Commit graph

58 commits

Author SHA1 Message Date
SenseiKiwi
5cabd3762e More Progress on Rewrite
Continued fixing things across various classes to make them work with
our new core classes.
2013-08-31 07:39:52 -04:00
SenseiKiwi
934dcfde3d Flipped a Table
Replaced several core classes from DD with new classes to enforce
integrity checks. Rewriting everything that depended on those classes is
a massive undertaking but it should simplify our code and prevent the
many bugs we've seen lately. The rewrite isn't done yet, just committing
my progress so far.
2013-08-29 02:14:24 -04:00
SenseiKiwi
dd9b1f0c65 Started Rewriting LinkData
Created NewLinkData and replaced references to the original LinkData.
Moved it to the mod_pocketDim.core package. Added Point4D, an immutable
point type for 3D integer coordinates with an added dimension ID.
2013-08-23 04:12:56 -04:00
StevenRS11
643785022a reverted rift rendering
sadface
2013-08-22 22:10:10 -04:00
StevenRS11
eaab6d6b83 Merge branch 'master' of https://github.com/StevenRS11/DimDoors 2013-08-22 16:11:53 -04:00
StevenRS11
758f5e5062 Fixed a few bugs, more rendering changes 2013-08-22 16:04:08 -04:00
SenseiKiwi
db98086096 Merge branch 'master' of https://github.com/SenseiKiwi/DimDoors 2013-08-22 02:47:27 -04:00
StevenRS11
c7ddff97b2 Rift rendering work
Not sure if I want to keep working at this or not
2013-08-21 22:13:59 -04:00
StevenRS11
d9a9091a2b changes to RiftRender 2013-08-20 21:43:33 -04:00
GreyMario
740ba51a04 BlockDimWallPerm: Sped up transition from Limbo to Overworld
Hijacking teleportEntity seems to make this faster.
2013-08-18 14:13:23 -07:00
StevenRS11
57b6a5efb2 Various Fixes
Exit doors are safer now, but only dungeon exit doors will stop you from
falling into liquids.
Doors you place in pockets you make will happily drop you into lava, but
not spawn you inside of it.

Dungeon gateway orientation fix

Removed excess .schematics and fixed one of them.
2013-08-06 01:12:12 -04:00
SenseiKiwi
2dfabccaa9 Minor Change
Overlooked a spelling mistake that would cause compilation errors.
2013-08-03 16:29:05 -04:00
SenseiKiwi
b7327b2bf6 Minor Change
Minor changes to make the rift block-eating code meet our coding
conventions and to make it more intuitive.
2013-08-03 16:26:22 -04:00
SenseiKiwi
82c6e214b0 Fixed Glass Immunity to Rifts
Removed glass from the list of blocks immune to rifts. That was just a
temporary change so that I could check how rifts were destroying blocks
in a controlled manner.
2013-08-03 15:05:46 -04:00
SenseiKiwi
3ef7630f2c Made Rifts Destroy Blocks in Layers
Made it so rifts destroy blocks in layers rather than destroying random
surrounding blocks, even through indestructible blocks. This resolves
issue #24.
2013-08-03 13:56:48 -04:00
SenseiKiwi
3d04e9b9cc Made Rifts Check Block Hardness
Made rifts check block hardness while replacing blocks so that we can
avoid destroying strong or indestructible blocks from other mods.
Updated references throughout the code to use a function in BlockRift
for this purpose.
2013-08-03 06:12:56 -04:00
SenseiKiwi
b050c6c61b Improved Metadata Rotation Code
Simplified metadata rotation code by only having a single function that
rotates metadata by 90 degrees clockwise and applying it repeatedly for
180 and 270 degree rotations. Removed flipDoorMetadata() from dimHelper
and replaced all references to it with references to BlockRotator. This
makes all our rotations reference a single function. Replaced hardcoded
rotation in DungeonSchematic.

Added support for wood (tree trunk) and quartz pillar metadata
rotations.
2013-08-02 07:48:44 -04:00
StevenRS11
15b9d65f9f Fixed packet bug
no need to send link creation packet when blockRift is placed.
2013-08-01 13:54:51 -04:00
StevenRS11
b278af0c23 Changes to dimHelper
replaced dimHelper.dimList.get with dimHelper.instance.getDimData
added functions to make working with rifts easier
2013-07-31 19:34:08 -04:00
StevenRS11
80968f9abf Fixed falling damage persisting after teleport 2013-07-30 20:19:00 -04:00
SenseiKiwi
a766589eb0 Finished Renaming Classes
Removed the Xs from the ends of LimboSkyProvider and PocketProvider. Now
their names are properly capitalized.
2013-07-26 05:31:59 -04:00
SenseiKiwi
3a6b22c7cc Renamed Classes
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.
2013-07-26 05:30:59 -04:00
SenseiKiwi
687a75f4d5 Overhauled Tick Sending by CommonTickHandler
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.
2013-07-26 05:15:44 -04:00
SenseiKiwi
03b727881a Minor Change
Minor change. Renamed all the functions in LimboDecay to begin with
lowercase letters, as is the usual style for Java development. It
slipped my mind for some reason. Uppercase starting letters is the usual
style for C# development.
2013-07-26 01:58:35 -04:00
SenseiKiwi
d923e98942 Reimplemented Limbo Decay
Reimplemented Limbo Decay in two forms. Firstly, Unraveled Fabric
accepts random ticks now and has a 50% chance of searching the 6 blocks
against its faces for blocks to decay. The average time for this decay
to occur is about 2 minutes and 17 seconds. The decay progresses a
little slowly because of having to go through stages. We might want to
consider decaying straight into Unraveled Fabric, or at least having
fewer stages. This approach is better than randomly decaying isolated
blocks because it looks like decay is spreading from the Unraveled
Fabric.

Secondly, every tick, we pick a random block from each active section in
Limbo and turn it into Unraveled Fabric immediately. Note that a section
is a 16x16x16 block cube inside a chunk. This is "fast decay", and it's
meant to stop players from avoiding Limbo decay by building floating
structures. It's not immediately obvious if you place a single block,
but if you build a 5x5 block platform, the average time for some block
to get converted drops to about 8 seconds, and it spreads from there.

Most of the logic for this is in a new class: LimboDecay. It's worth
studying whether this new implementation affects Minecraft's
performance. I'm not completely sure whether that would be an issue. The
frequency of either decay type can be decreased to improve performance.
2013-07-25 17:25:43 -04:00
SenseiKiwi
98162f2839 Removed Limbo Decay
Removed the code associated with Limbo decay from EventHookContainer,
LimboBlock, and CommonTickHandler. DimHelper still has blocksToDecay
since removing it could cause deserialization failures. However, nothing
should actually use that list. I also removed several unused or
redundant methods (e.g. overriding methods and putting in exactly the
same code as in the super class), fixed indentation and renamed cryptic
variables. We should have a rule against allowing cryptic variable names
like "par2", even if they're inherited from Forge. I'll implement proper
limbo decay in the next commit.
2013-07-25 00:12:13 -04:00
SenseiKiwi
8be0c9f1d2 Merge remote-tracking branch 'upstream/master' 2013-07-19 07:24:35 -04:00
SenseiKiwi
0b8a81ef6d Fixed Explosion Resistance Bug
Fixed Ancient Fabric and Eternal Fabric being vulnerable to explosions.
I also noticed that a lot of DD blocks have unusual stats. I'm not sure
whether those stats were assigned intentionally or simply because of
copying and pasting code, but the values are certainly counterintuitive
when you consider some of the block materials.
2013-07-19 07:24:11 -04:00
StevenRS11
3654c10af1 finally 2013-07-17 03:49:39 -04:00
SenseiKiwi
bd8a62b522 Removed setTickRandomly(true)
Removed setTickRandomly(true) from BlockDimWall and BlockDimWallPerm. It
was invoked in their constructors but no longer necessary.
2013-07-16 23:57:45 -04:00
SenseiKiwi
a887dfc819 Fixed Ancient Fabric Replacement Bug
Fixed a bug in BlockDimWall that would allow players to replace Ancient
Fabric by right clicking on it with a block in-hand, in the same way as
Fabric of Reality can be replaced. That would've defeated their purpose.
2013-07-16 23:37:00 -04:00
SenseiKiwi
71adfa2358 Fixed Fabric of Reality Replacement Bug
Fixed the bug in BlockDimWall that would cause Fabric of Reality to
replace itself when you right-clicked to place FoR against an FoR
surface. This happened because we considered FoR valid for replacing FoR
since it's a cube solid. Now we have an extra check to prevent that. It
was a waste of blocks to have them sort of eat each other up! Also
cleaned up some of the code in BlockDimWall.
2013-07-16 18:39:11 -04:00
SenseiKiwi
f132153cf4 Renamed Blocks and Minor Changes
Renamed block 1973:1 to Ancient Fabric. Renamed block 220 to Eternal
Fabric. I assigned new names so that we didn't need to use the long ones
we had before (e.g. "Fabric of Reality Permanent/Pushable"). Also
removed unused imports from various classes along the way.
2013-07-16 17:52:26 -04:00
StevenRS11
26c16db59c renamed dungeons pending changes to loading 2013-07-16 16:59:22 -04:00
StevenRS11
db9bb02b43 FoR changes
Added a metaData block to FoR, meta 1 acts like permafabric but can be
pushed with pistons. Fixed a bug where permafabric could be pushed by
pistons.
2013-07-16 03:00:57 -04:00
StevenRS11
ec2156fce1 derp 2013-07-13 14:15:04 -04:00
StevenRS11
4508c2fd74 Added creative tab 2013-07-13 14:13:01 -04:00
StevenRS11
5e107f37f9 a few last tweaks 2013-06-16 03:40:46 -04:00
StevenRS11
a2eb4cf524 Fixed limbo return, schematic crash 2013-06-16 01:44:05 -04:00
StevenRS11
7ebcfb6c20 release 2013-06-15 04:19:08 -04:00
StevenRS11
14d5264b33 limbo exit crap fix 2013-06-14 05:20:51 -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
bd1c1d0118 finished update, starting testing builds 2013-06-10 17:03:52 -04:00
StevenRS11
4858a69be5 Export function added 2013-06-04 08:52:06 -04:00
StevenRS11
b97eab46b5 rebuilt how rifts get dungeon data assigned to them 2013-06-03 20:56:15 -04:00
StevenRS11
27c073f75d .schematic importer finished 2013-06-01 21:43:56 -04:00
StevenRS11
6c8e8fa264 texture edits 2013-05-29 15:45:21 -04:00
StevenRS11
f14cde7186 mob tweaks 2013-05-29 01:22:50 -04:00
StevenRS11
0b5bbb7dc1 Fixed door orientation finally.
Limbo generates terrain under you

can use items in limbo

more voids to send you home.

update to 1.5.2

Signed-off-by: StevenRS11 <stevenrs11@aol.com>
2013-05-09 17:16:27 -04:00
StevenRS11
995755360a Merge branch 'master' of git@github.com:StevenRS11/DimDoors.git 2013-05-09 15:30:43 -04:00