Implemented Scheduled Rift Regeneration

1. Implemented scheduled rift regeneration in RiftRegenerator. The
previous randomized selection algorithm has been removed completely. All
regeneration is scheduled now. We perform numerous checks to make sure
that regenerating a rift is safe.
2. Removed FastRiftRegenerator as RiftRegenerator performs roughly the
same task but with more flexibility. Updated TileEntityDimDoor to use
RiftRegenerator instead for creating rifts when doors are broken.
3. Modified EventHookContainer to receive the chunk loaded event. We
iterate over the list of links in a loaded chunk and schedule them for
regeneration.
4. Reorganized the code in BlockRift. Divided the list of immune blocks
into two lists - one for DD blocks and one for regular MC blocks.
RiftRegenerator has to be able to distinguish between the two types.
5. Factored out some duplicate code from ItemRiftSignature and
ItemStabilizedRiftSignature. Most of the block immunity checks were used
to check if it would be safe to spawn a rift when using one of those
items. BlockRift.tryPlacingRift() covers all that logic in a single
function and makes the item code a little simpler.
This commit is contained in:
SenseiKiwi
2014-07-11 01:21:43 -04:00
parent 79bd5102ba
commit 1f59dc17d9
9 changed files with 239 additions and 173 deletions

View File

@@ -8,6 +8,7 @@ import net.minecraft.item.ItemDoor;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;
import net.minecraft.world.WorldProvider;
import net.minecraft.world.chunk.Chunk;
import net.minecraftforge.client.event.sound.PlayBackgroundMusicEvent;
import net.minecraftforge.client.event.sound.SoundLoadEvent;
import net.minecraftforge.event.EventPriority;
@@ -17,12 +18,16 @@ import net.minecraftforge.event.entity.living.LivingFallEvent;
import net.minecraftforge.event.entity.player.PlayerInteractEvent;
import net.minecraftforge.event.entity.player.PlayerInteractEvent.Action;
import net.minecraftforge.event.terraingen.InitMapGenEvent;
import net.minecraftforge.event.world.ChunkEvent;
import net.minecraftforge.event.world.WorldEvent;
import StevenDimDoors.mod_pocketDim.config.DDProperties;
import StevenDimDoors.mod_pocketDim.config.DDWorldProperties;
import StevenDimDoors.mod_pocketDim.core.DDTeleporter;
import StevenDimDoors.mod_pocketDim.core.DimLink;
import StevenDimDoors.mod_pocketDim.core.NewDimData;
import StevenDimDoors.mod_pocketDim.core.PocketManager;
import StevenDimDoors.mod_pocketDim.items.BaseItemDoor;
import StevenDimDoors.mod_pocketDim.ticking.RiftRegenerator;
import StevenDimDoors.mod_pocketDim.util.Point4D;
import StevenDimDoors.mod_pocketDim.world.LimboProvider;
import StevenDimDoors.mod_pocketDim.world.PocketProvider;
@@ -36,18 +41,20 @@ public class EventHookContainer
private final DDProperties properties;
private DDWorldProperties worldProperties;
private RiftRegenerator regenerator;
public EventHookContainer(DDProperties properties)
{
this.properties = properties;
}
public void setWorldProperties(DDWorldProperties worldProperties)
public void setSessionFields(DDWorldProperties worldProperties, RiftRegenerator regenerator)
{
// SenseiKiwi:
// Why have a setter rather than accessing mod_pocketDim.worldProperties?
// Why have a setter rather than accessing mod_pocketDim directly?
// I want to make this dependency explicit in our code.
this.worldProperties = worldProperties;
this.regenerator = regenerator;
}
@ForgeSubscribe(priority = EventPriority.LOW)
@@ -217,6 +224,22 @@ public class EventHookContainer
}
}
}
@ForgeSubscribe
public void onChunkLoad(ChunkEvent.Load event)
{
// Schedule rift regeneration for any links located in this chunk.
// This event runs on both the client and server. Allow server only.
Chunk chunk = event.getChunk();
if (!chunk.worldObj.isRemote)
{
NewDimData dimension = PocketManager.getDimensionData(chunk.worldObj);
for (DimLink link : dimension.getChunkLinks(chunk.xPosition, chunk.zPosition))
{
regenerator.scheduleSlowRegeneration(link);
}
}
}
public void playMusicForDim(World world)
{