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Misc changes.
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Frustrated-Programmer committed Dec 14, 2024
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3 changes: 1 addition & 2 deletions Brilliance Datapack/TODO.md
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# Other TODO:
- Rename Level Controller to Mob Controller.
- level controller has no preset names for wardens and drowned. In case player somehow goes over default number of names.
- mob controller has no preset names for wardens and drowned. In case player somehow goes over default number of names.
- Backroom zone markers need to be populated.
- Numbered Ravager currently only counts ravagers in their ZONE, not across the entire level. Need to fix, and exclude special mobs in the count.
- Check for TOO MANY mobs to correct them.
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give @s written_book{"pages": ["[\" Tracked Out's\\n§1§oLevel Controller!\\n\\n\",{\"text\":\"§1[INFO]\",\"hoverEvent\":{\"action\":\"show_text\",\"contents\":[{\"text\":\"§oNote, you can §o§lCLICK§r §ror §o§lHOVER§r §ron any text wrapped in brackets: §1[LIKE THIS]\"}]}},\"\\n\\n§lButton Panel:§r\\nLevel Selector.\",{\"text\":\"§1[PG 2]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":\"2\"}},\"\\n\\n§lFloor Lever:§r\\n§rZone Controller\",{\"text\":\"§1[PG 3]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":\"3\"}},\"\\n\\n§lMain Interface:§r\\n§rLevel Modifier\",{\"text\":\"§1[PG 8]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":\"8\"}}]","[\" §lButton Panel§r\\n§r===================\\n\\nThis is a level selector panel. This lets you choose which level to edit using the \",{\"text\":\"§1§l[Level Modifier]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":8}},\".\\n\\n§oNote§r: Only one level may be edited at a time.\"]","[\" §lZone Controller§r\\n===================\\n\\nFor three of the levels you may use the lever on the floor to enable or disable zones for that level.\\n\\nLevels with zones:\\n - §3Level 1§r\\n - §cLevel 2§r\\n - §5Level 4§r\\n\",{\"text\":\"§9§o---§lContinues§r§9§o---\\\\/§r\",\"hoverEvent\":{\"action\":\"show_text\",\"contents\":[{\"text\":\"Information continues\\nonto the next page.\"}]}}]","[\" §lZone Controller§r\\n===================\\n\\n§oNote§r: §8Level 3§r §rcan't ever have zones due to level design restrictions.\\n\\nZones are areas that have obstacles that prevent killers from leaving their area.\\n\\n\",{\"text\":\"§9§o---§lContinues§r§9§o---\\\\/§r\",\"hoverEvent\":{\"action\":\"show_text\",\"contents\":[{\"text\":\"Information continues\\nonto the next page.\"}]}}]","[\" §lZone Controller§r\\n===================\\n\\nIf you have a zone disabled, the killers will start spread out but may leave their area at any time.\\n\\n§oNote§r: §6TangoTek§r §rmentioned on stream he hated having zones in §3Decked Out 2§r\\n\",{\"text\":\"§9§o---§lContinues§r§9§o---\\\\/§r\",\"hoverEvent\":{\"action\":\"show_text\",\"contents\":[{\"text\":\"Information continues\\nonto the next page.\"}]}}]","[\" §lZone Controller§r\\n===================\\n\\nHowever, §6TangoTek§r §rfelt it was the lesser evil to ensure killers start the game spread out.\\n\\n§bBrilliance§r §rdistributes killers automatically throughout levels upon game start.\\n\",{\"text\":\"§9§o---§lContinues§r§9§o---\\\\/§r\",\"hoverEvent\":{\"action\":\"show_text\",\"contents\":[{\"text\":\"Information continues\\nonto the next page.\"}]}}]","[\" §lZone Controller§r\\n===================\\n\\nIt is up to you whether you would prefer:\\n\\n - Playing the game how §6TangoTek§r §rwished it could be.\\n§o§lOR§r\\n - How §3Decked Out 2§r §rwas played originally.\"]","[\" §lLevel Modifier§r\\n===================\\n\\nThis panel lets you control a lot of things happening in each level.\\n\\nThis is a complicated subject, so we will split it up into multiple sections.\\n\\n\",{\"text\":\"§9§o---§lContinues§r§9§o---\\\\/§r\",\"hoverEvent\":{\"action\":\"show_text\",\"contents\":[{\"text\":\"Information continues\\nonto the next page.\"}]}}]","[\" §lLevel Modifier§r\\n===================\\n\\n\",{\"text\":\"§1§l[The Signs]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":10}},\"\\n\\n\",{\"text\":\"§1§l[The Levers]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":11}},\"\\n\\n\",{\"text\":\"§1§l[The Wool]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":12}},\"\\n\\n\",{\"text\":\"§1§l[The Shulkers]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":13}},\"\\n\\n\",{\"text\":\"§1§l[The Barrels]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":14}},\"\\n\\n\"]","[\" §l§oThe Signs§r\\n===================\\n\\nThe §b1st§r §rrow of the interface.\\n\\nThis will tell you what zone the §lCOLUMN§r §rcontrols. It will also hold a brief description what areas are in it's zone.\"]","[\" §l§oThe Levers§r\\n===================\\n\\nThe §b2nd§r §rrow of the interface.\\n\\nThe levers here is for developers or game masters to enable making all the invisible markers in it's zone temporarily visible.\\n\\nThis doesn't effect gameplay but would be highly annoying if you accidentally left it on.\"]","[\" §l§oThe Wool Blocks§r\\n===================\\n\\nThe §b3rd§r §rrow of the interface.\\n\\nThe color of the wool is what color the invisible markers would be if turned visible temporarily.\\n\\nMore info about the markers: \",{\"text\":\"§1[PG 16]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":\"16\"}}]","[\" §l§oThe Shulkers§r\\n===================\\n\\nThe §b4th§r §rrow of the interface.\\n\\nThe shulkers here do:\"]","[\" §l§oThe Barrels§r\\n===================\\n\\nThe §b5th§r §rrow of the interface.\\n\\nThe barrels here do:\"]","[\" §l§oADDITIONAL INFO§r\\n===================\\n\\nIf you have Zones Disabled, §3Decked Out 2§r §rwill §lNOT§r §ruse the shulker and barrel in it's Zone Enabled counterpart, §oand vice versa§r.\\n\\nEach one is completely separated.\"]","[\" §l§oMarkers Info§r\\n===================\\n\\nThe invisible markers control where killers might start in their zone.\\n\\nAt the start of each game, each killer randomly chooses 1 marker in their zone and will start the game in that marker's position.\"]","[\" §l§oLevel Four§r\\n===================\\n\\nLevel 4 is particularly unique, while you may disable zones, this isn't recommended.\\n\\nWardens §owill§r clump up together and lessen the difficulty if zones dont keep the Wardens separated.\"]"],"author": "§6Tracked Out§r","title": "Level Controllers","display": {"Lore": ["[\"§5§oDescription of how to use the new \"]","[\"§3§oDecked Out 2§r§r§5§o's level controller.\"]"]}}
give @s written_book{"pages": ["[\" Tracked Out's\\n§1§oMob Controller!\\n\\n\",{\"text\":\"§1[INFO]\",\"hoverEvent\":{\"action\":\"show_text\",\"contents\":[{\"text\":\"§oNote, you can §o§lCLICK§r §ror §o§lHOVER§r §ron any text wrapped in brackets: §1[LIKE THIS]\"}]}},\"\\n\\n§lButton Panel:§r\\nLevel Selector.\",{\"text\":\"§1[PG 2]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":\"2\"}},\"\\n\\n§lFloor Lever:§r\\n§rZone Controller\",{\"text\":\"§1[PG 3]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":\"3\"}},\"\\n\\n§lMain Interface:§r\\n§rLevel Modifier\",{\"text\":\"§1[PG 8]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":\"8\"}}]","[\" §lButton Panel§r\\n§r===================\\n\\nThis is a level selector panel. This lets you choose which level to edit using the \",{\"text\":\"§1§l[Level Modifier]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":8}},\".\\n\\n§oNote§r: Only one level may be edited at a time.\"]","[\" §lZone Controller§r\\n===================\\n\\nFor three of the levels you may use the lever on the floor to enable or disable zones for that level.\\n\\nLevels with zones:\\n - §3Level 1§r\\n - §cLevel 2§r\\n - §5Level 4§r\\n\",{\"text\":\"§9§o---§lContinues§r§9§o---\\\\/§r\",\"hoverEvent\":{\"action\":\"show_text\",\"contents\":[{\"text\":\"Information continues\\nonto the next page.\"}]}}]","[\" §lZone Controller§r\\n===================\\n\\n§oNote§r: §8Level 3§r §rcan't ever have zones due to level design restrictions.\\n\\nZones are areas that have obstacles that prevent killers from leaving their area.\\n\\n\",{\"text\":\"§9§o---§lContinues§r§9§o---\\\\/§r\",\"hoverEvent\":{\"action\":\"show_text\",\"contents\":[{\"text\":\"Information continues\\nonto the next page.\"}]}}]","[\" §lZone Controller§r\\n===================\\n\\nIf you have a zone disabled, the killers will start spread out but may leave their area at any time.\\n\\n§oNote§r: §6TangoTek§r §rmentioned on stream he hated having zones in §3Decked Out 2§r\\n\",{\"text\":\"§9§o---§lContinues§r§9§o---\\\\/§r\",\"hoverEvent\":{\"action\":\"show_text\",\"contents\":[{\"text\":\"Information continues\\nonto the next page.\"}]}}]","[\" §lZone Controller§r\\n===================\\n\\nHowever, §6TangoTek§r §rfelt it was the lesser evil to ensure killers start the game spread out.\\n\\n§bBrilliance§r §rdistributes killers automatically throughout levels upon game start.\\n\",{\"text\":\"§9§o---§lContinues§r§9§o---\\\\/§r\",\"hoverEvent\":{\"action\":\"show_text\",\"contents\":[{\"text\":\"Information continues\\nonto the next page.\"}]}}]","[\" §lZone Controller§r\\n===================\\n\\nIt is up to you whether you would prefer:\\n\\n - Playing the game how §6TangoTek§r §rwished it could be.\\n§o§lOR§r\\n - How §3Decked Out 2§r §rwas played originally.\"]","[\" §lLevel Modifier§r\\n===================\\n\\nThis panel lets you control a lot of things happening in each level.\\n\\nThis is a complicated subject, so we will split it up into multiple sections.\\n\\n\",{\"text\":\"§9§o---§lContinues§r§9§o---\\\\/§r\",\"hoverEvent\":{\"action\":\"show_text\",\"contents\":[{\"text\":\"Information continues\\nonto the next page.\"}]}}]","[\" §lLevel Modifier§r\\n===================\\n\\n\",{\"text\":\"§1§l[The Signs]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":10}},\"\\n\\n\",{\"text\":\"§1§l[The Levers]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":11}},\"\\n\\n\",{\"text\":\"§1§l[The Wool]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":12}},\"\\n\\n\",{\"text\":\"§1§l[The Shulkers]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":13}},\"\\n\\n\",{\"text\":\"§1§l[The Barrels]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":14}},\"\\n\\n\"]","[\" §l§oThe Signs§r\\n===================\\n\\nThe §b1st§r §rrow of the interface.\\n\\nThis will tell you what zone the §lCOLUMN§r §rcontrols. It will also hold a brief description what areas are in it's zone.\"]","[\" §l§oThe Levers§r\\n===================\\n\\nThe §b2nd§r §rrow of the interface.\\n\\nThe levers here is for developers or game masters to enable making all the invisible markers in it's zone temporarily visible.\\n\\nThis doesn't effect gameplay but would be highly annoying if you accidentally left it on.\"]","[\" §l§oThe Wool Blocks§r\\n===================\\n\\nThe §b3rd§r §rrow of the interface.\\n\\nThe color of the wool is what color the invisible markers would be if turned visible temporarily.\\n\\nMore info about the markers: \",{\"text\":\"§1[PG 16]\",\"clickEvent\":{\"action\":\"change_page\",\"value\":\"16\"}}]","[\" §l§oThe Shulkers§r\\n===================\\n\\nThe §b4th§r §rrow of the interface.\\n\\nThe shulkers here do:\"]","[\" §l§oThe Barrels§r\\n===================\\n\\nThe §b5th§r §rrow of the interface.\\n\\nThe barrels here do:\"]","[\" §l§oADDITIONAL INFO§r\\n===================\\n\\nIf you have Zones Disabled, §3Decked Out 2§r §rwill §lNOT§r §ruse the shulker and barrel in it's Zone Enabled counterpart, §oand vice versa§r.\\n\\nEach one is completely separated.\"]","[\" §l§oMarkers Info§r\\n===================\\n\\nThe invisible markers control where killers might start in their zone.\\n\\nAt the start of each game, each killer randomly chooses 1 marker in their zone and will start the game in that marker's position.\"]","[\" §l§oLevel Four§r\\n===================\\n\\nLevel 4 is particularly unique, while you may disable zones, this isn't recommended.\\n\\nWardens §owill§r clump up together and lessen the difficulty if zones dont keep the Wardens separated.\"]"],"author": "§6Tracked Out§r","title": "Level Controllers","display": {"Lore": ["[\"§5§oDescription of how to use the new \"]","[\"§3§oDecked Out 2§r§r§5§o's level controller.\"]"]}}
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Expand Up @@ -11,7 +11,7 @@ function do2:dungeon_setup/refill/all
execute if score $dungeon do2.config.fr.resetComposters matches 1 run function do2:dungeon_setup/reset_composters
execute if score $dungeon do2.config.fr.cakeGauntlet matches 1 run setblock -618 -47 1988 cake[bites=0]

execute if score $dungeon do2.config.mc.controlSummons matches 1 run function do2:level_controller/generate_mobs
execute if score $dungeon do2.config.mc.controlSummons matches 1 run function do2:mob_controller/generate_mobs
# - Start Log -
execute if score $dungeon do2.config.mc.controlSummons matches 0 as @a[scores={do2.logs.dungeon_setup=3..}] run tellraw @s ["",{"text":"[§9B§r]: Testing for required entities. ("},{"text":" ? ","color":"dark_red","hoverEvent":{"action":"show_text","contents":["",{"text":"§rIncludes:\n - Teleport Markers\n - Ravagers\n - Wardens\n - §oOne Eyed Willy§r\n - §oDavy Bones§r\n - §oEndermites§r\n - §oEvokers§r"}]}},{"text":")"}]
execute if score $dungeon do2.config.mc.controlSummons matches 0 run function do2:dungeon_setup/test_for_ravagers
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Expand Up @@ -4,17 +4,17 @@ execute as @a[scores={do2.logs.dungeon_setup=3..}] run tellraw @s ["",{"text":"[


#L1
execute if score $dungeon do2.config.mc.controlSummons matches 1 run function do2:level_controller/generate_mobs/zones/l1z1
execute if score $dungeon do2.config.mc.controlSummons matches 1 run function do2:level_controller/generate_mobs/zones/l1z2
execute if score $dungeon do2.config.mc.controlSummons matches 1 run function do2:level_controller/generate_mobs/zones/l1z3
execute if score $dungeon do2.config.mc.controlSummons matches 1 if score $dungeon do2.config.mc.level1Zones matches 0 run function do2:level_controller/generate_mobs/zones/l1z4
execute if score $dungeon do2.config.mc.controlSummons matches 1 if score $dungeon do2.config.mc.level1Zones matches 0 run function do2:level_controller/generate_mobs/zones/l1z5
execute if score $dungeon do2.config.mc.controlSummons matches 1 run function do2:mob_controller/generate_mobs/zones/l1z1
execute if score $dungeon do2.config.mc.controlSummons matches 1 run function do2:mob_controller/generate_mobs/zones/l1z2
execute if score $dungeon do2.config.mc.controlSummons matches 1 run function do2:mob_controller/generate_mobs/zones/l1z3
execute if score $dungeon do2.config.mc.controlSummons matches 1 if score $dungeon do2.config.mc.level1Zones matches 0 run function do2:mob_controller/generate_mobs/zones/l1z4
execute if score $dungeon do2.config.mc.controlSummons matches 1 if score $dungeon do2.config.mc.level1Zones matches 0 run function do2:mob_controller/generate_mobs/zones/l1z5
#L2
execute if score $dungeon do2.config.mc.controlSummons matches 1 run function do2:level_controller/generate_mobs/l2z1
execute if score $dungeon do2.config.mc.controlSummons matches 1 run function do2:level_controller/generate_mobs/l2z2
execute if score $dungeon do2.config.mc.controlSummons matches 1 run function do2:level_controller/generate_mobs/l2z3
execute if score $dungeon do2.config.mc.controlSummons matches 1 if score $dungeon do2.config.mc.level2Zones matches 0 run function do2:level_controller/generate_mobs/zones/l2z4
execute if score $dungeon do2.config.mc.controlSummons matches 1 if score $dungeon do2.config.mc.level2Zones matches 0 run function do2:level_controller/generate_mobs/zones/l2z5
execute if score $dungeon do2.config.mc.controlSummons matches 1 run function do2:mob_controller/generate_mobs/l2z1
execute if score $dungeon do2.config.mc.controlSummons matches 1 run function do2:mob_controller/generate_mobs/l2z2
execute if score $dungeon do2.config.mc.controlSummons matches 1 run function do2:mob_controller/generate_mobs/l2z3
execute if score $dungeon do2.config.mc.controlSummons matches 1 if score $dungeon do2.config.mc.level2Zones matches 0 run function do2:mob_controller/generate_mobs/zones/l2z4
execute if score $dungeon do2.config.mc.controlSummons matches 1 if score $dungeon do2.config.mc.level2Zones matches 0 run function do2:mob_controller/generate_mobs/zones/l2z5


#L1
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Expand Up @@ -40,7 +40,7 @@ execute if score $dungeon do2.config.forceFood matches 1 as @a[scores={do2.utili
function do2:scoreboard/triggers/checks

# Run the mob controller panel
function do2:level_controller/run_per_tick
function do2:mob_controller/run_per_tick

# Summon Dev Markers
#function do2:dev/markers/edit_markers/summon_markers
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Original file line number Diff line number Diff line change
Expand Up @@ -3,12 +3,9 @@ scoreboard objectives add do2.tests.amountOfRavagers dummy
scoreboard players set $dungeon do2.tests.amountOfRavagers 0

# Count number of ravagers.
execute as @e[type=ravager] run scoreboard players add $dungeon do2.tests.amountOfRavagers 1
# Subtract 2 from that number. To no longer count backroom ravager & deathroom ravager.
scoreboard players remove $dungeon do2.tests.amountOfRavagers 2
execute as @e[type=ravager,tag=!L0DEATHROOM,tag=!L0Z1] run scoreboard players add $dungeon do2.tests.amountOfRavagers 1


# Humans count from 1, computers count from 0. Add a fix.
scoreboard players add $dungeon do2.tests.amountOfRavagers 1

# Summon a text_display entity, to convert data into raw text, to store the raw text as a mob name.
summon minecraft:text_display -508 123 1956 {Tags:["ConvertToTextHelper"],text:'[{"text":"Ravager: #"},{"score":{"name":"$dungeon","objective":"do2.tests.amountOfRavagers"}}]'}
Expand All @@ -18,7 +15,6 @@ scoreboard players add $dungeon do2.utility.mc.mobNamesCount 1
# Cleanup
kill @e[type=minecraft:text_display,tag=ConvertToTextHelper]
scoreboard objectives remove do2.tests.amountOfRavagers
scoreboard players remove $dungeon do2.tests.amountOfRavagers 1

# If there STILL isn't enough mobNames for the amount of names needed, loop this function.
execute if score $dungeon do2.utility.mc.mobNamesCount < $l1z1 do2.config.mc.levelZoneMobCount run function do2:mob_controller/add_mob_names/ravager_add_numbered_name
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