Dungeon preview for Jaitsu

Committing custom dungeon for testing and love
Removed dungeon preview

Removed dungeon preview
Fixed Bugs in DungeonHelper

1. Added converting dungeon type names to lowercase before adding them
to dungeonTypeMapping (a HashMap that associates dungeon type strings
with their lists). Keeping the original casing was causing a
NullPointerException when the HashMap returned null and we expected to
receive a non-null list.
2. Added code to strip out the file extension of a schematic in
validateSchematicName(). The extension was getting dragged along with
the dungeon's weight, which would cause parsing to fail and the name was
considered invalid. This means that none of the custom dungeons were
being registered for generation since the system saw them as badly
tagged. They also wouldn't generate Monoliths even if tagged as closed
because we would ignore the tags.
3. Changed a comparison for the "open" tag to be case insensitive.
4. Minor changes
Merge branch 'R1.4.0-improvements'
Minor Change to DungeonHelper

Minor change to DungeonHelper. Added the dash character to the
characters allowed in schematic names.
Cleaned up PocketGenerator

Cleaned up some of the code in PocketGenerator. Seeded the generation of
Monoliths as a function of the world seed. All of our randomized
selections should be functions of the world seed so people can exchange
seeds with cool DD features. I will rename the file to have proper
capitalization in the next commit. Then I have to fix Monolith spawning.

Also, don't use recursion as a way to loop functions if you could simply
have a loop. I'm referring to the way PocketGenerator.populate() calls
itself. Completely unnecessary.
Minor Change

Just need to make an intermediate commit for renaming PocketGenerator.
Technical issues...
Minor Change

Completed renaming pocketGenerator as PocketGenerator.
Removed Recursion from PocketGenerator

Rewrote PocketGenerator.populate() to remove the recursive call to
itself.
Improved PocketGenerator

Improved code in PocketGenerator. Restricted Monolith generation to the
chunk in which populate() is being applied. We should not be generating
Monoliths outside that chunk. Changed condition that would exit the
function if the next available space for a Monolith was above Y = 245.
Exiting the function at that point made no sense.

I've realized that this placement algorithm has probably been patched up
several times and that's resulted in nonsensical code. For instance, the
loop continues as long as you continue finding higher points to place
Monoliths. That would suggest you intended to make columns of them. But
since the loop chooses random columns on each iteration goes back to Y =
0, you're really just jumping around and placing Monoliths in random
places, while using irrelevant checks to decide whether to continue. I
really recommend coming up with a different algorithm. I haven't
replaced it completely in case it would break something.
Merge pull request #31 from SenseiKiwi/master

Fixed Bugs in DungeonHelper