Changed how Random is initialized in SchematicLoader to prevent issues
with dim doors in the same chunks leading to the same dungeon. The
selection seems much more varied now. Also changed the hardcoded config
for the default dungeon chains to the one we'll be using later (from a
file). For testing purposes.
Completed a basic version of configurable dungeon chains. Almost all of
the final funcionality is present. However, the configuration is
hardcoded at the moment, not read from a file. This was done for testing
purposes. I'll add reading from config files soon.
Dungeon packs are partially implemented. Built-in and custom dungeons
are currently thrown into the default pack, Ruins. The next step is to
generalize the dungeon registration code in DungeonHelper so that we can
detect dungeon packs, read their config files, and register dungeons
with their corresponding pack. dd-export will need to support packs as
well. dd-rift will have issues dealing with duplicate dungeon names
across packs, but this isn't a major concern and can be dealt with in
the long term.
Completed enough of the implementation and integration to compile DD.
Some portions of the code are only for testing and will be removed
later. The configuration for default dungeons is hardcoded - we can
parse config files once we're certain that dungeon chains work. At the
moment, dungeons generate but it doesn't seem like the rules we set are
being followed properly.
Renamed OptimizedRule to DungeonChainRule, and renamed the old
DungeonChainRule to DungeonChainRuleDefinition, to match the role of
each class better. Added some hax to DungeonGenerator to get packs
integrated - the implementation will be much cleaner once the new save
format is done.
Started implementing our support for dungeon packs. The code is not
usable yet and the mod is not functional at this stage. A few additional
changes should make it testable. A significant obstacle to implementing
dungeon packs easily is that DungeonGenerator doesn't have some
necessary information and shouldn't be modified. Even if it is modified,
old serialized instances wouldn't have the new fields initialized. I'm
having to create workarounds until we implement the new save format.
DungeonPack handles all of the logic of selecting a dungeon and
verifying whether its type is valid. It relies on DungeonChainRule and
OptimizedRule to check which dungeons should be generated next given a
list of the dungeons in a chain. DungeonType maps types in packs to ID
numbers and provides a reference to the pack that owns the type.
DungeonPackConfig will carry config information to be passed to the
DungeonPack constructor.
Fixed rifts not moving correctly when moving dungeons to stay inside
world bounds
Regular pockets stay in world bounds.
RiftRegenerator no longer NPEs
Fixes#48, #63
Changed SchematicLoader to use new dimHelper functions to move links
around. This should have allowed us to shift dungeons safely.
Unfortunately, Minecraft still crashes, so the link functions aren't
working as advertised. Please figure out what's going on. >_< The code
is done, it's just link issues that prevent it from working.
Completed changes so that our code uses registerDungeon() (formerly
registerCustomDungeons() ) to register all dungeons, both bundled with
the mod and custom ones. Made some changes to the code to hide
implementation details from other classes. Also, I had some problems
with old dungeons being mixed into the renamed ones. I had to remove
fallingTNThall from the schematics folder and deleted the WIP folder
because I think we have completed versions of those schematics already.
Some of our dungeons have pre-filled chests and the contents are more
generous than our current loot system (e.g. ruinsO has a prefilled
chest). I'll have to wipe all the chests later.
Added code to SchematicLoader to adjust the Y coordinate of the
destination link into a dungeon before the dungeon is created.
IMPORTANT: The code is commented out at the moment because it causes a
link-related NullPointerException. A link needs to be updated through
DimHelper but the code is hard to follow so I've decided to just not
touch it - Steven will have to do it.
The function adjustDestinationY() checks if the given entrance location
would place any portion of the dungeon outside the vertical bounds of
the world. If so, it corrects the location while moving it as little as
possible from its original place.
Also added some checks to make sure that any schematic we load has an
entrance door. Otherwise, load defaultBreak instead. And I cut down on
the absurd number of compiler warnings in dimHelper. <_< Stop accessing
static fields as instance fields!
Added validation to SchematicLoader that prevents dungeons beyond
certain maximum dimensions from being loaded. Our current limits are the
same as the largest dungeon we could export. Rewrote
generateDungeonPocket() to handle that possible failure better.
Improved DungeonSchematic to the point that it can replace
SchematicLoader as our method of loading dungeons. Some of the code was
copied over rather than refactored to save time. It's been subdivided so
make it much more readable. Also, we can reimplement portions of it as
WorldOperations later on further remove redudancy. Testing shows that
there is one problem left to fix: door blocks are not being set up
correctly at the moment. Rifts are being set up properly and attaching
doors to rifts will show that dungeons continue to generate fine.
Added classes to support DungeonSchematic and its additional filtering
logic on import and export. SpecialBlockFinder handles listing the
entrance, other doors in the dungeon, and end portal frames.
FillContainersOperation is a WorldOperation that fills chests and
dispensers. BlockRotator is a temporary class to hold
transformMetadata() and transformPoint() until we rewrite that code
later.
Stripped out most of the code from SchematicLoader to ensure it's no
longer used. The only remaining function sets up dungeon pockets. We can
phase it out in a later version so as not to delay our release. Removed
references to SchematicLoader in mod_pocketDim since it no longer needs
to be instantiated.
Renamed MobObelisk to MobMonolith. Renamed LimboSkyProvider and
PocketProvider to have Xs at the ends of their names. This is temporary
so that I can change the name's capitalization. Windows considers the
names the same because it's file naming is case insensitive.
Added code for SchematicLoader so that hoppers will rotate properly.
This was probably not considered an issue before we had support for tile
entity exports and imports. Now it's critical that we support hoppers.
There are other blocks that are still not supported - we should really
fix this in the future so that all blocks will rotate. The code for this
is overly complicated - we should look into a simpler method.
I modified the way SchematicLoader handles blocks with metadata.
Previously, we would always copy metadata over without additional
checks. If we converted a mod block into Fabric of Reality, metadata
would have no effect because FoR did not have subtypes. Now that FoR has
subtypes, loading metadata blindly could cause unexpected effects, such
as generating Ancient Fabric instead of FoR. I changed the code so that
we only count a block as "changed" if we change its block ID and we
don't want to preserve the original metadata. In that case, the metadata
is set to 0.
Changed transformMetadata() from a public instance function to a private
static function. I was curious as to whether it was being used by code
outside SchematicLoader. The code compiles so it must be local-only. In
the future, when we switch from using this function to the rotation
class, the compiler will warn us that this function is no longer being
used. Then we'll remember to remove it.
Removed a comment from SchematicLoader.transformPoint() that is no
longer relevant. It refers to counterclockwise rotations even though our
rotations are commented as clockwise now.
Changed SchematicLoader so that schematics that have entrances that are
not facing North will still be rotated properly. This involves a
workaround for transformMetadata() since it assumes schematics are
always saved "facing" North.
I've tested this and it's working perfectly, with one exception. If you
create a rift with dd-rift to a dungeon that wasn't saved pointing
North, the rifts sometimes appear beside the player, instead of in the
block where the player's head is. Sometimes you'll appear in the dungeon
facing the right way. Other times, you'll appear inside a wall adjacent
to the entrance or near the entrance facing the wrong way. I have not
managed to narrow down why this happens.
Rotations in SchematicLoader are understandable now. I changed all the
code to use transformPoint() and made sure that the rotations in there
are correct. Testing shows that rooms are being generated correctly. I
also edited portions of the code for clarity and removed some debug
prints. The loading process now allows permafabric to generate - it was
previously converted into regular fabric of reality. For the moment,
the code is stuck to assume that the entry direction is North. I'll
remove that constraint in the next commit.
It turns out my earlier commits didn't completely fix things because
certain implementation details were missing. I had assumed they were
done. Also, some of the information I had regarding the default
schematic orientation was wrong. This commit remedies most of those
problems with a robust rotation implementation. However, I haven't added
the code for linking Warp Doors yet, and there is a bug with tile
entities getting reversed in East/West oriented rooms. Not sure why
that's happening.
It turns out that rotation hadn't been implemented in the code I moved
during my last commit. I've changed things slightly to implement
rotation. I also renamed some coordinate variables to prevent confusion.
Fixed reference to CommandRegenPocket - should be CommandResetDungeons.
Autofixed indentation in SchematicLoader. I wanted to commit that change
before doing any more code changes but I forgot. Then I fixed the code
that calculates the coordinate offsets so our dungeons rotate right. It
was pretty simple - all I had to do was move the xCooe and zCooe
calculations into the loops so they're recalculated to account for
rotation. I rearranged the loops for optimal performance.
Dimensional dungeon loot chests are now registered with Forge. Other
mods can tap into our chests and our own generation is cleaner. The list
of items in our chests is generated in DDLoot.
Moved all configuration variables from mod_pocketDim to DDProperties
(formerly DimDoorsConfig). Changed property names to be clearer in
config file, modified some comments, and generally cleaned up the config
file. Fixed some missing properties and variables that were reading from
the wrong properties. Modified the order in which mod_pocketDim
instantiated some of its static fields so that they would load after
properties are read. Almost all classes load after properties are read.
Fixed indentation across various files and replaced references to
properties in mod_pocketDim with references to DDProperties.