def _save_chunk_to_tag(self, chunk): tag = NBTFile() tag.name = "" level = TAG_Compound() tag["Level"] = level level["xPos"] = TAG_Int(chunk.x) level["zPos"] = TAG_Int(chunk.z) level["HeightMap"] = TAG_Byte_Array() level["BlockLight"] = TAG_Byte_Array() level["SkyLight"] = TAG_Byte_Array() level["Sections"] = TAG_List(type=TAG_Compound) for i, s in enumerate(chunk.sections): if s: section = TAG_Compound() section.name = "" section["Y"] = TAG_Byte(i) section["Blocks"] = TAG_Byte_Array() section["Blocks"].value = s.blocks.tostring() section["Data"] = TAG_Byte_Array() section["Data"].value = pack_nibbles(s.metadata) section["SkyLight"] = TAG_Byte_Array() section["SkyLight"].value = pack_nibbles(s.skylight) level["Sections"].tags.append(section) level["HeightMap"].value = chunk.heightmap.tostring() level["BlockLight"].value = pack_nibbles(chunk.blocklight) level["TerrainPopulated"] = TAG_Byte(chunk.populated) level["Entities"] = TAG_List(type=TAG_Compound) for entity in chunk.entities: try: entitytag = self._save_entity_to_tag(entity) level["Entities"].tags.append(entitytag) except KeyError: log.msg("Unknown entity %s" % entity.name) level["TileEntities"] = TAG_List(type=TAG_Compound) for tile in chunk.tiles.itervalues(): try: tiletag = self._save_tile_to_tag(tile) level["TileEntities"].tags.append(tiletag) except KeyError: log.msg("Unknown tile entity %s" % tile.name) return tag
def save_player(self, player): tag = NBTFile() tag.name = "" tag["Pos"] = TAG_List(type=TAG_Double) tag["Pos"].tags = [TAG_Double(i) for i in player.location.pos] tag["Rotation"] = TAG_List(type=TAG_Double) tag["Rotation"].tags = [TAG_Double(i) for i in player.location.ori.to_degs()] tag["Inventory"] = self._save_inventory_to_tag(player.inventory) fp = self.folder.child("players").child("%s.dat" % player.username) self._write_tag(fp, tag)
def save_to_tag(player): tag = NBTFile() tag.name = "" tag["Pos"] = TAG_List(type=TAG_Double) tag["Pos"].tags = [TAG_Double(i) for i in (player.location.x, player.location.y, player.location.z)] tag["Rotation"] = TAG_List(type=TAG_Double) tag["Rotation"].tags = [TAG_Double(i) for i in (player.location.yaw, 0)] tag["Inventory"] = player.inventory.save_to_tag() return tag
def save_player(self, player): tag = NBTFile() tag.name = "" tag["Pos"] = TAG_List(type=TAG_Double) tag["Pos"].tags = [TAG_Double(i) for i in (player.location.x, player.location.y, player.location.z)] tag["Rotation"] = TAG_List(type=TAG_Double) tag["Rotation"].tags = [TAG_Double(i) for i in (player.location.yaw, player.location.pitch)] tag["Inventory"] = self._save_inventory_to_tag(player.inventory) fp = self.folder.child("players") if not fp.exists(): fp.makedirs() fp = fp.child("%s.dat" % player.username) self._write_tag(fp, tag)
def test_load_entity_from_tag_painting(self): tag = TAG_Compound() tag["Pos"] = TAG_List(type=TAG_Double) tag["Pos"].tags = [TAG_Double(10), TAG_Double(5), TAG_Double(-15)] tag["Rotation"] = TAG_List(type=TAG_Double) tag["Rotation"].tags = [TAG_Double(90), TAG_Double(0)] tag["OnGround"] = TAG_Byte(1) tag["id"] = TAG_String("Painting") tag["Dir"] = TAG_Byte(1) tag["Motive"] = TAG_String("Sea") tag["TileX"] = TAG_Int(32) tag["TileY"] = TAG_Int(32) tag["TileZ"] = TAG_Int(32) entity = self.s._load_entity_from_tag(tag) self.assertEqual(entity.motive, "Sea") self.assertEqual(entity.direction, 1)
def _save_entity_to_tag(self, entity): tag = NBTFile() tag.name = "" tag["id"] = TAG_String(entity.name) position = [entity.location.x, entity.location.y, entity.location.z] tag["Pos"] = TAG_List(type=TAG_Double) tag["Pos"].tags = [TAG_Double(i) for i in position] rotation = [entity.location.yaw, entity.location.pitch] tag["Rotation"] = TAG_List(type=TAG_Double) tag["Rotation"].tags = [TAG_Double(i) for i in rotation] tag["OnGround"] = TAG_Byte(int(entity.location.grounded)) self._entity_savers[entity.name](entity, tag) return tag
def _save_chunk_to_tag(self, chunk): tag = NBTFile() tag.name = "" level = TAG_Compound() tag["Level"] = level level["Blocks"] = TAG_Byte_Array() level["HeightMap"] = TAG_Byte_Array() level["BlockLight"] = TAG_Byte_Array() level["Data"] = TAG_Byte_Array() level["SkyLight"] = TAG_Byte_Array() level["Blocks"].value = chunk.blocks.tostring() level["HeightMap"].value = chunk.heightmap.tostring() level["BlockLight"].value = pack_nibbles(chunk.blocklight) level["Data"].value = pack_nibbles(chunk.metadata) level["SkyLight"].value = pack_nibbles(chunk.skylight) level["TerrainPopulated"] = TAG_Byte(chunk.populated) level["Entities"] = TAG_List(type=TAG_Compound) for entity in chunk.entities: try: entitytag = self._save_entity_to_tag(entity) level["Entities"].tags.append(entitytag) except KeyError: print "Unknown entity %s" % entity.name level["TileEntities"] = TAG_List(type=TAG_Compound) for tile in chunk.tiles.itervalues(): try: tiletag = self._save_tile_to_tag(tile) level["TileEntities"].tags.append(tiletag) except KeyError: print "Unknown tile entity %s" % tile.name return tag
def _save_inventory_to_tag(self, inventory): tag = TAG_List(type=TAG_Compound) for slot, item in enumerate(inventory.save_to_list()): if item is not None: d = TAG_Compound() id, damage, count = item d["id"] = TAG_Short(id) d["Damage"] = TAG_Short(damage) d["Count"] = TAG_Byte(count) d["Slot"] = TAG_Byte(slot) tag.tags.append(d) return tag
def _save_inventory_to_tag(self, inventory): tag = TAG_List(type=TAG_Compound) for i, item in enumerate( chain(inventory.crafted, inventory.crafting, inventory.armor, inventory.storage, inventory.holdables)): if item is not None: d = TAG_Compound() id, damage, count = item d["id"] = TAG_Short(id) d["Damage"] = TAG_Short(damage) d["Count"] = TAG_Byte(count) d["Slot"] = TAG_Byte(i) tag.tags.append(d) return tag
def save_player(self, player): tag = NBTFile() tag.name = "" tag["Pos"] = TAG_List(type=TAG_Double) tag["Pos"].tags = [TAG_Double(i) for i in player.location.pos] tag["Rotation"] = TAG_List(type=TAG_Double) tag["Rotation"].tags = [ TAG_Double(i) for i in player.location.ori.to_degs() ] tag["Inventory"] = self._save_inventory_to_tag(player.inventory) fp = self.folder.child("players").child("%s.dat" % player.username) self._write_tag(fp, tag)
def test_load_entity_from_tag(self): tag = TAG_Compound() tag["Pos"] = TAG_List(type=TAG_Double) tag["Pos"].tags = [TAG_Double(10), TAG_Double(5), TAG_Double(-15)] tag["Rotation"] = TAG_List(type=TAG_Double) tag["Rotation"].tags = [TAG_Double(90), TAG_Double(0)] tag["OnGround"] = TAG_Byte(1) tag["id"] = TAG_String("Item") tag["Item"] = TAG_Compound() tag["Item"]["id"] = TAG_Short(3) tag["Item"]["Damage"] = TAG_Short(0) tag["Item"]["Count"] = TAG_Short(5) entity = self.serializer._load_entity_from_tag(tag) self.assertEqual(entity.location.x, 10) self.assertEqual(entity.location.yaw, 90) self.assertEqual(entity.location.grounded, True) self.assertEqual(entity.item[0], 3)
def _save_entity_to_tag(self, entity): tag = NBTFile() tag.name = "" tag["id"] = TAG_String(entity.name) position = entity.location.pos tag["Pos"] = TAG_List(type=TAG_Double) tag["Pos"].tags = [TAG_Double(i) for i in position] rotation = entity.location.ori.to_degs() tag["Rotation"] = TAG_List(type=TAG_Double) tag["Rotation"].tags = [TAG_Double(i) for i in rotation] tag["OnGround"] = TAG_Byte(int(entity.location.grounded)) self._entity_savers[entity.name](entity, tag) return tag