-Implemented a way to load these schematics
-Implemented a way to place these schematics
-Removed "ye olde ways" (Pillar-ways)
Todo:
-Finding out how and where TileEntities are being created wrongly.
-Make pocket-generation a lot less "coupled". Just store the RiftIDs in
the Pocket and afterwards ask the pocket for a random RiftID
-Do some code cleanup in the SchematicHandler class
-Config Dim ID def: 684
-Added dependency on Vazkii's Pillar mod for "schematic" loading
-Added config directory for DimDoors
-Fixed entrance door placement coords
-Refractored some methods
-Added json-reader functionality
-Code compiles now
Todo:
-Make code added in SchematicHandler more modular
-Game gets stuck on world-load. Probably because the default json file
for "defaultPersonal" is not available yet at the saves directory.
-Changed some method names
-Fixed a mistake in registering a new pocket upon generation
-Added some get functions for privates
-Implemented functionality for randomising what dungeon pocket may be
generated upon entering an unlinked DimDoor.
Todo:
-Still the same
-Valid Pocket schematics will be loaded on world-load
-Created an EnumPocketType instead of the integer to avoid confusion and
make expansion to more types easier.
-Renamed PocketPlacer to PocketTemplate
-Implemented Pocket-Template's placement of the default walls, floor,
roof and door
-Updated Forge to latest
Todo:
-Actually reading the schematic into memory
-Placing the schematic
-Added some crafting recipes
-Made some things render correctly
-Cooler texture for the Transdimensional Trapdoor
-Made some things show their name correctly
-Added a configs class to handle the configs
-Rewrote some of the save handling of the RiftRegistry
Still needed:
-Some dimensions to place pockets in
-Actual loading of json and schematic files into memory
-Actual placement of the pockets (+ door placement and stuff)
Repo does not compile right now!¡!
Made teleporting check whether door is opened and close it again on
teleportation.
Added some more debug logging.
Made the teleportation methods one "string" of boolean methods,
returning false if anything would go amiss.
Implemented 150 ticks waiting time inbetween teleports
finetuned getTeleportTargetLocation method, but it somehow gets reset on
server restart.
Main:
Removed "custom" code for DimDoors' Placement and rewrote it
When right-clicking rifts with any Dimensional Door, the game will try to place the Dimensional Door onto the rift.
Rifts will now enherit their properties from broken DimDoors and Dimdoors will enherit their properties from rifts they are placed over.
Other:
Made the DimDoors logger a bit more powerful.
Made RiftRegistry reset on server-load
Created a setup for the RiftConnectionTool Item.
Layout:
Fixed TileEntityRift.java's indentation
Changed some variable names
Authored by Robijnvogel and squashed by Waterpicker.
-Due to testing, found out that "RiftRegistry.nextRiftID"gets saved and
loaded correctly.
-DimDoors are no longer placeable on leaves or glass (ItemDoorBase.java)
-DimDoors will no longer be placed through left-clicking
(EventHookContainer.java)
-Relocated call to DDTileEntityBase.register() from its constructor to
ItemDoorBase right after the door gets placed. Which means that that
whole constructor and its overrides in other classes are not needed
anymore.
-Added failsafe, so that a DDTileEntityBase that is already registered,
doesn't register again.
Repaired a derp I did in which the Tile Entities did not have a "World"
to get the ID from for the Location to turn into a Location. I needed to
change a lot of constructors to include said "World" as a parameter.
Set up DDTileEntityBase to save after it's paired, registered or
unpaired and actually wrote the readFromNBT and writeToNBT for that.
Merged functionality of "RiftHandler" class into "RiftRegistry" class
Moved the "Location" class
Why the RiftRegistry couples the Rift ID to the Rift **location** and
the PocketRegistry couples the Pocket ID to the actual Pocket
**instance**:
-Each Rift is a Tile-Entity, which means that it has its infromation can
be stored using the Tile-Entitiy's information saving system.
-Each Pocket is barely more than an information storage container, which
depends on having an external information saving system, which the
PocketRegistry provides for it.