Fixed NPE in yCoordHelper, Other Bugs, Reimplemented Limbo Decay #52
@@ -23,6 +23,7 @@ public class CommonTickHandler implements ITickHandler
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private static final Random rand = new Random();
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public static final int MAX_MONOLITH_SPAWNING_CHANCE = 100;
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private static final String label = "Dimensional Doors: Common Tick";
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private static final int MAX_MONOLITH_SPAWN_Y = 245;
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private static final int CHUNK_SIZE = 16;
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private static final int RIFT_REGENERATION_INTERVAL = 100; //Regenerate random rifts every 100 ticks
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@@ -78,7 +79,7 @@ public class CommonTickHandler implements ITickHandler
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@Override
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public String getLabel()
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{
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return null;
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return label; //Used for profiling!
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}
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private void placeMonolithsInPockets(int worldID, int chunkX, int chunkZ)
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@@ -212,13 +213,14 @@ public class CommonTickHandler implements ITickHandler
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private void onServerTick()
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{
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tickCount++; //There is no need to reset the counter. Let it overflow.
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tickCount++; //There is no need to reset the counter. Let it overflow. Really.
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if (tickCount % RIFT_REGENERATION_INTERVAL == 0)
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{
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regenerateRifts();
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}
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LimboDecay.ApplyRandomFastDecay();
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if (mod_pocketDim.teleTimer > 0)
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{
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@@ -230,7 +232,7 @@ public class CommonTickHandler implements ITickHandler
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{
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try
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{
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//Replace rifts that have been replaced (not permanently removed) by players
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//Regenerate rifts that have been replaced (not permanently removed) by players
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int i = 0;
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170
StevenDimDoors/mod_pocketDim/LimboDecay.java
Normal file
170
StevenDimDoors/mod_pocketDim/LimboDecay.java
Normal file
@@ -0,0 +1,170 @@
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package StevenDimDoors.mod_pocketDim;
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import java.util.Random;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockContainer;
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import net.minecraft.world.ChunkCoordIntPair;
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import net.minecraft.world.World;
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import StevenDimDoors.mod_pocketDim.helpers.dimHelper;
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/*
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* Provides methods for applying the Limbo decay. Limbo decay refers to the effect that most blocks placed in Limbo
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* naturally change into stone, then cobble, then gravel, and finally Unraveled Fabric as time passes.
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*/
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public class LimboDecay {
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private static final int MAX_DECAY_SPREAD_CHANCE = 100;
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private static final int DECAY_SPREAD_CHANCE = 50;
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private static final int CHUNK_SIZE = 16;
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private static final int SECTION_HEIGHT = 16;
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//Provides a reversed list of the block IDs that blocks cycle through during decay.
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//Must be initialized later since it requires DDProperties to be initialized (for LimboBlockID).
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private static int[] decaySequence = null;
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private static Random random = new Random();
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private static DDProperties properties = null;
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private LimboDecay() { }
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/*
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* Initializes the array containing the reversed sequence of block IDs that blocks cycle through during decay.
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*/
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private static void InitializeDecaySequence()
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{
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if (decaySequence == null)
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{
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if (properties == null)
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properties = DDProperties.instance();
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decaySequence = new int[] {
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properties.LimboBlockID,
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Block.gravel.blockID,
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Block.cobblestone.blockID,
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Block.stone.blockID
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};
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}
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}
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/*
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* Checks the blocks orthogonally around a given location (presumably the location of an Unraveled Fabric block)
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* and applies Limbo decay to them. This gives the impression that decay spreads outward from Unraveled Fabric.
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*/
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public static void ApplySpreadDecay(World world, int x, int y, int z)
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{
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if (properties == null)
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properties = DDProperties.instance();
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//Check if we randomly apply decay spread or not. This can be used to moderate the frequency of
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//full spread decay checks, which can also shift its performance impact on the game.
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if (random.nextInt(MAX_DECAY_SPREAD_CHANCE) < DECAY_SPREAD_CHANCE)
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{
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//Apply decay to the blocks above, below, and on all four sides.
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//World.getBlockId() implements bounds checking, so we don't have to worry about reaching out of the world
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DecayBlock(world, x - 1, y, z);
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DecayBlock(world, x + 1, y, z);
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DecayBlock(world, x, y, z - 1);
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DecayBlock(world, x, y, z + 1);
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DecayBlock(world, x, y - 1, z);
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DecayBlock(world, x, y + 1, z);
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}
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}
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/*
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* Picks random blocks from each active chunk in Limbo and, if decay is applicable, converts them directly to Unraveled Fabric.
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* This decay method is designed to stop players from avoiding Limbo decay by building floating structures.
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*/
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public static void ApplyRandomFastDecay()
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{
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if (properties == null)
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properties = DDProperties.instance();
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int x, y, z;
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int sectionY;
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int limboHeight;
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World limbo = dimHelper.getWorld(properties.LimboDimensionID);
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if (limbo != null)
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{
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limboHeight = limbo.getHeight();
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//Obtain the coordinates of active chunks in Limbo. For each section of each chunk,
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//pick a random block and try to apply fast decay.
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for (Object coordObject : limbo.activeChunkSet)
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{
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ChunkCoordIntPair chunkCoord = (ChunkCoordIntPair) coordObject;
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//Loop through each chunk section and fast-decay a random block
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//Apply the changes using the world object instead of directly to the chunk so that clients are always notified.
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for (sectionY = 0; sectionY < limboHeight; sectionY += SECTION_HEIGHT)
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{
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x = chunkCoord.chunkXPos * CHUNK_SIZE + random.nextInt(CHUNK_SIZE);
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z = chunkCoord.chunkZPos * CHUNK_SIZE + random.nextInt(CHUNK_SIZE);
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y = sectionY + random.nextInt(SECTION_HEIGHT);
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DecayBlockFast(limbo, x, y, z);
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}
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}
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}
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}
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/*
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* Checks if a block can be decayed and, if so, changes it directly into Unraveled Fabric.
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*/
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private static boolean DecayBlockFast(World world, int x, int y, int z)
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{
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int blockID = world.getBlockId(x, y, z);
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if (CanDecayBlock(blockID))
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{
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world.setBlock(x, y, z, properties.LimboBlockID);
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return true;
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}
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return false;
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}
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/*
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* Checks if a block can be decayed and, if so, changes it to the next block ID along the decay sequence.
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*/
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private static boolean DecayBlock(World world, int x, int y, int z)
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{
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//Make sure the decay sequence is initialized
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InitializeDecaySequence();
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int index;
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int blockID = world.getBlockId(x, y, z);
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if (CanDecayBlock(blockID))
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{
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//Loop over the block IDs that decay can go through.
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//Find an index matching the current blockID, if any.
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for (index = 0; index < decaySequence.length; index++)
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{
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if (decaySequence[index] == blockID)
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{
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break;
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}
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}
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//Since the decay sequence is a reversed list, the block ID in the index before our match
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//is the block ID we should change this block into. A trick in this approach is that if
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//we loop over the array without finding a match, then (index - 1) will contain the
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//last ID in the array, which is the first one that all blocks decay into.
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//We assume that Unraveled Fabric is NOT decayable. Otherwise, this will go out of bounds!
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world.setBlock(x, y, z, decaySequence[index - 1]);
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return true;
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}
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return false;
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}
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/*
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* Checks if a block can decay. We will not decay air, Unraveled Fabric, Eternal Fabric, or containers.
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*/
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private static boolean CanDecayBlock(int blockID)
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{
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if (blockID == 0 || blockID == properties.LimboBlockID || blockID == properties.PermaFabricBlockID)
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return false;
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Block block = Block.blocksList[blockID];
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return (block == null || !(block instanceof BlockContainer));
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}
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}
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@@ -1,19 +1,27 @@
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package StevenDimDoors.mod_pocketDim.blocks;
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import java.util.Random;
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import net.minecraft.block.Block;
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import net.minecraft.block.material.Material;
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import net.minecraft.client.renderer.texture.IconRegister;
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import net.minecraft.util.Icon;
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import net.minecraft.world.IBlockAccess;
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import net.minecraft.world.World;
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import StevenDimDoors.mod_pocketDim.LimboDecay;
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import StevenDimDoors.mod_pocketDim.mod_pocketDim;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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public class BlockLimbo extends Block
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{
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public BlockLimbo(int i, int j, Material par2Material)
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private final int limboDimensionID;
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public BlockLimbo(int i, int j, Material par2Material, int limboDimensionID)
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{
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super(i, Material.ground);
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this.limboDimensionID = limboDimensionID;
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this.setTickRandomly(true);
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this.setCreativeTab(mod_pocketDim.dimDoorsCreativeTab);
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}
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@@ -38,4 +46,17 @@ public class BlockLimbo extends Block
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{
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return this.blockIcon;
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}
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/**
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* If the block is in Limbo, attempt to decay surrounding blocks upon receiving a random update tick.
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*/
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@Override
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public void updateTick(World world, int x, int y, int z, Random random)
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{
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//Make sure this block is in Limbo
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if (world.provider.dimensionId == limboDimensionID)
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{
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LimboDecay.ApplySpreadDecay(world, x, y, z);
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}
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}
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}
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@@ -182,7 +182,7 @@ public class mod_pocketDim
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blockDimWallPerm = (new BlockDimWallPerm(properties.PermaFabricBlockID, 0, Material.iron)).setLightValue(1.0F).setBlockUnbreakable().setResistance(6000000.0F).setUnlocalizedName("blockDimWallPerm");
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ExitDoor = (new ExitDoor(properties.WarpDoorID, Material.wood)).setHardness(1.0F) .setUnlocalizedName("dimDoorWarp");
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blockRift = (new BlockRift(properties.RiftBlockID, 0, Material.air).setHardness(1.0F) .setUnlocalizedName("rift"));
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blockLimbo = (new BlockLimbo(properties.LimboBlockID, 15, Material.iron).setHardness(.2F).setUnlocalizedName("BlockLimbo").setLightValue(.0F));
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blockLimbo = (new BlockLimbo(properties.LimboBlockID, 15, Material.iron, properties.LimboDimensionID).setHardness(.2F).setUnlocalizedName("BlockLimbo").setLightValue(.0F));
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chaosDoor = (new ChaosDoor(properties.UnstableDoorID, Material.iron).setHardness(.2F).setUnlocalizedName("chaosDoor").setLightValue(.0F) );
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dimDoor = (new dimDoor(properties.DimensionalDoorID, Material.iron)).setHardness(1.0F).setResistance(2000.0F) .setUnlocalizedName("dimDoor");
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dimHatch = (new dimHatch(properties.TransTrapdoorID, 84, Material.iron)).setHardness(1.0F) .setUnlocalizedName("dimHatch");
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Reference in New Issue
Block a user