Added an interval to CommonTickHandler so that fast decay operations are
performed less frequency. The previous rate was unnecessarily fast. This
will also reduce the performance impact of fast decay considerably,
although testers did not report any noticeable performance decreases.
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.
Removed the code associated with Limbo decay from EventHookContainer,
LimboBlock, and CommonTickHandler. DimHelper still has blocksToDecay
since removing it could cause deserialization failures. However, nothing
should actually use that list. I also removed several unused or
redundant methods (e.g. overriding methods and putting in exactly the
same code as in the super class), fixed indentation and renamed cryptic
variables. We should have a rule against allowing cryptic variable names
like "par2", even if they're inherited from Forge. I'll implement proper
limbo decay in the next commit.
Fixed a bug in DungeonHelper that could cause dungeons to get clipped
during export if they extend past Y = 127. We used
world.getActualHeight() to obtain the height of the pocket, which should
be 256, but getActualHeight() returns 128 for dimensions with no sky.
Pocket dimensions are set to have no sky, so this becomes an issue.
I believe I've fixed the cause of a NullPointerException that some
players have been experiencing. It seems to have been caused by
unregistered block IDs being present in Limbo. Possibly because people
removed mods and they had generated structures in Limbo. Or the players
had placed blocks and then removed the mods, or changed block IDs
around.
This fixes issue #47.
Added code for SchematicLoader so that hoppers will rotate properly.
This was probably not considered an issue before we had support for tile
entity exports and imports. Now it's critical that we support hoppers.
There are other blocks that are still not supported - we should really
fix this in the future so that all blocks will rotate. The code for this
is overly complicated - we should look into a simpler method.
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.
Fixed a bug in BlockDimWall that would allow players to replace Ancient
Fabric by right clicking on it with a block in-hand, in the same way as
Fabric of Reality can be replaced. That would've defeated their purpose.
Fixed the bug in BlockDimWall that would cause Fabric of Reality to
replace itself when you right-clicked to place FoR against an FoR
surface. This happened because we considered FoR valid for replacing FoR
since it's a cube solid. Now we have an extra check to prevent that. It
was a waste of blocks to have them sort of eat each other up! Also
cleaned up some of the code in BlockDimWall.
I modified the way SchematicLoader handles blocks with metadata.
Previously, we would always copy metadata over without additional
checks. If we converted a mod block into Fabric of Reality, metadata
would have no effect because FoR did not have subtypes. Now that FoR has
subtypes, loading metadata blindly could cause unexpected effects, such
as generating Ancient Fabric instead of FoR. I changed the code so that
we only count a block as "changed" if we change its block ID and we
don't want to preserve the original metadata. In that case, the metadata
is set to 0.
Changed transformMetadata() from a public instance function to a private
static function. I was curious as to whether it was being used by code
outside SchematicLoader. The code compiles so it must be local-only. In
the future, when we switch from using this function to the rotation
class, the compiler will warn us that this function is no longer being
used. Then we'll remember to remove it.
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.
Removed unused import from DDProperties. Changed argument lists of
CommandDeleteRifts, CommandDeleteAllLinks, and
CommandDeleteDimensionData to read "???" since we want to get this
update out and those commands are used infrequently. We'll fix them to
have proper information for the next update.
Made some minor changes such as removing unused imports and fixing up
code to remove warnings. Stop calling static methods as if they were
instance methods!!! @_@
Removed a comment from SchematicLoader.transformPoint() that is no
longer relevant. It refers to counterclockwise rotations even though our
rotations are commented as clockwise now.
Rewrote the code that changes the position of a tile entity to be
expressed in the schematic coordinate system. The new code should be
equivalent but easier to understand.
Added support for exporting tile entities as part of custom dungeons.
I've produced a schematic as a test that shows items are exported
properly and they're recognized in MCedit. I still need to add support
for loading tile entities in imported schematics.
Changed DungeonHelper.exportDungeon() to use Minecraft's NBT tag classes
instead of using JNBT. The implementation is actually slightly simpler
than our original JNBT version. I also fixed a bug in the way the
extremes of the bounding box search were calculated that caused yEnd to
have an incorrect value. Exporting works properly now. Confirmed with
tests.
Fixed the selection of boundaries for custom dungeons. The code had a
bug that would clip off a portion of dungeons during exporting. Also,
permafabric is not used to mark the edges of the dungeon anymore. That
means dungeons can contain permafabric now without getting cut off, and
the permafabric shells will be included as part of the export.
Changed SchematicLoader so that schematics that have entrances that are
not facing North will still be rotated properly. This involves a
workaround for transformMetadata() since it assumes schematics are
always saved "facing" North.
I've tested this and it's working perfectly, with one exception. If you
create a rift with dd-rift to a dungeon that wasn't saved pointing
North, the rifts sometimes appear beside the player, instead of in the
block where the player's head is. Sometimes you'll appear in the dungeon
facing the right way. Other times, you'll appear inside a wall adjacent
to the entrance or near the entrance facing the wrong way. I have not
managed to narrow down why this happens.
Rotations in SchematicLoader are understandable now. I changed all the
code to use transformPoint() and made sure that the rotations in there
are correct. Testing shows that rooms are being generated correctly. I
also edited portions of the code for clarity and removed some debug
prints. The loading process now allows permafabric to generate - it was
previously converted into regular fabric of reality. For the moment,
the code is stuck to assume that the entry direction is North. I'll
remove that constraint in the next commit.
It turns out my earlier commits didn't completely fix things because
certain implementation details were missing. I had assumed they were
done. Also, some of the information I had regarding the default
schematic orientation was wrong. This commit remedies most of those
problems with a robust rotation implementation. However, I haven't added
the code for linking Warp Doors yet, and there is a bug with tile
entities getting reversed in East/West oriented rooms. Not sure why
that's happening.
It turns out that rotation hadn't been implemented in the code I moved
during my last commit. I've changed things slightly to implement
rotation. I also renamed some coordinate variables to prevent confusion.
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.
Temporarily patched up CommandDeleteAllLinks,
CommandDeleteDimensionData, and CommandDeleteRifts so they'll compile.
I'll be fixing some things for Steven and I'll come back to those
classes to finish overhauling them.
Improved CommandPruneDimensions. Cleaned up the code and improved
performance by using a HashSet instead of an ArrayList to list dimension
reachability. Added an optional argument that sets whether we should
delete the folders of pruned dimensions.
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.
Made progress on overhauling and prettifying our commands. There are
still more changes to be done for this to be functional. I need to do an
intermediate commit because I want to merge in recent changes by Steven.
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.
Cleaned up some of the code in PocketGenerator. Seeded the generation of
Monoliths as a function of the world seed. All of our randomized
selections should be functions of the world seed so people can exchange
seeds with cool DD features. I will rename the file to have proper
capitalization in the next commit. Then I have to fix Monolith spawning.
Also, don't use recursion as a way to loop functions if you could simply
have a loop. I'm referring to the way PocketGenerator.populate() calls
itself. Completely unnecessary.
1. Added converting dungeon type names to lowercase before adding them
to dungeonTypeMapping (a HashMap that associates dungeon type strings
with their lists). Keeping the original casing was causing a
NullPointerException when the HashMap returned null and we expected to
receive a non-null list.
2. Added code to strip out the file extension of a schematic in
validateSchematicName(). The extension was getting dragged along with
the dungeon's weight, which would cause parsing to fail and the name was
considered invalid. This means that none of the custom dungeons were
being registered for generation since the system saw them as badly
tagged. They also wouldn't generate Monoliths even if tagged as closed
because we would ignore the tags.
3. Changed a comparison for the "open" tag to be case insensitive.
4. Minor changes
Fixed the bug that caused "How_to_add_dungeons.txt" to be copied as an
empty file. The reason was very subtle. Also moved the file to a
different directory.
Added a property in our config that enables or disables the Rift Blade's
ability to create new rifts. It can still open existing rifts even if
that ability is disabled. I tested that to be certain. If the ability is
disabled, the Rift Blade blocks on right-click instead of charging like
a bow.