k++)
{
stacks.add( new ItemStack(Item.bone, 1) );
}
count = MathHelper.getRandomIntegerInRange(random, 2, 4);
for (k = 0; k < count; k++)
{
stacks.add( new ItemStack(Item.rottenFlesh, 1) );
}
// Insert tools
// 30% chance of adding a pickaxe
if (random.nextInt(100) < 30)
{
addModifiedTool(Item.pickaxeIron, stacks, random);
}
// 30% chance of adding a bow and some arrows
if (random.nextInt(100) < 30)
{
addModifiedBow(stacks, random);
stacks.add( new ItemStack(Item.arrow, MathHelper.getRandomIntegerInRange(random, 8, 32)) );
}
// 10% chance of adding a Rift Blade (no enchants)
if (properties.RiftBladeLootEnabled && random.nextInt(100) < 10)
{
stacks.add( new ItemStack(mod_pocketDim.itemRiftBlade, 1) );
}
else
{
// 20% of adding an iron sword, 10% of adding a stone sword
addModifiedSword( getRandomItem(Item.swordIron, Item.swordStone, null, 20, 10, random) , stacks, random);
}
// Insert equipment
// For each piece, 25% of an iron piece, 10% of a chainmail piece
addModifiedEquipment( getRandomItem(Item.helmetIron, Item.helmetChain, null, 25, 10, random) , stacks, random);
addModifiedEquipment( getRandomItem(Item.plateIron, Item.plateChain, null, 25, 10, random) , stacks, random);
addModifiedEquipment( getRandomItem(Item.legsIron, Item.legsChain, null, 25, 10, random) , stacks, random);
addModifiedEquipment( getRandomItem(Item.bootsIron, Item.bootsChain, null, 25, 10, random) , stacks, random);
// Insert other random stuff
// 40% chance for a name tag, 35% chance for a glass bottle, and 5% chance for record 11
addItemWithChance(stacks, random, 40, Item.nameTag, 1);
addItemWithChance(stacks, random, 35, Item.glassBottle, 1);
addItemWithChance(stacks, random, 5, Item.record11, 1);
fillChest(stacks, inventory, random);
}
private static void addModifiedEquipment(Item item, ArrayList<ItemStack> stacks, Random random)
{
if (item == null)
return;
stacks.add( getModifiedItem(item, random, new Enchantment[] { Enchantment.blastProtection, Enchantment.fireProtection, Enchantment.protection, Enchantment.projectileProtection }) );
}
private static void addModifiedSword(Item item, ArrayList<ItemStack> stacks, Random random)
{
if (item == null)
return;
stacks.add( getModifiedItem(item, random, new Enchantment[] { Enchantment.fireAspect, Enchantment.knockback, Enchantment.sharpness }) );
}
private static void addModifiedTool(Item tool, ArrayList<ItemStack> stacks, Random random)
{
if (tool == null)
return;
stacks.add( getModifiedItem(tool, random, new Enchantment[] { Enchantment.efficiency, Enchantment.unbreaking }) );
}
private static void addModifiedBow(ArrayList<ItemStack> stacks, Random random)
{
stacks.add( getModifiedItem(Item.bow, random, new Enchantment[] { Enchantment.flame, Enchantment.power, Enchantment.punch }) );
}
private static ItemStack getModifiedItem(Item item, Random random, Enchantment[] enchantments)
{
ItemStack result = applyRandomDamage(item, random);
if (enchantments.length > 0 && random.nextInt(MAX_ITEM_ENCHANTMENT_CHANCE) < ITEM_ENCHANTMENT_CHANCE)
{
result.addEnchantment(enchantments[ random.nextInt(enchantments.length) ], 1);
}
return result;
}
private static Item getRandomItem(Item a, Item b, Item c, int weightA, int weightB, Random random)
{
int roll = random.nextInt(100);
if (roll < weightA)
return a;
if (roll < weightA + weightB)
return b;
return c;
}
private static void addItemWithChance(ArrayList<ItemStack> stacks, Random random, int chance, Item item, int count)
{
if (random.nextInt(100) < chance)
{
stacks.add(new ItemStack(item, count));
}
}
private static ItemStack applyRandomDamage(Item item, Random random)
{
int damage = (int) (item.getMaxDamage() * MathHelper.getRandomDoubleInRange(random, MIN_ITEM_DAMAGE, MAX_ITEM_DAMAGE));
return new ItemStack(item, 1, damage);
}
}

View file

@ -170,7 +170,7 @@ public class DungeonSchematic extends Schematic {
return new DungeonSchematic(Schematic.copyFromWorld(world, x, y, z, width, height, length, doCompactBounds));
}
public void copyToWorld(World world, Point3D pocketCenter, int targetOrientation, DimLink entryLink, Random random)
public void copyToWorld(World world, Point3D pocketCenter, int targetOrientation, DimLink entryLink, Random random, DDProperties properties)
{
//TODO: This function is an improvised solution so we can get the release moving. In the future,
//we should generalize block transformations and implement support for them at the level of Schematic,
@ -224,10 +224,10 @@ public class DungeonSchematic extends Schematic {
world.setBlockTileEntity(pocketPoint.getX(), pocketPoint.getY(), pocketPoint.getZ(), TileEntity.createAndLoadEntity(tileTag));
}
setUpDungeon(PocketManager.getDimensionData(world), world, pocketCenter, turnAngle, entryLink, random);
setUpDungeon(PocketManager.getDimensionData(world), world, pocketCenter, turnAngle, entryLink, random, properties);
}
private void setUpDungeon(NewDimData dimension, World world, Point3D pocketCenter, int turnAngle, DimLink entryLink, Random random)
private void setUpDungeon(NewDimData dimension, World world, Point3D pocketCenter, int turnAngle, DimLink entryLink, Random random, DDProperties properties)
{
//Transform dungeon corners
Point3D minCorner = new Point3D(0, 0, 0);
@ -235,7 +235,7 @@ public class DungeonSchematic extends Schematic {
transformCorners(entranceDoorLocation, pocketCenter, turnAngle, minCorner, maxCorner);
//Fill empty chests and dispensers
FillContainersOperation filler = new FillContainersOperation(random);
FillContainersOperation filler = new FillContainersOperation(random, properties);
filler.apply(world, minCorner, maxCorner);
//Set up entrance door rift
@ -302,7 +302,7 @@ public class DungeonSchematic extends Schematic {
Point3D location = point.clone();
BlockRotator.transformPoint(location, entrance, rotation, pocketCenter);
int orientation = world.getBlockMetadata(location.getX(), location.getY()-1, location.getZ());
dimension.createLink(location.getX(), location.getY(), location.getZ(), LinkTypes.DUNGEON_EXIT,orientation);
dimension.createLink(location.getX(), location.getY(), location.getZ(), LinkTypes.DUNGEON_EXIT, orientation);
//Replace the sandstone block under the exit door with the same block as the one underneath it
int x = location.getX();
int y = location.getY() - 3;
@ -322,7 +322,7 @@ public class DungeonSchematic extends Schematic {
BlockRotator.transformPoint(location, entrance, rotation, pocketCenter);
int orientation = world.getBlockMetadata(location.getX(), location.getY()-1, location.getZ());
dimension.createLink(location.getX(), location.getY(), location.getZ(), LinkTypes.DUNGEON,orientation);
dimension.createLink(location.getX(), location.getY(), location.getZ(), LinkTypes.DUNGEON, orientation);
}
private static void spawnMonolith(World world, Point3D point, Point3D entrance, int rotation, Point3D pocketCenter, boolean canSpawn)

View file

@ -12,16 +12,22 @@ import net.minecraft.tileentity.TileEntityChest;
import net.minecraft.tileentity.TileEntityDispenser;
import net.minecraft.world.World;
import StevenDimDoors.mod_pocketDim.DDLoot;
import StevenDimDoors.mod_pocketDim.DDProperties;
import StevenDimDoors.mod_pocketDim.schematic.WorldOperation;
public class FillContainersOperation extends WorldOperation
{
private Random random;
private DDProperties properties;
public FillContainersOperation(Random random)
private static final int GRAVE_CHEST_CHANCE = 100;
private static final int MAX_GRAVE_CHEST_CHANCE = 700;
public FillContainersOperation(Random random, DDProperties properties)
{
super("FillContainersOperation");
this.random = random;
this.properties = properties;
}
@Override
@ -29,22 +35,30 @@ public class FillContainersOperation extends WorldOperation
{
int blockID = world.getBlockId(x, y, z);
//Fill empty chests and dispensers
// Fill empty chests and dispensers
if (Block.blocksList[blockID] instanceof BlockContainer)
{
TileEntity tileEntity = world.getBlockTileEntity(x, y, z);
//Fill chests
// Fill chests
if (tileEntity instanceof TileEntityChest)
{
TileEntityChest chest = (TileEntityChest) tileEntity;
if (isInventoryEmpty(chest))
{
DDLoot.generateChestContents(DDLoot.DungeonChestInfo, chest, random);
// Randomly choose whether this will be a regular dungeon chest or a grave chest
if (random.nextInt(MAX_GRAVE_CHEST_CHANCE) < GRAVE_CHEST_CHANCE)
{
DDLoot.fillGraveChest(chest, random, properties);
}
else
{
DDLoot.generateChestContents(DDLoot.DungeonChestInfo, chest, random);
}
}
}
//Fill dispensers
// Fill dispensers
if (tileEntity instanceof TileEntityDispenser)
{
TileEntityDispenser dispenser = (TileEntityDispenser) tileEntity;

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@ -279,6 +279,9 @@ public class mod_pocketDim
CraftingManager.registerRecipies();
DungeonHelper.initialize();
// Register loot chests
DDLoot.registerInfo(properties);
proxy.loadTextures();
proxy.registerRenderers();
}
@ -288,9 +291,8 @@ public class mod_pocketDim
public void onPostInitialization(FMLPostInitializationEvent event)
{
ForgeChunkManager.setForcedChunkLoadingCallback(instance, new ChunkLoaderHelper());
//Register loot chests
DDLoot.registerInfo();
}
@EventHandler
public void onServerStopping(FMLServerStoppingEvent event)
{

View file

@ -78,7 +78,6 @@ public class PocketBuilder
dimension.createLink(oldLinkPos, LinkTypes.SAFE_EXIT, (orientation+2)%4);
return false;
}
@SuppressWarnings("unused") // ?
NewDimData parent = PocketManager.getDimensionData(incomingLink.source().getDimension());
if (!dimension.isDungeon())
@ -106,7 +105,7 @@ public class PocketBuilder
}
Point3D destination = new Point3D(incomingLink.destination());
loadAndValidateDungeon(dimension.dungeon(),properties).copyToWorld(world, destination, originLink.orientation(), incomingLink, random);
loadAndValidateDungeon(dimension.dungeon(), properties).copyToWorld(world, destination, originLink.orientation(), incomingLink, random, properties);
dimension.setFilled(true);
return true;
}
@ -115,8 +114,6 @@ public class PocketBuilder
e.printStackTrace();
return false;
}
}
private static boolean buildDungeonPocket(DungeonData dungeon, NewDimData dimension, DimLink link, DungeonSchematic schematic,World world, DDProperties properties)
@ -140,7 +137,7 @@ public class PocketBuilder
destination.setY( yCoordHelper.adjustDestinationY(destination.getY(), world.getHeight(), schematic.getEntranceDoorLocation().getY(), schematic.getHeight()) );
//Generate the dungeon
schematic.copyToWorld(world, destination, orientation, link, random);
schematic.copyToWorld(world, destination, orientation, link, random, properties);
//Finish up destination initialization
dimension.initializeDungeon(destination.getX(), destination.getY(), destination.getZ(), orientation, link, dungeon);