Made some progress on the second step of our maze generation algorithm:
building an adjacency graph for setting up doorways later. Renamed the
SpatialNode class to PartitionNode to better represent its role.
Made some changes to maze generation to prune out random rooms from the
structure. This doesn't look as nice as I'd hoped, so I'm going to try
some other approaches.
Added classes for generating maze dungeons. At the moment, the dungeons
are generated in place of our pocket dimensions to make testing easy.
We'll need to restore pocket generation later and integrate the mazes
into the dungeon packs later. Currently, the structures are very
incomplete (they don't even have doorways), but this is only the first
step.
Changed our loot generation. Instead of relying on Minecraft's built-in
loot categories, we now have our own static loot category. There are two
types of chests now. Regular chests contain randomly-picked coal, iron,
gold, diamonds, emeralds, quartz, enchanted books, and golden apples
(very rare). We also have a function for filling out "grave chests",
which occur in 1 out of every 7 chests. Those contain rotten flesh,
bones, and some armor pieces and equipment that are assigned random
damage values and occasionally also get level 1 enchantments. Small
changes were made to various files to incorporate this update.
Fixed a bug in DungeonPack that would trigger a rare ClassCastException
during dungeon selection. We were comparing instances of DungeonType
against WeightedContainer<DungeonType>. This wouldn't break dungeon
generation because DD falls back on selecting a random dungeon if
rule-based selection fails. It would allow duplicate dungeons to appear
in the same chain, though.