Fixed an issue that skyboy had pointed out long ago about us using
ItemBlock.itemID as a block ID instead of ItemBlock.getBlockID(). That's
potentially hazardous because that function was introduced specifically
so mods could override it and decouple item IDs from block IDs.
Completed the code in yCoordHelper for choosing a point to drop the
player when using a Transdimensional Trapdoor. Made changes to
DDTeleporter so that the player can be dropped at the specific point we
want. This needs further testing, though, since I'm not completely sure
it's working right.
Cleaned up obsolete code in PocketProvider and fixed the assignment of
hasNoSky so that it actually applies. Also overloaded getActualHeight()
so that we return 256 despite hasNoSky = true - the default MC behavior
is that we would return 128 in that case. Also undid a previous change
to EventHookContainer - players that die in pockets will respawn in
Limbo, again.
Renamed IDimDoor.placeDimDoor() to placeLink(), since that's what it's
actually being used for in our doors. Saying it places the door itself
is confusing.
Made a minor change to DDTeleporter - added a flag so that we can
specify that entities must be teleported to the destination without
trying to shift them around based on destination orientation. This is
important for the trapdoor, since otherwise entities might get shoved
into walls. Also cleaned up some code in DDTeleporter. It's much more
readable now. These changes are in preparation for completing Trans
Trapdoor destination selection.
Merged together the different changes we had made to Transdimensional
Trapdoors. Cleaned up the rendering and tile entity code a bit, it
should be a little more understandable now.
Partially completed the code for unsafe exits (used for trapdoors) so
that they drop players into air pockets. It's not complete yet, but I
want to merge in other changes before continuing.
Improved our code for checking whether an entity in contact with a door
should be teleported. Now the check works better, works for Minecarts,
and is more readable. It also ignores particle effect entities.
Modifed the RiftFX classes so that their particles have noClip = true.
This avoids rifts spamming the collision events of other blocks,
including dimensional doors, and it should improve the performance of DD
a little.
Got the Transdimensional Trapdoor working again. Renamed the file to
TransTrapdoor and trimmed off unnecessary code - BlockTrapDoor
implements a lot of the necessary logic. Implemented IDimDoor for
clarity.
Updated BlockRotator to check if a block is an instance of DoorBlock
instead of checking for BaseDimDoor - since we changed BaseDimDoor to
derive from DoorBlock, the latter check is no longer needed.
Added a condition preventing rift clusters and gateways from generating
in The End. It's not really useful to do that right now and could
actually cause some annoying side-effects.
Fixed the regression bug that caused some of our doors to get placed in
the wrong direction. Changing doors to inherit from BaseDimDoor caused
BlockRotator to assume they weren't dimensional doors because it used
"instanceof DimensionalDoor" to check. Thanks for figuring it out,
Steven! ^_^
Also made a minor change to dungeon generation. We now check the game
rule doMobSpawning and don't spawn Monoliths from DungeonSchematic if
the value is false. This is useful for testing without Monoliths around.
We still do work to remove the portal frame blocks even if the mobs
aren't spawned.
Removed the rift creation code from the Rift Blade and removed unused
settings from DDProperties. Specifically, the rift creation flag for the
Rift Blade, since that's getting removed, and the RiftSpreadModified,
which hasn't been referenced for a while.
I also cleaned up the code in Rift Blade slightly. Its special functions
worked during testing but blocking did not. I'm not sure why at the
moment.
As part of the rewrite, I'd removed code related to replacing the
sandstone markers under dungeon exit doors, so the markers weren't being
replaced. Now that's working again.
Completed exit door code. Also fixed noise calculation for dungeon door
destinations - we were attempting to use pack depth in the calculation
before it had been initialized.
Fixed an issue with DDLoot where we couldn't distinguish between items
with the same ID but different subtypes while merging loot categories.
For instance, we could not include two different colors of dye in our
loot because their item IDs matched. We can now tell them apart properly
and include both items.
Changed EventHookContainer.LivingDeathEvent() to use the player's max
health instead of a fixed health value. No magic numbers! Also cleaned
up the code a little.