Commit graph

25 commits

Author SHA1 Message Date
StevenRS11
d6e7fbbde5 Reworked dimension population
other mods shouldnt attempt to generate in pockets/limbo now. Expect
pockets to gen 40x faster on hexxit
2013-07-11 23:58:59 -04:00
StevenRS11
06a8abbf74 Added regen dungeon command & removed hasMark 2013-06-24 01:40:56 -04:00
StevenRS11
8bbd1384c5 finished changes to monolith spawning 2013-06-24 00:34:21 -04:00
StevenRS11
e847794e8d fixed save killing change, awaiting further fix 2013-06-24 00:11:14 -04:00
StevenRS11
d5caa918c8 monolith spawning via end portal frame blocks 2013-06-23 23:49:54 -04:00
StevenRS11
ea74f712fd Re-worked monolith spawning code
Looks from the top of the world down now, should be more consistent.
2013-06-23 22:34:53 -04:00
SenseiKiwi
7a90dcb28b Improved PocketGenerator
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.
2013-06-23 16:17:04 -04:00
SenseiKiwi
1ca11f4df3 Removed Recursion from PocketGenerator
Rewrote PocketGenerator.populate() to remove the recursive call to
itself.
2013-06-23 03:03:40 -04:00
SenseiKiwi
ffcb3aa74a Minor Change
Completed renaming pocketGenerator as PocketGenerator.
2013-06-23 02:54:28 -04:00
SenseiKiwi
c6e6ff6db2 Minor Change
Just need to make an intermediate commit for renaming PocketGenerator.
Technical issues...
2013-06-23 02:53:10 -04:00
SenseiKiwi
0a6f6c9615 Cleaned up PocketGenerator
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.
2013-06-23 02:49:25 -04:00
SenseiKiwi
697b0da59f Fixed Configuration and Rift Generation Bugs
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.
2013-06-16 09:57:51 -04:00
StevenRS11
cd4679c8fd configurable rift gen and monolith spawn density 2013-06-16 02:59:02 -04:00
StevenRS11
cb9c996861 monolith spawn and NPE in SchematicLoader fixes 2013-06-16 00:32:10 -04:00
StevenRS11
4a58f793a9 oknow 2013-06-15 04:30:46 -04:00
StevenRS11
7ebcfb6c20 release 2013-06-15 04:19:08 -04:00
StevenRS11
c0b7e7d2d3 more monolith spawning 2013-06-15 03:09:46 -04:00
StevenRS11
cf332703c9 tweaked mob spawn frequency and rifts erase 2013-06-15 02:17:06 -04:00
StevenRS11
fa4055f198 Fixed monolith spawning 2013-06-15 02:09:17 -04:00
SenseiKiwi
b11354767d Overhauled configuration properties
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.
2013-06-13 19:01:54 -04:00
StevenRS11
43ead374cc fixed instacrash 2013-06-11 00:41:40 -04:00
StevenRS11
bd1c1d0118 finished update, starting testing builds 2013-06-10 17:03:52 -04:00
StevenRS11
4651be614e working on dungeon changes 2013-06-09 23:56:31 -04:00
StevenRS11
c16dd49a18 changed import function 2013-06-02 01:46:31 -04:00
StevenRS11
27c073f75d .schematic importer finished 2013-06-01 21:43:56 -04:00