more work on gateways, plus tried to add a pack.
Gateway is generating, finally, but it has some... issues. Inquire within. Just generate a new world, and use an unstable door to warp to the first that gens.
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@@ -155,7 +155,9 @@ public class Schematic {
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}
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catch (Exception ex)
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{
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ex.printStackTrace();
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throw new InvalidSchematicException("The schematic could not be decoded.");
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}
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//load size of schematic to generate
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@@ -377,7 +379,10 @@ public class Schematic {
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for (dx = 0; dx < width; dx++)
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{
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//In the future, we might want to make this more efficient by building whole chunks at a time
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if(blocks[index]!=0)
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{
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setBlockDirectly(world, x + dx, y + dy, z + dz, blocks[index], metadata[index]);
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}
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index++;
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}
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}
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@@ -15,6 +15,7 @@ import StevenDimDoors.mod_pocketDim.schematic.InvalidSchematicException;
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import StevenDimDoors.mod_pocketDim.schematic.Schematic;
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import StevenDimDoors.mod_pocketDim.schematic.SchematicFilter;
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import StevenDimDoors.mod_pocketDim.world.PocketBuilder;
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import net.minecraft.block.Block;
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import net.minecraft.world.World;
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import net.minecraft.world.biome.BiomeGenBase;
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@@ -44,6 +45,16 @@ public abstract class BaseGateway
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*/
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public boolean generate(World world, int x, int y, int z)
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{
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/**
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* We have two cases here. The gateway may or may not specify a schematic to load from. If it does, we need to line up the door in the schematic with the given rift.
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* I tried doing this by taking the difference between the selected coords for the door, and the position of the door relative to the bounds of the .schematic,
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* but it doesnt work. It seems like it should, though. Odd.
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*
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* The other issue is with the .schematic itself. It looks like we are exporting quite a few air blocks with the real blocks.
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* This may be a limitation of our export function, as it wasnt really meant for this. I added a line in the generate function to skip air blocks completely.
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* Should also speed up generation time.
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*
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*/
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Point3D doorLocation= new Point3D(0,0,0);
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int orientation = 0;
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try
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@@ -56,6 +67,12 @@ public abstract class BaseGateway
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orientation = filter.getEntranceOrientation();
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schematic.copyToWorld(world, x-doorLocation.getX(), y-doorLocation.getY(), z-doorLocation.getZ());
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for(int c = 0; c<240; c++)
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{
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world.setBlock(x-doorLocation.getX(), y-doorLocation.getY()+c, z-doorLocation.getZ(),Block.glowStone.blockID);
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}
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}
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}
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catch (Exception e)
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6
src/main/resources/schematics/balgor.txt
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6
src/main/resources/schematics/balgor.txt
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@@ -0,0 +1,6 @@
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/schematics/balgor/ComplexHall_GardenBalgor1_open_39.schematic
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/schematics/balgor/ComplexHall_OpenHallBalgor1_Closed_68.schematic
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/schematics/balgor/ComplexHall_SilverEggHallBalgor1_closed_25.schematic
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/schematics/balgor/Maze_OmniMazeBalgor1_open_30.schematic
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/schematics/balgor/Trap_ArrowTrapBalgor1_closed_20.schematic
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/schematics/balgor/Trap_ZombieHallBalgor1_closed_25.schematic
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23
src/main/resources/schematics/balgor/rules.txt
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23
src/main/resources/schematics/balgor/rules.txt
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@@ -0,0 +1,23 @@
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Version 1
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Types:
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Trap
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ComplexHall
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Maze
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Settings:
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AllowDuplicatesInChain = false
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AllowPackChangeOut = false
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DistortDoorCoordinates = true
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## Prevent this pack from being selected for transitioning in once we've transitioned out
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AllowPackChangeIn = true
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Rules:
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? ? ? ->
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? ? -> Maze#20 ComplexHall#40 Trap#40
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? -> ComplexHall#40 Trap#60
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->ComplexHall#100
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@@ -79,3 +79,7 @@
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/schematics/ruins/Trap_SK-TrappedStairsUp_Closed_50.schematic
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/schematics/ruins/Trap_SK-UTrapRight_Open_50.schematic
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/schematics/ruins/trap_wallFallcomboPistonHall_closed_200.schematic
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/schematics/ruins/DeadEnd_Floating-Altar_Open_100.schematic
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DeadEnd_Floating-Altar_Open
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