Commit graph

726 commits

Author SHA1 Message Date
SenseiKiwi
22ab4e3639 Improved Second Step
Deleted old function for removing random rooms. Fixed the occasional NPE
described in my previous commit - deferred the removal of nodes from the
graph until after iterating over their collection. Added conditions for
removing maze sections that are too small to be useful.
2013-12-29 03:11:02 -04:00
StevenRS11
cd432c532f Rift balance change 2013-12-29 01:05:40 -06:00
SenseiKiwi
31f0c1ca0c Completed Second Step of Maze Generation
Completed the second step of maze generation. In this step, a graph is
built that describes which rooms can be connected to each other by
doorways. A maze is created by removing nodes (rooms) from the graph.
The algorithm is incomplete, but it already produces interesting mazes
comparable to DD's hand-made mazes.

A few details for the future:
1. Doorways are currently carved into walls at default locations. This
is just for testing and placement should be improved later. Some
doorways should be removed and redundant doorways should be possible.
2. The size of a section should be assessed and the section should be
discarded if it has too few rooms.
3. An NPE occurs every so often when a maze is generated. It's possible
that it happens because of removing a node from the graph that is
coincidentally the current node for LinkedList's iterator. The solution
would be to add nodes to a list and defer removals until after the
iteration is done.
2013-12-28 22:49:11 -04:00
SenseiKiwi
81bac5d1c2 Progress on Second Step
Made some progress on the second step of our maze generation algorithm:
building an adjacency graph for setting up doorways later. Renamed the
SpatialNode class to PartitionNode to better represent its role.
2013-12-27 21:58:17 -04:00
SenseiKiwi
28cb2e5e74 Merge remote-tracking branch 'upstream/1.6.2-code' into mazes 2013-12-27 03:12:26 -04:00
SenseiKiwi
a9f0bc5069 More Maze Generation
Made some changes to maze generation to prune out random rooms from the
structure. This doesn't look as nice as I'd hoped, so I'm going to try
some other approaches.
2013-12-27 03:11:59 -04:00
StevenRS11
a0d0f6e19b Fixed chunk loading causing crash
Also might have increased pocket generation time
2013-12-27 01:08:50 -06:00
SenseiKiwi
82da53b992 Minor Change
Added blank lines to Point3D to space out functions. <_<
2013-12-26 15:29:42 -04:00
SenseiKiwi
820e72f17a Added First Step of Maze Generation
Added classes for generating maze dungeons. At the moment, the dungeons
are generated in place of our pocket dimensions to make testing easy.
We'll need to restore pocket generation later and integrate the mazes
into the dungeon packs later. Currently, the structures are very
incomplete (they don't even have doorways), but this is only the first
step.
2013-12-26 15:29:20 -04:00
StevenRS11
180720c04b Merge pull request #116 from SenseiKiwi/master
Fixed Saving Log Spam
2013-12-25 23:33:09 -08:00
StevenRS11
c3b3db4ca0 Lots of changes
Rerworked rift growth
Fixed teleport command
Fixed deleteRifts command
Fixed Rift rendering
2013-12-25 14:16:10 -06:00
SenseiKiwi
72196c6afd Fixed Saving Log Spam
Removed the code from PocketManager that would output messages about
saving dim data every so often since it was causing log spam.
2013-12-24 00:58:23 -04:00
SenseiKiwi
65ed1de6ee Merge remote-tracking branch 'upstream/1.6.2-code' into 1.6-fixes 2013-12-24 00:36:32 -04:00
SenseiKiwi
6d2c645ce9 Minor Changes
No changes to functionality
2013-12-24 00:36:02 -04:00
StevenRS11
6d64a54b75 Revert "build"
This reverts commit e7dcc20fad.
2013-12-22 17:18:16 -06:00
SenseiKiwi
b6669183bc More Dungeons
More dungeons for the Ruins pack. You'll never see it coming.
2013-12-22 19:05:04 -04:00
SenseiKiwi
f40f42298f Merge remote-tracking branch 'upstream/1.6.2-code' into 1.6-fixes 2013-12-22 18:39:46 -04:00
StevenRS11
e7dcc20fad build 2013-12-22 17:33:02 -05:00
SenseiKiwi
cfb370ad1f Minor Change
Removed a pointless SupressWarning annotation
2013-12-22 18:30:41 -04:00
SenseiKiwi
a6048c6c29 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.
2013-12-22 18:30:16 -04:00
StevenRS11
9bd9cfb700 Fixed rendering, simplified netcode 2013-12-22 16:53:13 -05:00
StevenRS11
4e0b7fa977 Fixed crashbug, now to fix rendering 2013-12-22 02:02:07 -05:00
StevenRS11
f88c314922 TESTING 2013-12-22 00:33:58 -05:00
SenseiKiwi
75e103aa65 Merge remote-tracking branch 'upstream/1.6.2-code' 2013-12-20 17:28:50 -04:00
deathrat
8d19d71d8a Fixed problems with buildscript
Signed-off-by: deathrat <deathrat43@gmail.com>
2013-12-17 19:09:53 -05:00
deathrat
505b182af9 Created build.gradle
Restructured folder structure for ForgeGradle

Signed-off-by: deathrat <deathrat43@gmail.com>
2013-12-17 03:36:38 -05:00