Commit graph

1081 commits

Author SHA1 Message Date
SenseiKiwi
972a67de76 Rewrote CommandResetDungeons
1. Rewrote CommandResetDungeons to improve clarity and remove bugs. This
version of the command preserves valid links. Those were previously
removed, which would break some dungeons unnecessarily.
2. Fixed NewDimData.setParentToRoot(). The function did not account for
the possibility that the target's parent might still exist and would
need to be updated, leading to conflicting data. It also did not reset
pack depth. We now correctly update a dimension and all its descendants.
2014-07-03 22:46:31 -04:00
SenseiKiwi
592aabf627 Minor Change
Added a comment in PocketManager to explain why we don't unregister
pocket dimensions with Forge when we delete them.
2014-07-03 17:32:40 -04:00
SenseiKiwi
b4a58f5c88 Simplified PocketManager
1. Rewrote or removed a few bits that were causing minor warnings.
2. Rewrote deleteDimensionFiles() and deleteDimensionData() to remove
unnecessary casts and checks. We can confirm that those checks are
unnecessary because those functions are only used inside PocketManager.
If they were ever exposed externally, then we would need to add checks
again.
2014-07-03 17:20:59 -04:00
SenseiKiwi
80bb87dac6 Rewrote CommandDeleteRifts
Rewrote CommandDeleteRifts for clarity and to remove several flaws.
Previously, the command would have removed non-immune blocks that were
in the same location as a rift. It also set blocks in the command
sender's dimension rather than the target dimension, so blocks would
have potentially disappeared from the wrong world.
2014-07-03 14:19:08 -04:00
SenseiKiwi
c5a77268fc Changes to Commands
Removed a few server-side checks that I missed on the previous commit.
2014-07-03 14:08:51 -04:00
SenseiKiwi
262595ff4d Changes to Commands
1. Fixed some warnings in the affected commands.
2. Removed checks for whether a command is running on the server or
client side. We have performed those checks inconsistently throughout
our commands without problems. I assume that they must be running on the
server side only. If I'm wrong, we can add a check to DDCommandBase.
3. Minor punctuation change in DDCommandResult
2014-07-03 12:25:00 -04:00
SenseiKiwi
c29db9b729 Minor Changes
Cleaned up the code in DDCommandBase a little.
2014-07-03 12:02:36 -04:00
StevenRS11
689df1ad6d Merge pull request #167 from SenseiKiwi/master
Fixed Bugs in Golden Dimensional Doors
2014-07-02 13:21:38 -05:00
SenseiKiwi
ec290b0dc1 Increased Version Number
Increased the mod's version number to account for recent fixes and small
features.
2014-07-02 13:59:55 -04:00
SenseiKiwi
3d88e72ecb Fixed Bugs in Golden Dimensional Doors
1. We weren't giving old tickets to the doors that owned them. That
would result in doors requesting new tickets and the old ones wouldn't
be released. Each time a server rebooted, a new ticket would be created.
Then Opis would report that many chunks were forcefully loaded in a
pocket because it doesn't consider overlapping tickets. We now give
doors their old tickets when they're reloaded and we release extra
tickets referring to the same door. That will also deal with the excess
tickets that already exist on servers.
2. Rewrote the logic for checking if a Golden Dimensional Door is
allowed to force-load a pocket. We now check if the door is within the
horizontal bounds of the pocket. This prevents the confusing scenario
where someone places a door far away from the pocket but the only chunks
affected are in the pocket.
3. Fixed the calculation for determining which chunks must be
force-loaded to cover a pocket. This has the benefit that fewer chunks
should need to be loaded. It should be enough to load 16 chunks. We
previously loaded 25 chunks just to err on the side of caution.
4. Golden Dimensional Doors only try to initialize as chunk loaders
once. We previously allowed them to keep trying every tick until they
could get a ticket.
2014-07-02 13:38:57 -04:00
SenseiKiwi
b2e086e7c1 Added the Universal Limbo Setting
Added the Universal Limbo config option to the world config settings.
When enabled, it causes players to get teleported to Limbo if they die
in any dimension except Limbo. It's disabled by default.

This feature was requested by Mr_Turing.
2014-07-01 21:55:57 -04:00
SenseiKiwi
e3665c09dd Added Hunger Restoration on Limbo Respawn
Added code to EventHookContainer.revivePlayerInLimbo() so that the
player's food level is restored upon respawning in Limbo. Apparently it
was possible for players to have death loops from starving to death in
Hardcore Limbo.
2014-06-28 13:06:22 -04:00
StevenRS11
fb4643d7cf deleted renderRift 2014-06-27 16:27:23 -04:00
StevenRS11
5ba58dc91b Merge remote-tracking branch 'origin/master' into StevenRS
Conflicts:
	src/main/java/StevenDimDoors/mod_pocketDim/CraftingManager.java
	src/main/java/StevenDimDoors/mod_pocketDim/EventHookContainer.java
	src/main/java/StevenDimDoors/mod_pocketDim/core/DDTeleporter.java
	src/main/java/StevenDimDoors/mod_pocketDim/core/DimLink.java
	src/main/java/StevenDimDoors/mod_pocketDim/items/ItemRiftSignature.java

	src/main/java/StevenDimDoors/mod_pocketDim/items/ItemStabilizedRiftSignature.java
	src/main/java/StevenDimDoors/mod_pocketDim/mod_pocketDim.java
	src/main/java/StevenDimDoors/mod_pocketDim/world/PocketBuilder.java
	src/main/java/StevenDimDoors/mod_pocketDimClient/RenderRift.java
2014-06-27 16:26:46 -04:00
StevenRS11
dea76b1a7e Merge pull request #166 from SenseiKiwi/master
Various Fixes
2014-06-26 18:17:34 -05:00
SenseiKiwi
42568a1864 Removed RenderRift
Removed the RenderRift class since it relates to unused functionality
and references fields that I removed from TileEntityRift.
2014-06-26 12:20:19 -04:00
SenseiKiwi
e40168954f Minor Change to TileEntityRift
Changed the function call for playing the rift-closing sound to match
other similar calls in Minecraft - the sound should target the center of
the block. I also switched the last flag argument. It seems to determine
whether distance between the player and the source should be checked
when playing back the sound, although documentation is lacking so I
can't be sure. Other blocks that use that function use "false", while
things involving sounds that should be heard uniformly, such as
rainfall, use "true".
---
I noticed that this code runs on the client and server. Some parts
modify link data and rifts on the client side. We should really stop
this from happening as it could lead to inconsistencies.
2014-06-26 12:17:59 -04:00
SenseiKiwi
59f335ac8c Added Dispenser Support for SRS
Added support for using Stabilized Rift Signatures from dispensers under
specific conditions. Everything works except for playing the sound that
occurs when an SRS is used. Not sure why that's not working.
2014-06-26 12:11:51 -04:00
SenseiKiwi
444b862b12 Minor Change
Renamed the field mod_pocketDim.itemStabilizedLinkSignature to
itemStabilizedRiftSignature to follow the item's actual name.
2014-06-26 09:19:04 -04:00
SenseiKiwi
a0629b51a3 Improvements to TileEntityRift
1. Removed several fields and functions referring to the newer rendering
code. The functions were just cluttering up the code and the fields were
consuming additional memory that was never being used for anything.
2. Updated NBT reading and writing functions to give some tags proper
names and to remove references to unused fields.
Removed the tag for riftCloseTimer because it was unnecessary alongside
the shouldClose flag. If a server reboots while a rift is closing, the
rift can start over upon reloading.
3. Renamed some fields and functions to have better names.
4. Changed the various checks for closing rifts. There were a few
redundant parts. We don't have to put calls to "this.invalidate()"
everywhere on top of explicitly removing the tile entity and destroying
its block.
5. Rewrote update timing checks. The rift spread and Enderman spawning
calls have been separated to distribute the impact of updating a rift.
Also, a flaw in the timing logic meant that the calculations for
particle offsets would only run when a rift was first created. That's
been fixed.
2014-06-26 07:06:17 -04:00
SenseiKiwi
364ba11f81 Updates to TileEntityRift
1. Fixed the bug where the setting that controls whether Endermen can
spawn from rifts was being ignored. It was never checked at all.
2. Cleaned up some formatting and annotations.
3. Removed call to World.removeBlockTileEntity() following a call to
World.setBlockToAir(). The latter function already handles removing the
tile entity.
2014-06-26 05:40:35 -04:00
SenseiKiwi
96238d6b53 Minor Change
Minor spacing and annotation changes.
2014-06-26 04:52:32 -04:00
SenseiKiwi
448890207f Completed Changes to Stabilized Rift Signature
Completed the change to Stabilized Rift Signatures so that overwriting
links that already belonged to an SRS is done for free.
2014-06-26 04:52:03 -04:00
StevenRS11
46f55b22d9 restricted brightness inversion to dungeons only 2014-06-26 02:16:57 -04:00
StevenRS11
9baceb8e3c Added backwards light and bugfixes
Light in pockets is now reversed
added sound to lock removal
fixed monolith name
fixed other names
2014-06-26 00:08:20 -04:00
SenseiKiwi
fe035f6677 Renamed Function in NewDimData
Renamed NewDimData.setDestination() to setLinkDestination(). I realized
that the name was a little confusing at first sight - it confused me!
2014-06-25 20:15:43 -04:00
SenseiKiwi
4192270ef3 Changes and Fixes to Rift Signature Variants
1. Changed hasEffect() override since we were overriding a deprecated
version.
2. Fixed a bug where we checked if a block could be edited before
deciding whether to change the Y coordinate of the rift to be placed.
Sometimes we would place the rift in a different block. This is the
result of sticking in support for special blocks like grass and snow
without considering the impact on surrounding code. It also contradicted
comments that specifically said special blocks were ignored...
3. Cleaned up the code for checking for special blocks.
4. Fixed a bug in loading NBT data. There were no null checks on
orientation data. If a Rift Signature or Stabilized Rift Signature had
been created in a version of DD before orientations were set up, then it
cause an exception when so much as looked at in later versions of DD.
5. Partially implemented free redirects for Stabilized Rift Signatures.
The check to determine if a redirect is being done is missing.
2014-06-25 20:13:03 -04:00
SenseiKiwi
0029d9dac0 Reduced Usage of Stable Fabric
1. Changed the crafting recipes for most DD items to use Ender Pearls
instead of Stable Fabric. The items that still use Stable Fabric are
Dimensional Doors, Golden Dimensional Doors, Rift Blades, and Stabilized
Rift Signatures. Steven had already made this change in another branch
but I'd like to push this out with several bug fixes. The SRS recipe is
different from his version - it's now just 4 Iron Ingots and a Stable
Fabric.
2. Change Stabilized Rift Signatures back to consuming Ender Pearls
instead of Stable Fabric.
2014-06-25 19:00:41 -04:00
StevenRS11
eff8379325 Added lock removal ability to keys
also fixed a network bug
2014-06-25 17:46:33 -04:00
StevenRS11
96d84ed2fa Fixed Json Schema
The schema incorrectly listed the array of children in LinkData as an
Array of numbers, not an array of objects with properties.
2014-06-25 16:17:26 -04:00
StevenRS11
0f3d40ba60 Various
Finished implementing Personal Pockets
-any pocket created from within a personal pocket retains personal
status
-exit doors cannot be used in any personal pockets
-personal status is saved with dimData

fixed a bug that let trapdoors get around locks
fixed FoR not rendering properly
-inventory and world
2014-06-25 15:26:42 -04:00
SenseiKiwi
794310bd98 Fixed Max Stack Size of ItemGoldDoor
Changed the max stack size of ItemGoldDoor to 16 as it is for Vanilla
doors on some modpacks. Later versions of Vanilla have door stacking to
64 so this will need to change eventually.
2014-06-25 15:18:50 -04:00
SenseiKiwi
a4d0f39390 Minor Change
Cleaned up comments for BaseItemDoor.tryToPlaceDoor()
2014-06-25 15:08:30 -04:00
SenseiKiwi
e4e84644ac Changed Door Item Mapping Code
1. Changed EventHookContainer to remove a check against
BaseItemDoor.getDoorToPlace().  The checks performed there can be done
in BaseItemDoor.tryToPlaceDoor(), which removes the need for callers to
know more internal details about how doors are handled. I moved the
checks inside.
2. Renamed vanillaDoorMapping to doorItemMapping. It now maps dim door
items to themselves to remove the need for various checks we were
performing. Updated BaseItemDoor's constructor to reflect this change.
3. Removed BaseItemDoor.getDoorToPlace() and integrated its
functionality into BaseItemDoor.tryToPlaceDoor().
4. Changed BaseItemDoor.tryToPlaceDoor() so that it simply returns false
if a given item stack cannot be used to place any doors. We don't need
to check if the item is an ItemDoor or anything like that now.
2014-06-25 14:56:59 -04:00
SenseiKiwi
660ff4255e Code Cleaning
1. Cleaned up some spacing and unused imports in EventHookContainer.
Also changed an indirect reference to BaseItemDoor.trytoPlaceDoor() to a
direct reference seeing as the function is static and should be accessed
that way.
2. Renamed getDoortoItemMapping() to getDoorBlock(). The original named
had a minor capitalization mistake and implied that it would return a
mapping table or would associate doors to items. The function actually
associates items to door blocks.
2014-06-25 14:33:19 -04:00
StevenRS11
1410d4b251 made versioning slightly better 2014-06-25 14:13:49 -04:00
SenseiKiwi
161da193ad Merge remote-tracking branch 'upstream/master' 2014-06-25 14:04:56 -04:00
SenseiKiwi
4d39d13703 Changes to Monolith Behavior
1. Stopped Monoliths from teleporting players while in Limbo. This was a
serious issue on some modpacks if players got unlucky.
2. Decreased the required Monolith aggro level to start spawning
particles around a target player. The required level was so high,
combined with the current Monolith speed, that players would hardly see
the particles.
3. Disabled Monolith sounds in Limbo. Some of the sounds were really
annoying in Limbo. Usually they only get to play for a moment before a
player is teleported, but since no teleports occur in Limbo and the area
is full of Monoliths, the constant noise is aggravating. It would also
drown out the background music.
2014-06-25 14:04:08 -04:00
StevenRS11
18666f58b1 Added versioning to save files and DimensionType 2014-06-25 04:37:40 -04:00
StevenRS11
9e720cb458 Changed linkTypes to linkType, an enum 2014-06-25 02:12:07 -04:00
StevenRS11
968653e4ab fixed typo in DimDataProcessor and DungeonHelper 2014-06-20 14:13:33 -04:00
StevenRS11
eeb5f9aea1 added json validation for saves 2014-06-20 14:04:07 -04:00
StevenRS11
117ed69bf7 added dimdata schema 2014-06-20 13:46:36 -04:00
StevenRS11
0d53f6c029 Actually fix door crash 2014-05-31 06:43:28 -04:00
StevenRS11
dccb12116d Naming improvements
Clarified naming in DDLock and associated methods. Still not quite done.
2014-05-31 06:39:26 -04:00
StevenRS11
e8fa928c50 lock tweaks
Changed how locks are modified so all modifications occur through
NewDimData
2014-05-29 19:04:23 -04:00
SenseiKiwi
f9331e4f2d Merge remote-tracking branch 'upstream/master' 2014-05-29 17:20:30 -04:00
StevenRS11
7da3b7fc62 Patched a door crash bug
thanks LClouds
2014-05-26 22:23:36 -04:00
StevenRS11
77241e6f90 limbo fix 2014-05-26 22:14:20 -04:00
StevenRS11
844950b39e teaked personal pocket generation rules 2014-05-26 21:31:14 -04:00