Minor Adjustments to Rift Spread
Made a small correction to the condition on max ancestors. Also thoroughly tested this code to ensure that it really does limit rift spread. Currently, 2 initial rifts will cause 4 more rifts to be created eventually.
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@@ -35,6 +35,7 @@ import StevenDimDoors.mod_pocketDim.util.Point4D;
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public class TileEntityRift extends TileEntity
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{
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private static final int RIFT_INTERACTION_RANGE = 5;
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private static final int MAX_ANCESTOR_LINKS = 2;
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private static final int MAX_CHILD_LINKS = 1;
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private static final int ENDERMAN_SPAWNING_CHANCE = 1;
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@@ -327,7 +328,7 @@ public class TileEntityRift extends TileEntity
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NewDimData dimension = PocketManager.getDimensionData(worldObj);
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DimLink link = dimension.getLink(xCoord, yCoord, zCoord);
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if (link.childCount() >= MAX_CHILD_LINKS || countAncestorLinks(link) > MAX_ANCESTOR_LINKS)
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if (link.childCount() >= MAX_CHILD_LINKS || countAncestorLinks(link) >= MAX_ANCESTOR_LINKS)
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{
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return;
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}
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@@ -335,7 +336,7 @@ public class TileEntityRift extends TileEntity
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// The probability of rifts trying to spread increases if more rifts are nearby.
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// Players should see rifts spread faster within clusters than at the edges of clusters.
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// Also, single rifts CANNOT spread.
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int nearRifts = dimension.findRiftsInRange(worldObj, 5, xCoord, yCoord, zCoord).size();
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int nearRifts = dimension.findRiftsInRange(worldObj, RIFT_INTERACTION_RANGE, xCoord, yCoord, zCoord).size();
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if (nearRifts == 0 || random.nextInt(nearRifts) == 0)
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{
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return;
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