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public List<Cell> runBFS2D(Vec2D startCoords) { | |
List<Cell> positiveMatches = new ArrayList(); | |
final String queryProperty = getProperty(startCoords); | |
Cell firstCell = new Cell(startCoords); | |
positiveMatches.add(firstCell); | |
for (int i = 0; i < positiveMatches.size(); i++) { | |
Cell thisCell = positiveMatches.get(i); |
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{ | |
"pools": [ | |
{ | |
"name": "default", | |
"rolls": 20, | |
"entries": [ | |
{ | |
"type": "item", | |
"name": "minecraft:diamond", | |
"functions": [ |
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/* | |
* To change this license header, choose License Headers in Project Properties. | |
* To change this template file, choose Tools | Templates | |
* and open the template in the editor. | |
*/ | |
package hashmap; | |
import java.util.HashMap; | |
import devobjects.Location; | |
import java.util.HashSet; |
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private static String[] explodeString(String input, char[] delimiters) { //this HAS to be an array, I think. I have no idea how one would pass an unknown number of arguments INTO a method call | |
if (input.length() <= 0) { | |
return new String[0]; //because we are not interested in empty Strings between two delimiters, are we? | |
} else if (delimiters.length <= 0) { | |
return new String[]{input}; | |
} | |
int delimPointer = -1; | |
List<Character> nextDelims = new ArrayList(); | |
for (char d : delimiters) { |
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Set<BlockPos> findBlockPossesInSphericalCone(Player player, int coneAngle, int reach) { | |
Vec3D playerHeadPosition = player.getHeadPosition(); | |
Vec3D originPosition = playerHeadPosition.transform( -0.5, -0.5, -0.5); //shift position to check for middlepoints of blocks. | |
Vec3D lookVector = player.getLookVector; //I assume this will return a Vector with three factors <= 1.0 | |
Vec3D targetPosition = originPosition.transform(lookVector * reach); | |
int coneX = lookVector.X; | |
int coneY = lookVector.Y; | |
int coneZ = lookVector.Z; | |
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//only three-sided pyramidic cone? | |
boolean isPosInCone(BlockPos pos, Vec3D topPoint, Vec3D coneVector, int slopeAngle) { | |
//Cone | |
int coneX = coneVector.X; | |
int coneY = coneVector.Y; | |
int coneZ = coneVector.Z; | |
//XY and ZY planes | |
int coneDiagXZ = squareRoot(square(coneX) + square(coneZ)); |
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//lookYaw within 0 - 360 | |
//lookPitch within 0 - 180 | |
//coneReach within 0 - 360 | |
getBlockPossesWithinCone(BlockPos origPos, float lookYaw, float lookPitch, int coneReach, int coneLength) { | |
//todo check preconditions | |
double deviation = ( (double) coneReach ) / 2 | |
float minYaw = (lookYaw - deviation + 360.0 ) % 360; | |
float maxYaw = (lookYaw + deviation ) % 360; | |
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import discord | |
import logging | |
import asyncio | |
import os | |
import platform | |
#constants | |
nowPlayingFilePath = r"filepath" | |
#logging stuff |
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Basically what I'd need you to do is: | |
1. Start Minecraft with DimDoors (leave console open) | |
2. Open up a world (creative mode) | |
3. Use the command, "/dimpocket <group> <name>" to force generation of a pocket. [Tab] will give you auto-complete options for the command. | |
4. Check your console to see if the dungeon registers its rifts correctly. | |
Correct (example): | |
[11:19:10] [Server thread/INFO] [FML]: [DimDoors] Name of new pocket schematic is ComplexHall_SK-LostGarden_Open_40 (class com.zixiken.dimdoors.shared.PocketTemplate ) | |
[11:19:10] [Server thread/INFO] [FML]: Loading dimension 687 (Test 041) (net.minecraft.server.integrated.IntegratedServer@4d987e06) | |
[11:19:10] [Server thread/INFO] [FML]: [RTG-INFO] World Seed: -3351434674196496459 | |
[11:19:10] [Server thread/INFO] [FML]: [DimDoors] Re-loading tile-entity at blockPos: BlockPos{x=268, y=2, z=-106} (class com.zixiken.dimdoors.shared.PocketTemplate ) |
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Features currently in: | |
-Personal DimDoor: Will teleport a player to the entrance door of their own personal pocket and back. (unpairable) | |
-Iron DimDoor: Will create a Public Pocket and "pair" with its entrance door. After this, it will teleport the player to its paired door. | |
-Golden DimDoor: Will pair itself to a pairable unpaired DimDoor or Rift | |
-Chaos Door: Will teleport a player to a random non-personal Door or Rift. (unpairable) | |
-Warp Door: If paired, will act like an Iron DimDoor would. Otherwise, when in a Dungeon Pocket, will teleport the player to the Overworld. Otherwise, will do nothing. | |
-Transient Door: Will create a Dungeon Pocket and "pair" with its entrance door. After this, it will teleport the player to its paired door AND change into a Rift. | |
-Rift: When breaking a paired door in survival, a Rift will appear in its place. This rift can not be entered by passing through it. Any DimDoor can be placed on this Rift with the link staying intact. | |
-Rift Connection Tool: A Tool that can force-pair or |
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