Commit graph

21 commits

Author SHA1 Message Date
StevenRS11
a04a266c17 THE UPDATE
Merging months of dev work into master. The update is playable, but
untested.
2013-11-05 18:15:23 -05:00
SenseiKiwi
30b8e98ad8 Minor Fixes to Old Dungeons
Fixed the two blocks sticking out in the multilevel maze that made a
staircase unusable. Put a floor in simpleDropHall so it's actually
usable rather than killing the player.
2013-08-26 01:59:37 -04:00
SenseiKiwi
02b96c0c05 Improved Dungeon Loot and Selection
DDLoot: Implemented a custom version of MC's generateChestContents() for
our own chests. It avoids two notable bugs that affect MC's version.

FillContainersOperation: Changed code to use
DDLoot.generateChestContents()

SchematicLoader: Fixed a bug in the way we calculated a seed for
selecting our dungeons that would cause certain seeds to dominate all
the others. Under certain circumstances, the function would only return
-1. That would make our dungeon selection severely biased. That was
resolved and the code was specifically tuned for seeding Java's Random
even for doors with nearly identical positions. The result was an
apparent major improvement in the randomness of dungeons.

ruins\rules.txt: Changed the dungeon generation rules to precisely match
the complicated scheme we had before. We're still using simple rules to
choose dungeons - I used a program to derive the effective distribution
of dungeon types that the old code would produce and converted it into
the current rule system.
2013-08-24 07:52:35 -04:00
SenseiKiwi
939ed771a8 Completed Dungeon Pack Implementation
Added code so that the mod loads dungeon packs stored in the custom
dungeons folder. Changed the code for loading bundled dungeons so that
they're loaded as dungeon packs. This means dungeon packs are now fully
integrated into the mod. The changes were tested and seem to be working
perfectly.
2013-08-22 02:25:26 -04:00
SenseiKiwi
acab06115a Progress on Implementing Dungeon Packs
Added code for parsing dungeon pack config files. The settings for our
built-in dungeons are now read from a file instead of being hardcoded.
One or two settings aren't being accessed yet and we still don't search
for other dungeon packs in the custom dungeon folder.  That'll come in
another commit.
2013-08-20 18:54:30 -04:00
SenseiKiwi
68bf4a16c1 Merge remote-tracking branch 'upstream/master' into DungeonPacks 2013-08-06 05:30:19 -04:00
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
f372b9ccb5 Basic Configurable Dungeon Chains
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.
2013-08-05 20:16:45 -04:00
SenseiKiwi
350b2e2e2c Removing Test File
Removed the test file from the previous commit
2013-08-02 08:06:58 -04:00
SenseiKiwi
7b315149ed Test Commit
Making a commit to test whether Jenkins is building my latest commits...
2013-08-02 08:04:07 -04:00
SenseiKiwi
1dd9d802b0 Converted Schematic Doors
Converted the doors in our schematics into doors from DD. Also converted
mangled block IDs into Fabric of Reality and wiped all tile entities
from Steven's schematics to remove prefilled chests that had been
included somehow. Changed DungeonSchematic to expect mod doors now. This
means we can include Vanilla doors in our designs and they will not be
converted anymore.

This process was done by automatically re-exporting all of our dungeons
multiple times, so it serves as a good test that importing and exporting
are working properly. We confirmed by thorough testing that our
schematics load properly into WorldEdit. MCedit, unfortunately, does not
handle them right. We believe this is a bug in MCedit, NOT with us.
2013-08-01 23:36:28 -04:00
SenseiKiwi
0b9f8fa5d5 Improved DungeonHelper
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.
2013-08-01 13:00:27 -04:00
SenseiKiwi
deb5f1a6db Added Stairs to Core Schematics
Copied simpleStairsUp and simpleStairsDown into the core schematics
folder. It's likely they'll be useful for testing in the future. To be
clear, I didn't remove them from the regular "ruins" folder, just copied
them.
2013-07-31 23:30:42 -04:00
SenseiKiwi
89e2f4d8b6 Reorganized Schematics
Removed untagged schematics and replaced them with the tagged
schematics. Moved two schematics that said NOT DONE into a "wip"
subfolder. Moved somethingBroke into a "core" subfolder. All remaining
schematics were placed in a "ruins" subfolder in preparation for the new
dungeon packs system. I did my best to ensure that all of the old
schematics had been copied and tagged, but it's possible I might have
missed one or two. I also copied in my new dungeons. This commit
temporarily breaks the mod until the new file names and locations are
referenced.
2013-07-31 23:22:33 -04:00
StevenRS11
f7ad55eea0 fixed a dungeon 2013-07-31 00:03:58 -04:00
StevenRS11
c0ac76cdfe Added dungeons and fixed monolith placement bug 2013-07-18 01:20:12 -04:00
SenseiKiwi
71b9ce263a Added New Dungeons
Added 12 new dungeons to the mod. Integrated them to
registerBaseDungeons() so that they should generate like all the other
base dungeons.
2013-07-17 01:45:41 -04:00
StevenRS11
26c16db59c renamed dungeons pending changes to loading 2013-07-16 16:59:22 -04:00
StevenRS11
a2eb4cf524 Fixed limbo return, schematic crash 2013-06-16 01:44:05 -04:00
StevenRS11
ebf35a056a Release canidate 2013-06-13 16:44:17 -04:00
StevenRS11
7084d88aa0 Signed-off-by: StevenRS11 <stevenrs11@aol.com> 2013-02-17 21:46:16 -05:00