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.
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.
Improved code in PocketGenerator. Restricted Monolith generation to the
chunk in which populate() is being applied. We should not be generating
Monoliths outside that chunk. Changed condition that would exit the
function if the next available space for a Monolith was above Y = 245.
Exiting the function at that point made no sense.
I've realized that this placement algorithm has probably been patched up
several times and that's resulted in nonsensical code. For instance, the
loop continues as long as you continue finding higher points to place
Monoliths. That would suggest you intended to make columns of them. But
since the loop chooses random columns on each iteration goes back to Y =
0, you're really just jumping around and placing Monoliths in random
places, while using irrelevant checks to decide whether to continue. I
really recommend coming up with a different algorithm. I haven't
replaced it completely in case it would break something.