Reorganized Code in CommonTickHandler

Reorganized code in CommonTickHandler. Should be a little more readable
now. This is in preparation for reimplementing Limbo decay.
This commit is contained in:
SenseiKiwi
2013-07-25 01:38:58 -04:00
parent 98162f2839
commit 9da6304dc9

View File

@@ -4,14 +4,11 @@ import java.util.ArrayList;
import java.util.EnumSet; import java.util.EnumSet;
import java.util.Random; import java.util.Random;
import net.minecraft.entity.Entity;
import net.minecraft.world.World;
import StevenDimDoors.mod_pocketDim.helpers.dimHelper; import StevenDimDoors.mod_pocketDim.helpers.dimHelper;
import StevenDimDoors.mod_pocketDim.helpers.yCoordHelper; import StevenDimDoors.mod_pocketDim.helpers.yCoordHelper;
import StevenDimDoors.mod_pocketDim.ticking.MobObelisk; import StevenDimDoors.mod_pocketDim.ticking.MobObelisk;
import net.minecraft.block.Block;
import net.minecraft.block.BlockContainer;
import net.minecraft.entity.Entity;
import net.minecraft.world.World;
import cpw.mods.fml.common.FMLCommonHandler; import cpw.mods.fml.common.FMLCommonHandler;
import cpw.mods.fml.common.ITickHandler; import cpw.mods.fml.common.ITickHandler;
import cpw.mods.fml.common.TickType; import cpw.mods.fml.common.TickType;
@@ -19,15 +16,16 @@ import cpw.mods.fml.relauncher.Side;
public class CommonTickHandler implements ITickHandler public class CommonTickHandler implements ITickHandler
{ {
private Random rand = new Random(); private int tickCount = 0;
public int tickCount=0;
public int tickCount2=0;
private static DDProperties properties = null; private static DDProperties properties = null;
public static ArrayList<int[]> chunksToPopulate = new ArrayList<int[]>(); public static ArrayList<int[]> chunksToPopulate = new ArrayList<int[]>();
private static final Random rand = new Random();
public static final int MAX_MONOLITH_SPAWNING_CHANCE = 100; public static final int MAX_MONOLITH_SPAWNING_CHANCE = 100;
private static final int MAX_MONOLITH_SPAWN_Y = 245; private static final int MAX_MONOLITH_SPAWN_Y = 245;
private static final int CHUNK_SIZE = 16; private static final int CHUNK_SIZE = 16;
private static final int RIFT_REGENERATION_INTERVAL = 100; //Regenerate random rifts every 100 ticks
public CommonTickHandler() public CommonTickHandler()
{ {
@@ -40,7 +38,7 @@ public class CommonTickHandler implements ITickHandler
{ {
if (type.equals(EnumSet.of(TickType.SERVER))) if (type.equals(EnumSet.of(TickType.SERVER)))
{ {
onTickInGame(); onServerTick();
} }
} }
@@ -51,6 +49,9 @@ public class CommonTickHandler implements ITickHandler
{ {
if(!CommonTickHandler.chunksToPopulate.isEmpty()) if(!CommonTickHandler.chunksToPopulate.isEmpty())
{ {
//TODO: This is bad. =/ We should not be passing around arrays of magic numbers.
//We should have an object that contains this information. ~SenseiKiwi
for (int[] chunkData : CommonTickHandler.chunksToPopulate) for (int[] chunkData : CommonTickHandler.chunksToPopulate)
{ {
if(chunkData[0] == properties.LimboDimensionID) if(chunkData[0] == properties.LimboDimensionID)
@@ -68,11 +69,13 @@ public class CommonTickHandler implements ITickHandler
} }
} }
public EnumSet ticks() @Override
public EnumSet<TickType> ticks()
{ {
return EnumSet.of(TickType.SERVER); return EnumSet.of(TickType.SERVER);
} }
@Override
public String getLabel() public String getLabel()
{ {
return null; return null;
@@ -98,7 +101,7 @@ public class CommonTickHandler implements ITickHandler
Random random = new Random(worldObj.getSeed()); Random random = new Random(worldObj.getSeed());
long factorA = random.nextLong() / 2L * 2L + 1L; long factorA = random.nextLong() / 2L * 2L + 1L;
long factorB = random.nextLong() / 2L * 2L + 1L; long factorB = random.nextLong() / 2L * 2L + 1L;
random.setSeed((long)chunkX * factorA + (long)chunkZ * factorB ^ worldObj.getSeed()); random.setSeed(chunkX * factorA + chunkZ * factorB ^ worldObj.getSeed());
int x, y, z; int x, y, z;
do do
@@ -207,14 +210,28 @@ public class CommonTickHandler implements ITickHandler
} }
} }
private void onTickInGame() private void onServerTick()
{
tickCount++; //There is no need to reset the counter. Let it overflow.
if (tickCount % RIFT_REGENERATION_INTERVAL == 0)
{
regenerateRifts();
}
if (mod_pocketDim.teleTimer > 0)
{
mod_pocketDim.teleTimer--;
}
}
private void regenerateRifts()
{ {
try try
{ {
//Replace rifts that have been replaced (not permanently removed) by players //Replace rifts that have been replaced (not permanently removed) by players
if (tickCount > 100)
{
tickCount = 0;
int i = 0; int i = 0;
while (i < 15 && FMLCommonHandler.instance().getEffectiveSide() == Side.SERVER) while (i < 15 && FMLCommonHandler.instance().getEffectiveSide() == Side.SERVER)
@@ -246,21 +263,10 @@ public class CommonTickHandler implements ITickHandler
} }
} }
} }
}
catch (Exception e) catch (Exception e)
{ {
System.out.println("An exception occurred in CommonTickHandler.onGameTick():"); System.out.println("An exception occurred in CommonTickHandler.onServerTick():");
e.printStackTrace(); e.printStackTrace();
} }
finally
{
tickCount++;
}
if (mod_pocketDim.teleTimer > 0)
{
mod_pocketDim.teleTimer--;
} }
} }
}