697b0da59f
Although fields were created in DDProperties for Monolith spawning and Rift generation, they were mislabeled as reading the "World Rift Generation Enabled" property. I gave them proper names. I also changed the fields and names to be more intuitive and rewrote the descriptions. For instance, "MonolithSpawnDensity" is a misnomer because as density increases, there should be more Monoliths, not less. Now the properties clearly state how they affect a feature. I rewrote the conditions that used each property to correspond with those simplified descriptions and gave the properties default values that will match the generation rates seen before. I also made the rift generation code less cryptic and fixed a bug; there was a check that compared if a dimension was a pocket dimension by its name to prevent rift generation. That name check was wrong - it would never work. Now we check if the provider is an instance of pocketProvider. That will continue working even if we change the way that pocket dimensions are named.
129 lines
3 KiB
Java
129 lines
3 KiB
Java
package StevenDimDoors.mod_pocketDim.world;
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import StevenDimDoors.mod_pocketDim.CloudRenderBlank;
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import StevenDimDoors.mod_pocketDim.DDProperties;
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import StevenDimDoors.mod_pocketDim.mod_pocketDim;
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import StevenDimDoors.mod_pocketDim.helpers.dimHelper;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.player.EntityPlayerMP;
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import net.minecraft.util.Vec3;
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import net.minecraft.world.WorldProvider;
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import net.minecraft.world.biome.WorldChunkManagerHell;
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import net.minecraft.world.chunk.IChunkProvider;
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import net.minecraftforge.common.DimensionManager;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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public class pocketProvider extends WorldProvider
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{
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public int exitXCoord;
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public int exitYCoord;
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public int exitZCoord;
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public int exitDimID;
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public boolean hasNoSky = true;
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public boolean isSavingSchematic= false;
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public int dimToSave;
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private static DDProperties properties = null;
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public pocketProvider()
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{
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this.hasNoSky=true;
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if (properties == null)
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properties = DDProperties.instance();
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}
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@Override
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protected void registerWorldChunkManager()
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{
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super.worldChunkMgr = new WorldChunkManagerHell(mod_pocketDim.pocketBiome,1,1);
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//this.dimensionId = ConfigAtum.dimensionID;
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}
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@Override
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public String getSaveFolder()
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{
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return (dimensionId == 0 ? null : "DimensionalDoors/pocketDimID" + dimensionId);
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}
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public void saveAsSchematic(int id)
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{
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this.isSavingSchematic=true;
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this.dimensionId=id;
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}
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public Vec3 getSkyColor(Entity cameraEntity, float partialTicks)
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{
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setCloudRenderer( new CloudRenderBlank());
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return this.worldObj.getWorldVec3Pool().getVecFromPool((double)0, (double)0, (double)0);
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}
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@SideOnly(Side.CLIENT)
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@Override
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public Vec3 getFogColor(float par1, float par2)
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{
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return this.worldObj.getWorldVec3Pool().getVecFromPool((double)0, (double)0, (double)0);
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}
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@Override
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public double getHorizon()
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{
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return worldObj.getHeight();
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}
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@Override
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public IChunkProvider createChunkGenerator()
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{
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return new pocketGenerator(worldObj, dimensionId, false);
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}
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@Override
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public boolean canSnowAt(int x, int y, int z)
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{
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return false;
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}
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public boolean canBlockFreeze(int x, int y, int z, boolean byWater)
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{
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return false;
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}
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@Override
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public String getDimensionName()
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{
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//TODO: This should be a proper name. We need to show people proper names for things whenever possible.
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//The question is whether this should be "Pocket Dimension" or "Pocket Dimension #" -- I'm not going to change
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//it out of concern that it could break something. ~SenseiKiwi
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return "PocketDim " + this.dimensionId;
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}
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public int getRespawnDimension(EntityPlayerMP player)
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{
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int respawnDim;
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if (properties.LimboEnabled)
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{
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respawnDim = properties.LimboDimensionID;
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}
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else
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{
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respawnDim = dimHelper.dimList.get(this.dimensionId).exitDimLink.destDimID;
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}
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if (dimHelper.getWorld(respawnDim) == null)
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{
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dimHelper.initDimension(respawnDim);
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}
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return respawnDim;
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}
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public boolean canRespawnHere()
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{
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return false;
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}
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}
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