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.
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.
1. Integrated support for dungeon pack config options into the code
(i.e. we actually DO what the settings specify)
2. Added random transitions from one dungeon type to another. Dungeons
might also begin with a non-default pack.
3. Fixed a config reading bug that caused settings to be ignored and
some invalid settings wouldn't trigger exceptions. Also fixed other
dungeon pack bugs.
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.
This is used for the code that determines where to come out of Limbo in. It tries to search from the top down to find a solid block to stand on. Isn't complete, though. This code does need some considerations put in, though... I'm concerned about Natura's clouds, for instance.
Made some changes to EventHookContainer.onWorldLoad() to remove
redundant code that encouraged bugs. Unfortunately, a lot of
link-related code needs to be rewritten to get rid of bugs, so that'll
come after dungeon packs are completed.
Changed how Random is initialized in SchematicLoader to prevent issues
with dim doors in the same chunks leading to the same dungeon. The
selection seems much more varied now. Also changed the hardcoded config
for the default dungeon chains to the one we'll be using later (from a
file). For testing purposes.
Decreased the default chance of a gateway generating. This won't affect
users unless they clear their config files. The decision is based on
user feedback and recent experiments on how common gateways could be.