Commit graph

1418 commits

Author SHA1 Message Date
Waterpicker
e6ccd18c51 Half attempt at fixing transient doors. 2017-12-13 21:10:24 -06:00
Waterpicker
8f43eac20b Fixed various rendering stuff - transient doors and limbo looks. 2017-12-13 11:15:10 -06:00
Runemoro
c2f3c50cb2 Fix gateways 2017-12-10 21:12:29 -05:00
Runemoro
be520b1b41 Convert schematics 2017-12-10 20:26:05 -05:00
Waterpicker
858874b66b Push of current world generation code. Doesn't compile yet. 2017-12-10 03:22:19 -06:00
Runemoro
48a003012a Small fix 2017-12-09 19:31:14 -05:00
Runemoro
c976a3d88e Decouple Schematic class and add place method 2017-12-09 19:27:09 -05:00
Runemoro
79cc174daf More lombok 2017-12-07 00:58:19 -05:00
Runemoro
1e6ceda064 Change dimID back to 684 2017-12-07 00:25:41 -05:00
Runemoro
ec24c34626 Travis 2017-12-07 00:14:57 -05:00
Runemoro
38087b1571 A few fixes 2017-12-07 00:10:30 -05:00
Runemoro
b5198f2d7a Add gateways 2017-12-06 23:59:05 -05:00
Runemoro
4f911fa0db Lombok 2017-12-06 23:54:43 -05:00
Runemoro
55dd7ef607 Travis 2017-12-06 23:02:46 -05:00
ZombieHDGaming
108dc1bbe2
Possible Travis fix (Just testing something) 2017-12-06 17:45:16 -05:00
Runemoro
f9378acc97 Fix travis deploy 2017-12-06 17:07:17 -05:00
Runemoro
9231b09ce4 Get Travis to release files 2017-12-06 17:02:01 -05:00
Runemoro
59c47701f5 Schematic handler improvments
- Add netherProbability parameter to the random dungeon function, and set it to depth/50 for now (I'll make it non-linear in a future version)
 - Add a reusable weightedRandom method to MathUtils
 - Make config option to allow for random public pocket size, modify random template code to be able to add variations for "singular" templates
 - Load all pocket sizes but only create ones smaller than maxPocketSize naturally. This way an admin can still manually create a pocket larger than the max size using /dimpocket
 - Javadocs
 - Null checks for a few methods
 - Load schematics when plugin loads rather than when world loads
 does adding to groups work?
2017-12-06 16:44:43 -05:00
abc4857
c10646ad18 Merge branch '1.12-WIP' of https://github.com/Runemoro/DimDoors into 1.12-WIP 2017-12-06 03:01:32 -05:00
abc4857
f1c4a46a22 Change baseDimID to 1000 2017-12-05 23:55:31 -05:00
ZombieHDGaming
5b738f9ee4
Merge pull request #15 from Runemoro/1.12-WIP
Move sounds to client
2017-12-05 23:27:25 -05:00
abc4857
4a0de507a2 Move sounds to client 2017-12-05 23:23:45 -05:00
ZombieHDGaming
c46c1f6648
Merge pull request #14 from Runemoro/patch-2
Add build status badge
2017-12-05 22:52:54 -05:00
Runemoro
a4f3c98703
Add build status badge 2017-12-05 22:51:47 -05:00
Mathijs Riezebos
01dea7375f
Merge pull request #13 from Runemoro/patch-1
Added Travis
2017-12-06 04:17:43 +01:00
Runemoro
659125a96d
Create .travis.yml 2017-12-05 22:14:37 -05:00
ZombieHDGaming
b48c31817b
Merge pull request #12 from Runemoro/1.12-WIP
Code clean up
2017-12-05 20:32:27 -05:00
abc4857
5a9af2e387 Clean up: Simplified and optimized complicated logic/redundant code, renamed to new MCP parameter names, fixed warnings about generics 2017-12-05 20:18:27 -05:00
ZombieHDGaming
9caf785092 Add Back Monolith Textures with modified name 2017-12-04 17:56:34 -05:00
ZombieHDGaming
09beab1a98 Removed Old Monolith Textures 2017-12-04 17:56:06 -05:00
ZombieHDGaming
d07ef8ef7a
Delete WARP.png 2017-12-03 22:52:48 -05:00
ZombieHDGaming
9ae5febede
Delete RIFT.png 2017-12-03 22:52:41 -05:00
ZombieHDGaming
ec147856a3
Fix file names for proper usage
Slight file name mixup
2017-12-03 22:52:23 -05:00
Waterpicker
90a8851b7c
Merge pull request #11 from Runemoro/1.12-WIP
Finish update to 1.12.2
2017-12-03 20:59:14 -06:00
abc4857
b77339afb8 Fix stuck after teleport bug 2017-12-03 10:02:51 -05:00
abc4857
2e25edc745 Limbo and Monolith fixes 2017-12-03 08:54:53 -05:00
abc4857
37914faf14 Finish update to 1.12.2 2017-12-03 06:43:44 -05:00
Waterpicker
eb851c9eb5 I did a update thing. :D 2017-11-26 14:45:49 -06:00
Waterpicker
632ba41f32 Update to 1.12.2 2017-11-23 17:32:59 -06:00
Waterpicker
9dcc07ddf1 Allow Monoliths to be placed in pockets. 2017-06-15 23:22:35 -05:00
Mathijs Riezebos
ab4257bdd8 No more suffocating in walls
-Fixed teleportation deplacement placing players next to the door
instead of in front of them, without breaking the rendering of the
doors' "portals".
2017-05-14 17:39:00 +02:00
Mathijs Riezebos
a56fded267 Config sections
-Divided configs over several sub-config sections
2017-05-14 17:07:15 +02:00
Mathijs Riezebos
4f711e5e3f Door placement shenanigans
-Enabled Door opening and closing sounds (BlockDimDoorBase L66)
-Repaired Double placement of doors and Doors swinging open upon
placement (ItemDoorBase L78)
2017-05-14 16:11:33 +02:00
Mathijs Riezebos
c29c9b3d23 WarpDoor improvements
-Added Forge version dependency
-Made sure that Warp Doors always lead to a non-pocket dimension if they
lead anywhere at all
-Added Event checks on Players entering chunks in/and pocket dimensions
2017-05-08 17:42:27 +02:00
Mathijs Riezebos
53568707f0 Mapping coordinates to Pocket IDs and back
-Changed the Pocket placement algorithm. Instead of following a
rectangular spiral path expanding outwards from (0;0), Pockets now get
placed in a fan-shaped area expanding from (0;0) to (infinity;infinity).
-Changed maximum configurable grid size and defaulted to that
-Added a way to retrieve the Pocket ID from a Location
-Schematic loading streams are only closed if they were opened to begin
with
-Added some easier ways of testing if a Dimension is a Pocket dimension
2017-05-05 17:35:02 +02:00
Mathijs Riezebos
7574e61ede Intelligent Commands
-Added tab completions to the teleport command
-Made tab completions for the pocket command actually complete what is
already typed
-Added some String utilities to support the previous two changes
2017-05-05 12:23:31 +02:00
Mathijs Riezebos
9f303bc66b More solid Schematic placement
-Added Try- Catch block to prevent a TileEntity not getting loaded right
from causing the Pocket from registering (which caused respective
Schematic placements on the same position, which replaced unregistered
Doors, to crash as well)
2017-05-03 11:51:14 +02:00
Mathijs Riezebos
fa6d32cf0c Schematic generation command
-Completed command to force-generate Dungeon Pocket Schematics using
their directory (/group) and name
-Schematics now inherrit their name from their file name if it's not set
in their NBT

Warning:
-Quite a few of the pockets themselves show errouneous behaviour when
you try to generate them.
2017-05-01 20:18:00 +02:00
Mathijs Riezebos
13296ffdb9 Jsons adding all Dungeons for Testing
-Added crude json files to load in all Dungeon schematics from previous
versions of DimDoors, into the game
-Added an extra failsafe before Teleporting to a newly generated
Dungeon, checking if the Location is not-null instead of crashing

Notes:
-Rather often, a door to a Dungeon will say that "Teleportation failed".
I think this is because the Dungeon Schematic in question fails to
include a list of its Tile-Entities and their corresponding data.
2017-05-01 13:40:30 +02:00
Waterpicker
e4b9c951c0 Implement dimpocket command 2017-05-01 02:38:56 -05:00