Commit graph

110 commits

Author SHA1 Message Date
skyboy
7769a6e6a5 Merge upstream 2013-11-06 18:19:31 -05:00
skyboy
4cfd5475de Fix large swath of warnings, fix most render-methods 2013-11-06 18:15:30 -05:00
StevenRS11
b4e0d53509 Not quite 2013-11-06 16:53:14 -05:00
StevenRS11
52fcfdaf49 Starting update to 1.6.2 2013-11-06 16:01:31 -05:00
StevenRS11
59489f290f Finished Server mode
Also added World Thread
2013-11-06 15:16:07 -05:00
StevenRS11
e3df3cad08 Finished Loading blacklist & forced chunks 2013-11-06 14:27:55 -05:00
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
3d04e9b9cc Made Rifts Check Block Hardness
Made rifts check block hardness while replacing blocks so that we can
avoid destroying strong or indestructible blocks from other mods.
Updated references throughout the code to use a function in BlockRift
for this purpose.
2013-08-03 06:12:56 -04:00
SenseiKiwi
9f728dbd6c Merged Upstream Changes 2013-07-30 18:11:33 -04:00
StevenRS11
b4a4c52784 Merge branch 'master' of https://github.com/StevenRS11/DimDoors 2013-07-30 17:57:06 -04:00
StevenRS11
d747c96c08 Fixed rift rotation bug & added teleport command
Moved the selection of the dungeon to when the player first enters the
door, not when the rift is created.
2013-07-30 17:56:59 -04:00
SenseiKiwi
f4653d0522 Improved and Integrated DungeonSchematic
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.
2013-07-30 13:58:14 -04:00
SenseiKiwi
edef4ec5b5 Fixed NPE in RiftRegenerator
Fixed a NullPointerException in RiftRegenerator. I had forgotten to
initialize the properties field for use in the class.
2013-07-26 22:50:05 -04:00
SenseiKiwi
a766589eb0 Finished Renaming Classes
Removed the Xs from the ends of LimboSkyProvider and PocketProvider. Now
their names are properly capitalized.
2013-07-26 05:31:59 -04:00
SenseiKiwi
3a6b22c7cc Renamed Classes
Renamed MobObelisk to MobMonolith. Renamed LimboSkyProvider and
PocketProvider to have Xs at the ends of their names. This is temporary
so that I can change the name's capitalization. Windows considers the
names the same because it's file naming is case insensitive.
2013-07-26 05:30:59 -04:00
SenseiKiwi
687a75f4d5 Overhauled Tick Sending by CommonTickHandler
Overhauled the way in which CommonTickHandler triggers tick-based
actions such as Limbo decay, spawning Monoliths, and regenerating rifts.
Now CommonTickHandler implements an interface called IRegularTickSender,
which indicates that it will periodically call on classes that implement
IRegulatTickReceiver to perform some task. I added classes for each
regularly scheduled task we were performing: MonolithSpawner and
RiftRegenerator, plus converted LimboDecay to a normal class instead of
a static class.  Modified several classes so that they have access to
the MonolithSpawner instance to request MonolithSpawning when needed.
This improves the structure of our code and gets us away from the way we
did things before, which was accessing a public static list inside
CommonTickHandler from other classes and adding arrays to specify chunk
coordinates. We should not be exposing the internal state of classes
like that! And we should be using clearly defined objects to pass
information.
2013-07-26 05:15:44 -04:00
SenseiKiwi
bfc532da1f Renamed and Moved Files
Moved CommonTickHandler into the ticking package in preparation for the
next change. Renamed CommandStartDungeonCreation to CommandCreatePocket,
since creation pockets of variable sizes will be its future role now
that it's not strictly necessary for exporting. Renamed
CommandEndDungeonCreation to CommandExportDungeon, since we no longer
have a dungeon creation process like before.
2013-07-26 02:09:14 -04:00
SenseiKiwi
d923e98942 Reimplemented Limbo Decay
Reimplemented Limbo Decay in two forms. Firstly, Unraveled Fabric
accepts random ticks now and has a 50% chance of searching the 6 blocks
against its faces for blocks to decay. The average time for this decay
to occur is about 2 minutes and 17 seconds. The decay progresses a
little slowly because of having to go through stages. We might want to
consider decaying straight into Unraveled Fabric, or at least having
fewer stages. This approach is better than randomly decaying isolated
blocks because it looks like decay is spreading from the Unraveled
Fabric.

Secondly, every tick, we pick a random block from each active section in
Limbo and turn it into Unraveled Fabric immediately. Note that a section
is a 16x16x16 block cube inside a chunk. This is "fast decay", and it's
meant to stop players from avoiding Limbo decay by building floating
structures. It's not immediately obvious if you place a single block,
but if you build a 5x5 block platform, the average time for some block
to get converted drops to about 8 seconds, and it spreads from there.

Most of the logic for this is in a new class: LimboDecay. It's worth
studying whether this new implementation affects Minecraft's
performance. I'm not completely sure whether that would be an issue. The
frequency of either decay type can be decreased to improve performance.
2013-07-25 17:25:43 -04:00
SenseiKiwi
8be0c9f1d2 Merge remote-tracking branch 'upstream/master' 2013-07-19 07:24:35 -04:00
SenseiKiwi
0b8a81ef6d Fixed Explosion Resistance Bug
Fixed Ancient Fabric and Eternal Fabric being vulnerable to explosions.
I also noticed that a lot of DD blocks have unusual stats. I'm not sure
whether those stats were assigned intentionally or simply because of
copying and pasting code, but the values are certainly counterintuitive
when you consider some of the block materials.
2013-07-19 07:24:11 -04:00
StevenRS11
54e8168bde fixing texture 2013-07-17 03:42:11 -04:00
StevenRS11
216c99e3e5 Merge pull request #43 from SenseiKiwi/master
Added New Dungeons and Fixed Various Minor Bugs
2013-07-17 00:02:10 -07:00
StevenRS11
c6989555a0 Merge pull request #42 from Unrepentant-Atheist/patch-1
Update mod_pocketDim.java
2013-07-16 22:58:43 -07:00
SenseiKiwi
f132153cf4 Renamed Blocks and Minor Changes
Renamed block 1973:1 to Ancient Fabric. Renamed block 220 to Eternal
Fabric. I assigned new names so that we didn't need to use the long ones
we had before (e.g. "Fabric of Reality Permanent/Pushable"). Also
removed unused imports from various classes along the way.
2013-07-16 17:52:26 -04:00
StevenRS11
ea1ea8a265 fixed some naming 2013-07-16 17:14:56 -04:00
Unrepentant-Atheist
495aa19a73 Update mod_pocketDim.java 2013-07-16 11:30:29 +02:00
StevenRS11
db9bb02b43 FoR changes
Added a metaData block to FoR, meta 1 acts like permafabric but can be
pushed with pistons. Fixed a bug where permafabric could be pushed by
pistons.
2013-07-16 03:00:57 -04:00
StevenRS11
38f4555adb Rift blade is sword, added sounds 2013-07-15 02:45:25 -04:00
StevenRS11
4508c2fd74 Added creative tab 2013-07-13 14:13:01 -04:00
StevenRS11
c444515907 Flipped east/west rotation 2013-06-27 01:03:09 -04:00
SenseiKiwi
471114415b Fixed Rotation in SchematicLoader
Fixed reference to CommandRegenPocket - should be CommandResetDungeons.
Autofixed indentation in SchematicLoader. I wanted to commit that change
before doing any more code changes but I forgot. Then I fixed the code
that calculates the coordinate offsets so our dungeons rotate right. It
was pretty simple - all I had to do was move the xCooe and zCooe
calculations into the loops so they're recalculated to account for
rotation. I rearranged the loops for optimal performance.
2013-06-26 00:45:20 -04:00
SenseiKiwi
9e0fb946f2 Merge remote-tracking branch 'upstream/master' into R1.4.0-improvements 2013-06-25 23:18:17 -04:00
StevenRS11
a499ca4213 rewrote schematicLoader 2013-06-25 22:10:15 -04:00
SenseiKiwi
d15f372c59 Improved and Renamed CommandRegenPocket
Renamed CommandRegenPocket to CommandResetDungeons. Changed command name
accordingly. Added a message for the user listing the number of dungeons
that were reset. Modified DimHelper slightly to add support for this.
Added error condition if user specifies arguments for the command.
2013-06-25 14:28:11 -04:00
StevenRS11
5b53399432 removed regen command pending schematicLoader 2013-06-25 00:00:58 -04:00
StevenRS11
06a8abbf74 Added regen dungeon command & removed hasMark 2013-06-24 01:40:56 -04:00
SenseiKiwi
ecaa90a438 Partially Overhauled Commands
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.
2013-06-18 10:23:31 -04:00
SenseiKiwi
8dce8c1c26 Renamed all singleton create() to initialize()
Renamed the create() function of DDProperties and DungeonHelper to
initialize(). Why? Because it was bugging me. <.< That is all.
2013-06-16 12:06:21 -04:00
SenseiKiwi
a95b282814 Cleaned references in mod_pocketDim
Cleaned references in mod_pocketDim
2013-06-16 05:18:17 -04:00
SenseiKiwi
f56893018d Changed DungeonHelper into a singleton
Changed DungeonHelper into a singleton. Changed code in other classes to
interface with it properly.
2013-06-16 01:00:05 -04:00
SenseiKiwi
86f0cd7d21 Improved DungeonHelper.registerCustomDungeon()
Changed the function to use a Hashtable mapping dungeon types to their
respective lists so that it wouldn't be necessary to hardcode a
condition for each type. The code is much shorter now and we can add new
types with ease. The next stage will be to remove
weightedDungeonGetList, if possible, so that we don't have to construct
a list with duplicates just to have weights. The loop that repeatedly
inserted dungeons into that list has been removed anyway, but it
shouldn't affect anything since custom dungeon integration was broken
and weights were being ignored.
2013-06-15 11:21:49 -04:00
SenseiKiwi
1e2dedaafe Overhauling DungeonHelper
I changed the name filter for schematic names from
CommandEndDungeonCreation to DungeonHelper, and renamed it to
NamePattern. I also rewrote most of registerCustomDungeon() to be much
more concise. The changes are incomplete but I'm making an intermediate
commit. The aim is to change DungeonHelper into a proper singleton and
to eliminate the clunky sections that manually map dungeon categories to
their corresponding lists. Instead, I'll use data structures to
implement that far more efficiently.
2013-06-15 10:25:50 -04:00
SenseiKiwi
03d60dc07d Fixed bug in DDLoot, delayed loot generation
Changed DDLoot to use the correct item IDs when adding DD items to
chests. Moved loot chest registration from init() to postInit() in the
hopes that we'll be able to catch the loot of other mods that also hook
into Vanilla chests.
2013-06-15 01:58:53 -04:00
SenseiKiwi
b1130d0cc6 Overhauled loot generation
Dimensional dungeon loot chests are now registered with Forge. Other
mods can tap into our chests and our own generation is cleaner. The list
of items in our chests is generated in DDLoot.
2013-06-14 15:22:22 -04:00
StevenRS11
69cfc1369c release canidate 2013-06-14 03:17:23 -04:00
StevenRS11
078ee999be Merging changes 2013-06-14 01:53:30 -04:00
SenseiKiwi
b11354767d Overhauled configuration properties
Moved all configuration variables from mod_pocketDim to DDProperties
(formerly DimDoorsConfig). Changed property names to be clearer in
config file, modified some comments, and generally cleaned up the config
file. Fixed some missing properties and variables that were reading from
the wrong properties. Modified the order in which mod_pocketDim
instantiated some of its static fields so that they would load after
properties are read. Almost all classes load after properties are read.
Fixed indentation across various files and replaced references to
properties in mod_pocketDim with references to DDProperties.
2013-06-13 19:01:54 -04:00
StevenRS11
ebf35a056a Release canidate 2013-06-13 16:44:17 -04:00
SenseiKiwi
9c3067ed35 Renamed DimDoorsConfig to DDProperties
Renamed DimDoorsConfig to DDProperties
2013-06-13 00:48:21 -04:00
SenseiKiwi
e4c8b50dae Changed some configuration features
Added flag for disabling whether Stabilized Rift Signatures are
craftable. Autocorrected indentation in some areas. Renamed some
property keys in the config file, but the naming is inconsistent. Will
return soon to make all names consistent. Property values should be
removed from mod_pocketDim and moved to a file, e.g. DDProperties.
Configuration should either be loaded directly into the value variables
or be kept as a separate file, e.g. DDConfiguration. I favor for
integrating configuration reading into the same file as the values and
not declaring Property variables at all.
2013-06-12 23:30:13 -04:00