Comments (3)
This is purely just a comment on the XML at first glace.
https://gist.github.com/ThatApplePieGuy/b445a5ab4e89f309bf4c6fe0bb87af10#file-map-xml-L130-L147
This can be simplified as
<filters>
<match-started id="match-started"/>
<after id="after-15s" duration="15s" message="Cages open in {0}" filter="match-started"/>
<time id="after-5m">5m</time> <!-- then use 'not(after-5m)' in place of your old not-5m filter -->
<time id="after-14m">14m</time>
<after id="end-game" duration="1m" message="The game will end in {0}" filter="after-14m"/>
</filters>
All your structure dynamics can be simplified as:
<dynamic id="place9" structure="2v" location="13,4,13" filter="aqua_layout=0" trigger="match-started"/>
All those clear-spawners
dynamics seem obscene. Are they truely necessary? Could you instead use a set action filtered to the playable area and mob spawner blocks to set them to air that way, assuming that is what they are doing..? E.g.:
<regions>
<rectangle id="playable-area" min="-56,-56" max="57,57"/> <!-- your playable area -->
</regions>
<filters>
<material id="monster-spawners">mob spawner</material>
</filters>
<actions>
<trigger scope="match" filter="match-started-or-with-some-delay">
<action>
<fill region="playable-area" filter="monster-spawners" material="air"/>
</action>
</trigger>
</actions>
From the screenshots provided, one team can get absoutely shafted with not so great islands giving almost nowhere to cannon. Is this deliberate or a side-effect of the way the structures have been handled?
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Thanks, I implemented the cleanup and regenerated all the structures so each layout must have a minimum number of flat tiles
All those
clear-spawners
dynamics seem obscene. Are they truely necessary? Could you instead use a set action filtered to the playable area and mob spawner blocks to set them to air that way, assuming that is what they are doing..? E.g.:<regions> <rectangle id="playable-area" min="-56,-56" max="57,57"/> <!-- your playable area --> </regions> <filters> <material id="monster-spawners">mob spawner</material> </filters> <actions> <trigger scope="match" filter="match-started-or-with-some-delay"> <action> <fill region="playable-area" filter="monster-spawners" material="air"/> </action> </trigger> </actions>
This wouldn't work because we don't want to clear every spawner, only the ones that aren't needed for the layout that gets chosen. In the screenshots you can see certain islands types have spawners in their center
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Loaded in b445683
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