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.
Overhauled the way in which CommonTickHandler triggers tick-based
actions such as Limbo decay, spawning Monoliths, and regenerating rifts.
Now CommonTickHandler implements an interface called IRegularTickSender,
which indicates that it will periodically call on classes that implement
IRegulatTickReceiver to perform some task. I added classes for each
regularly scheduled task we were performing: MonolithSpawner and
RiftRegenerator, plus converted LimboDecay to a normal class instead of
a static class. Modified several classes so that they have access to
the MonolithSpawner instance to request MonolithSpawning when needed.
This improves the structure of our code and gets us away from the way we
did things before, which was accessing a public static list inside
CommonTickHandler from other classes and adding arrays to specify chunk
coordinates. We should not be exposing the internal state of classes
like that! And we should be using clearly defined objects to pass
information.
Moved CommonTickHandler into the ticking package in preparation for the
next change. Renamed CommandStartDungeonCreation to CommandCreatePocket,
since creation pockets of variable sizes will be its future role now
that it's not strictly necessary for exporting. Renamed
CommandEndDungeonCreation to CommandExportDungeon, since we no longer
have a dungeon creation process like before.
Improved code in PocketGenerator. Restricted Monolith generation to the
chunk in which populate() is being applied. We should not be generating
Monoliths outside that chunk. Changed condition that would exit the
function if the next available space for a Monolith was above Y = 245.
Exiting the function at that point made no sense.
I've realized that this placement algorithm has probably been patched up
several times and that's resulted in nonsensical code. For instance, the
loop continues as long as you continue finding higher points to place
Monoliths. That would suggest you intended to make columns of them. But
since the loop chooses random columns on each iteration goes back to Y =
0, you're really just jumping around and placing Monoliths in random
places, while using irrelevant checks to decide whether to continue. I
really recommend coming up with a different algorithm. I haven't
replaced it completely in case it would break something.
Cleaned up some of the code in PocketGenerator. Seeded the generation of
Monoliths as a function of the world seed. All of our randomized
selections should be functions of the world seed so people can exchange
seeds with cool DD features. I will rename the file to have proper
capitalization in the next commit. Then I have to fix Monolith spawning.
Also, don't use recursion as a way to loop functions if you could simply
have a loop. I'm referring to the way PocketGenerator.populate() calls
itself. Completely unnecessary.
Although fields were created in DDProperties for Monolith spawning and
Rift generation, they were mislabeled as reading the "World Rift
Generation Enabled" property. I gave them proper names. I also changed
the fields and names to be more intuitive and rewrote the descriptions.
For instance, "MonolithSpawnDensity" is a misnomer because as density
increases, there should be more Monoliths, not less. Now the properties
clearly state how they affect a feature. I rewrote the conditions that
used each property to correspond with those simplified descriptions and
gave the properties default values that will match the generation rates
seen before.
I also made the rift generation code less cryptic and fixed a bug; there
was a check that compared if a dimension was a pocket dimension by its
name to prevent rift generation. That name check was wrong - it would
never work. Now we check if the provider is an instance of
pocketProvider. That will continue working even if we change the way
that pocket dimensions are named.
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.