Minor Improvements and Debugging Tweaks
Minor improvements to the readability and performance of SchematicLoader. Added a little temporary code for debugging purposes.
This commit is contained in:
@@ -101,13 +101,10 @@ public class SchematicLoader
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case 5:
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metadata = 3;
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break;
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}
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}
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else if(blockID==Block.vine.blockID)
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else if (blockID==Block.vine.blockID)
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{
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switch (metadata)
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{
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@@ -184,18 +181,10 @@ public class SchematicLoader
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case 10:
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metadata = 13;
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break;
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}
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}
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else if(Block.blocksList[blockID] instanceof BlockRedstoneRepeater ||Block.blocksList[blockID] instanceof BlockDoor ||blockID== Block.tripWireSource.blockID||Block.blocksList[blockID] instanceof BlockComparator)
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else if(Block.blocksList[blockID] instanceof BlockRedstoneRepeater ||Block.blocksList[blockID] instanceof BlockDoor ||blockID== Block.tripWireSource.blockID||Block.blocksList[blockID] instanceof BlockComparator)
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{
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switch (metadata)
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{
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case 0:
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@@ -246,25 +235,12 @@ public class SchematicLoader
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case 15:
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metadata = 12;
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break;
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}
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}
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break;
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case 1:
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if(Block.blocksList[blockID] instanceof BlockStairs)
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{
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switch (metadata)
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{
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case 0:
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@@ -291,15 +267,13 @@ public class SchematicLoader
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case 4:
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metadata = 5;
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break;
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}
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}
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else if(blockID== Block.chest.blockID||blockID== Block.chestTrapped.blockID||blockID==Block.ladder.blockID)
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else if(blockID== Block.chest.blockID||blockID== Block.chestTrapped.blockID||blockID==Block.ladder.blockID)
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{
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switch (metadata)
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{
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case 2:
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metadata = 3;
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break;
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@@ -312,9 +286,6 @@ public class SchematicLoader
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case 5:
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metadata = 4;
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break;
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}
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}
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@@ -727,15 +698,12 @@ public class SchematicLoader
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//second 4 bytes of the block ID
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byte[] addId = new byte[0];
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NBTTagList tileEntities = null;
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NBTTagCompound[] tileEntityList;
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NBTTagList entities;
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NBTTagList tileEntities=null;
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//the wooden door leading into the pocket
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Point3D entrance= new Point3D(0,0,0);
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Point3D entrance = new Point3D(0,0,0);
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//the iron dim doors leading to more pockets
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ArrayList<Point3D> sideLinks = new ArrayList<Point3D>();
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@@ -781,7 +749,7 @@ public class SchematicLoader
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//load ticking things
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tileEntities = nbtdata.getTagList("TileEntities");
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tileEntityList = new NBTTagCompound[width*height*length];
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//tileEntityList = new NBTTagCompound[width*height*length];
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/**
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for(int count = 0; count<tileEntities.tagCount(); count++)
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{
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@@ -846,9 +814,8 @@ public class SchematicLoader
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int schematicDoorMeta=0;
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//first loop through the .schematic to load in all rift locations, and monolith spawn locations.
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//also finds the incomingLink location, which determines the final position of the generated .schematic
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//also finds the incomingLink location, which determines the final position and orientation of the dungeon
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for ( x = 0; x < width; ++x)
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{
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for ( y = 0; y < height; ++y)
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@@ -856,35 +823,35 @@ public class SchematicLoader
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for ( z = 0; z < length; ++z)
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{
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int index = y * width * length + z * width + x;
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int indexBelow = (y - 1) * width * length + z * width + x;
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int indexDoubleBelow = (y - 2) * width * length + z * width + x;
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int blockToReplace=blocks[index];
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int blockMetaData=blockData[index];
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int currentBlock = blocks[index];
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//NBTTagList tileEntity = tileEntities;
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//int size = tileEntity.tagCount();
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if(blockToReplace==Block.doorIron.blockID&&blocks[ (y-1) * width * length + z * width + x]==Block.doorIron.blockID)
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if (currentBlock == Block.doorIron.blockID && indexBelow >= 0 && blocks[indexBelow] == Block.doorIron.blockID)
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{
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sideLinks.add(new Point3D(x,y,z));
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sideLinks.add(new Point3D(x, y, z));
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}
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else if(blockToReplace==Block.doorWood.blockID)
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else if (currentBlock == Block.doorWood.blockID)
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{
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if( ((y-2) * width * length + z * width + x)>=0&&blocks[ (y-2) * width * length + z * width + x]==Block.sandStone.blockID&&blocks[ (y-1) * width * length + z * width + x]==Block.doorWood.blockID)
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if (indexDoubleBelow >= 0 && blocks[indexDoubleBelow] == Block.sandStone.blockID &&
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blocks[indexBelow] == Block.doorWood.blockID)
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{
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exitLinks.add(new Point3D(x,y,z));
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exitLinks.add(new Point3D(x, y, z));
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}
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else if(((y-1) * width * length + z * width + x)>=0&&blocks[ (y-1) * width * length + z * width + x]==Block.doorWood.blockID)
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else if (indexBelow >= 0 && blocks[indexBelow] == Block.doorWood.blockID)
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{
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entrance=(new Point3D(x,y,z));
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schematicDoorMeta=Math.abs(blockData[(y-1) * width * length + z * width + x]+2)%4;
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entrance = new Point3D(x, y, z);
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schematicDoorMeta = Math.abs(blockData[indexBelow] + 2) % 4; //TODO: Write a function for extracting a door's orientation from its metadata or at least change this to use bitwise operations.
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}
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}
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else if (blockToReplace == Block.endPortalFrame.blockID)
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else if (currentBlock == Block.endPortalFrame.blockID)
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{
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monolithSpawns.add(new Point3D(x,y,z));
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monolithSpawns.add(new Point3D(x, y, z));
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}
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}
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}
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@@ -893,6 +860,26 @@ public class SchematicLoader
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//Compute the Y-axis translation that places our structure correctly
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int offsetY = riftY - entrance.getY();
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//TODO: HAX REMOVE THIS!
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schematicDoorMeta = NORTH_DOOR_METADATA;
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if (orientation == schematicDoorMeta)
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{
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System.out.println("Intended Orientation: NORTH");
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}
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else if (orientation == (schematicDoorMeta + 1) % 4)
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{
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System.out.println("Intended Orientation: EAST");
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}
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else if (orientation == (schematicDoorMeta + 2) % 4)
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{
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System.out.println("Intended Orientation: SOUTH");
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}
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else if (orientation == (schematicDoorMeta + 3) % 4)
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{
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System.out.println("Intended Orientation: WEST");
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}
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//Loop to actually place the blocks
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for (x = 0; x < width; x++)
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{
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@@ -901,25 +888,24 @@ public class SchematicLoader
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//Compute the X-axis and Z-axis translations that will shift
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//and rotate our structure properly.
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if(orientation == schematicDoorMeta)
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if (orientation == schematicDoorMeta)
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{
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realX = (x - entrance.getX()) + riftX;
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realZ = (z - entrance.getZ()) + riftZ;
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}
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else if(orientation==(schematicDoorMeta + 1) % 4)
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else if (orientation == (schematicDoorMeta + 1) % 4)
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{
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//270 degree CCW rotation
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realX = -(z - entrance.getZ()) + riftX;
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realZ = (x - entrance.getX()) + riftZ;
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}
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else if(orientation== (schematicDoorMeta + 2) % 4)
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else if (orientation == (schematicDoorMeta + 2) % 4)
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{
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//180 degree rotation
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realX = -(x - entrance.getX()) + riftX;
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realZ = -(z - entrance.getZ()) + riftZ;
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}
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else if(orientation==(schematicDoorMeta + 3) % 4)
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else if (orientation == (schematicDoorMeta + 3) % 4)
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{
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//90 degree CCW rotation
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realX = (z - entrance.getZ()) + riftX;
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@@ -1196,7 +1182,7 @@ public class SchematicLoader
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String filePath=DungeonHelper.instance().defaultBreak.schematicPath;
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if(dimHelper.dimList.containsKey(link.destDimID))
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{
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if(dimHelper.dimList.get(link.destDimID).dungeonGenerator==null)
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if(dimHelper.dimList.get(link.destDimID).dungeonGenerator == null)
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{
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DungeonHelper.instance().generateDungeonLink(link);
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}
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