Added code to SchematicLoader to adjust the Y coordinate of the
destination link into a dungeon before the dungeon is created.
IMPORTANT: The code is commented out at the moment because it causes a
link-related NullPointerException. A link needs to be updated through
DimHelper but the code is hard to follow so I've decided to just not
touch it - Steven will have to do it.
The function adjustDestinationY() checks if the given entrance location
would place any portion of the dungeon outside the vertical bounds of
the world. If so, it corrects the location while moving it as little as
possible from its original place.
Also added some checks to make sure that any schematic we load has an
entrance door. Otherwise, load defaultBreak instead. And I cut down on
the absurd number of compiler warnings in dimHelper. <_< Stop accessing
static fields as instance fields!
Added validation to SchematicLoader that prevents dungeons beyond
certain maximum dimensions from being loaded. Our current limits are the
same as the largest dungeon we could export. Rewrote
generateDungeonPocket() to handle that possible failure better.
Fixed the bugs that caused doors not to appear right in dungeons. First
there was a bug with filters that caused them not to replace blocks
properly. I made some changes to SchematicFilter and its derived classes
so that the implementations are a little more intuitive. That should
prevent those bugs in any future derived classes. Then doors wouldn't
rotate properly. DD was never designed to rotate dimensional doors. I
added code to BlockRotator for that and shifted some code from
DungeonHelper to BlockRotator. More coherence, less coupling!
Improved DungeonSchematic to the point that it can replace
SchematicLoader as our method of loading dungeons. Some of the code was
copied over rather than refactored to save time. It's been subdivided so
make it much more readable. Also, we can reimplement portions of it as
WorldOperations later on further remove redudancy. Testing shows that
there is one problem left to fix: door blocks are not being set up
correctly at the moment. Rifts are being set up properly and attaching
doors to rifts will show that dungeons continue to generate fine.
Added classes to support DungeonSchematic and its additional filtering
logic on import and export. SpecialBlockFinder handles listing the
entrance, other doors in the dungeon, and end portal frames.
FillContainersOperation is a WorldOperation that fills chests and
dispensers. BlockRotator is a temporary class to hold
transformMetadata() and transformPoint() until we rewrite that code
later.
Stripped out most of the code from SchematicLoader to ensure it's no
longer used. The only remaining function sets up dungeon pockets. We can
phase it out in a later version so as not to delay our release. Removed
references to SchematicLoader in mod_pocketDim since it no longer needs
to be instantiated.
Created DungeonSchematic, a class that extends Schematic and adds
DD-specific functionality such as methods for filtering the schematic's
block before importing and exporting. Testing confirms that
DungeonSchematic works well so far, although it still lacks critical
features.
Made some minor changes to Schematic and copied
SchematicLoader.setBlockDirectly(). I realized during testing that
setting blocks without using that function could cause problems. First,
it's possible that the blocks would not be placed if chunks weren't
created. Second, there are issues with blocks updating if we use World
to set them, even if block updates are disabled. That causes some
torches to break and other weird problems.
Added classes to support block filtering operations applied to
Schematic. These are used to implement ID standardization and removing
mod blocks when importing.
Separated part of the dungeon-exporting logic into a new class:
Schematic. Also created a few classes to implement important operations.
Some parts of the original exporting logic are missing now, such as
mapping certain blocks to standard IDs. That will be reimplemented in
the future. Importing schematics is not supported yet. I need to test
what's done so far.
Removed the code in DungeonHelper and CommandEndDungeonCreation that
would force the player to use "override" with when exporting dungeons
that DD did not recognized as having been built in custom dungeon
pockets. This restriction is no longer necessary now that we don't need
pockets with standardized orientations or Eternal Fabric boundaries.
Fixed a bug in DungeonHelper that could cause dungeons to get clipped
during export if they extend past Y = 127. We used
world.getActualHeight() to obtain the height of the pocket, which should
be 256, but getActualHeight() returns 128 for dimensions with no sky.
Pocket dimensions are set to have no sky, so this becomes an issue.
Rewrote the code that changes the position of a tile entity to be
expressed in the schematic coordinate system. The new code should be
equivalent but easier to understand.
Added support for exporting tile entities as part of custom dungeons.
I've produced a schematic as a test that shows items are exported
properly and they're recognized in MCedit. I still need to add support
for loading tile entities in imported schematics.
Changed DungeonHelper.exportDungeon() to use Minecraft's NBT tag classes
instead of using JNBT. The implementation is actually slightly simpler
than our original JNBT version. I also fixed a bug in the way the
extremes of the bounding box search were calculated that caused yEnd to
have an incorrect value. Exporting works properly now. Confirmed with
tests.
Fixed the selection of boundaries for custom dungeons. The code had a
bug that would clip off a portion of dungeons during exporting. Also,
permafabric is not used to mark the edges of the dungeon anymore. That
means dungeons can contain permafabric now without getting cut off, and
the permafabric shells will be included as part of the export.
Made progress on overhauling and prettifying our commands. There are
still more changes to be done for this to be functional. I need to do an
intermediate commit because I want to merge in recent changes by Steven.
1. Added converting dungeon type names to lowercase before adding them
to dungeonTypeMapping (a HashMap that associates dungeon type strings
with their lists). Keeping the original casing was causing a
NullPointerException when the HashMap returned null and we expected to
receive a non-null list.
2. Added code to strip out the file extension of a schematic in
validateSchematicName(). The extension was getting dragged along with
the dungeon's weight, which would cause parsing to fail and the name was
considered invalid. This means that none of the custom dungeons were
being registered for generation since the system saw them as badly
tagged. They also wouldn't generate Monoliths even if tagged as closed
because we would ignore the tags.
3. Changed a comparison for the "open" tag to be case insensitive.
4. Minor changes
Fixed the bug that caused "How_to_add_dungeons.txt" to be copied as an
empty file. The reason was very subtle. Also moved the file to a
different directory.
Partially overhauled our command classes. Added DDCommandBase - it
extends CommandBase and acts as a new base class for our commands. It
removes a little redundancy in our code and provides increased
convenience. Removed the static fields for our commands in
mod_pocketDim. There was no point in keeping them when nothing was using
them. Changed in-game command names to be shorter yet relevant.
Converted all commands to singletons so proper instances can be
retrieved if necessary. Migrated some of the custom dungeon start/ending
logic to DungeonHelper and made customDungeonStatus private. Except for
data objects, we shouldn't be exposing state variables like that without
any kind of checks. I've rewritten the code in some commands but it's
been quite tiring. Still need to fix up lots of things.
Optimized the selection of random dungeons with weights applied. We now
have a class called WeightedContainer for taping into Minecraft's
weighted selection code without having to extend the WeightedRandomItem
class. Using that, we no longer need to keep a list with duplicate
dungeons to achieve weighted selection, so I removed that variable.
Fixed the bug that caused the dungeon creation tutorial to be listed as
a schematic. We were listing all files in the custom schematic directory
as a schematic, even though that file wasn't. I added filtering so that
we only look at files that end with ".schematic". Also improved dungeon
listing by sorting the name list in alphabetical order. That makes the
list much easier to read through.
Added a workaround so that the dungeon list produced by
CommandAddDungeonRift does not have repeated names. Also cleaned up the
code a bit - it's a mess in there. Part of the rewrite eliminated the
bug that caused some dungeon names to be preceded by a backslash (or
slash). I've noticed a different bug now - the dungeon tutorial file is
being included in the list of dungeons. I'll be fixing that in the next
commit.
Replaced all instances of Hashtable in our code with HashMap. I had
never given that much thought until Steven mentioned it. HashMap is a
better alternative for our code.
Tweaked the code that copies the dungeon export tutorial. I'm not sure
it worked all the time before. It didn't seem quite right. I've
confirmed it's working better now. Also cleaned up copyfile a little.
Separated exportDungeon() from registerCustomDungeon() - exporting a
dungeon no longer automatically registers it. Also changed
exportDungeon() so that it returns a boolean indicating success or
failure, instead of an instance of DungeonGenerator that was never being
used. I modified CommandEndDungeonCreation so that it can warn you if
exporting the dungeon failed (if exportDungeon() returned false), and
also, to register the dungeon after it's exported since it's no longer
automatic.