Various Changes, Support for doMobSpawning, Overhauled CommonTickHandler #53

Merged
SenseiKiwi merged 7 commits from master into master 2013-07-26 19:38:46 +00:00
3 changed files with 18 additions and 18 deletions
Showing only changes of commit 03b727881a - Show all commits

View File

@@ -235,7 +235,7 @@ public class CommonTickHandler implements ITickHandler
if (tickCount % LIMBO_DECAY_INTERVAL == 0)
{
LimboDecay.ApplyRandomFastDecay();
LimboDecay.applyRandomFastDecay();
}
if (mod_pocketDim.teleTimer > 0)

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@@ -31,7 +31,7 @@ public class LimboDecay {
/**
* Initializes the array containing the reversed sequence of block IDs that blocks cycle through during decay.
*/
private static void InitializeDecaySequence()
private static void initializeDecaySequence()
{
if (decaySequence == null)
{
@@ -51,7 +51,7 @@ public class LimboDecay {
* Checks the blocks orthogonally around a given location (presumably the location of an Unraveled Fabric block)
* and applies Limbo decay to them. This gives the impression that decay spreads outward from Unraveled Fabric.
*/
public static void ApplySpreadDecay(World world, int x, int y, int z)
public static void applySpreadDecay(World world, int x, int y, int z)
{
if (properties == null)
properties = DDProperties.instance();
@@ -62,12 +62,12 @@ public class LimboDecay {
{
//Apply decay to the blocks above, below, and on all four sides.
//World.getBlockId() implements bounds checking, so we don't have to worry about reaching out of the world
DecayBlock(world, x - 1, y, z);
DecayBlock(world, x + 1, y, z);
DecayBlock(world, x, y, z - 1);
DecayBlock(world, x, y, z + 1);
DecayBlock(world, x, y - 1, z);
DecayBlock(world, x, y + 1, z);
decayBlock(world, x - 1, y, z);
decayBlock(world, x + 1, y, z);
decayBlock(world, x, y, z - 1);
decayBlock(world, x, y, z + 1);
decayBlock(world, x, y - 1, z);
decayBlock(world, x, y + 1, z);
}
}
@@ -75,7 +75,7 @@ public class LimboDecay {
* Picks random blocks from each active chunk in Limbo and, if decay is applicable, converts them directly to Unraveled Fabric.
* This decay method is designed to stop players from avoiding Limbo decay by building floating structures.
*/
public static void ApplyRandomFastDecay()
public static void applyRandomFastDecay()
{
if (properties == null)
properties = DDProperties.instance();
@@ -102,7 +102,7 @@ public class LimboDecay {
x = chunkCoord.chunkXPos * CHUNK_SIZE + random.nextInt(CHUNK_SIZE);
z = chunkCoord.chunkZPos * CHUNK_SIZE + random.nextInt(CHUNK_SIZE);
y = sectionY + random.nextInt(SECTION_HEIGHT);
DecayBlockFast(limbo, x, y, z);
decayBlockFast(limbo, x, y, z);
}
}
}
@@ -111,10 +111,10 @@ public class LimboDecay {
/**
* Checks if a block can be decayed and, if so, changes it directly into Unraveled Fabric.
*/
private static boolean DecayBlockFast(World world, int x, int y, int z)
private static boolean decayBlockFast(World world, int x, int y, int z)
{
int blockID = world.getBlockId(x, y, z);
if (CanDecayBlock(blockID))
if (canDecayBlock(blockID))
{
world.setBlock(x, y, z, properties.LimboBlockID);
return true;
@@ -125,14 +125,14 @@ public class LimboDecay {
/**
* Checks if a block can be decayed and, if so, changes it to the next block ID along the decay sequence.
*/
private static boolean DecayBlock(World world, int x, int y, int z)
private static boolean decayBlock(World world, int x, int y, int z)
{
//Make sure the decay sequence is initialized
InitializeDecaySequence();
initializeDecaySequence();
int index;
int blockID = world.getBlockId(x, y, z);
if (CanDecayBlock(blockID))
if (canDecayBlock(blockID))
{
//Loop over the block IDs that decay can go through.
//Find an index matching the current blockID, if any.
@@ -159,7 +159,7 @@ public class LimboDecay {
/**
* Checks if a block can decay. We will not decay air, Unraveled Fabric, Eternal Fabric, or containers.
*/
private static boolean CanDecayBlock(int blockID)
private static boolean canDecayBlock(int blockID)
{
if (blockID == 0 || blockID == properties.LimboBlockID || blockID == properties.PermaFabricBlockID)
return false;

View File

@@ -56,7 +56,7 @@ public class BlockLimbo extends Block
//Make sure this block is in Limbo
if (world.provider.dimensionId == limboDimensionID)
{
LimboDecay.ApplySpreadDecay(world, x, y, z);
LimboDecay.applySpreadDecay(world, x, y, z);
}
}
}