Beispiel #1
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 def toNbt(self, slotIdx=None) -> Optional[nbt.TAG_Compound]:
     if self.isEmpty():
         return None
     else:
         result = nbt.TAG_Compound()
         result.tags.append(nbt.TAG_String(f'minecraft:{self.item}', 'id'))
         result.tags.append(nbt.TAG_Byte(self.amount, 'Count'))
         if slotIdx is not None:
             result.tags.append(nbt.TAG_Byte(slotIdx, 'Slot'))
         return result
Beispiel #2
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    def toNbt(self) -> nbt.TAG_Compound:
        data = nbt.TAG_Compound()

        motion = nbt.TAG_List(name="Motion", type=nbt.TAG_Double)
        motion.append(nbt.TAG_Double(self.velocity[0]))
        motion.append(nbt.TAG_Double(self.velocity[1]))
        motion.append(nbt.TAG_Double(self.velocity[2]))
        data.tags.append(motion)

        pos = nbt.TAG_List(name="Pos", type=nbt.TAG_Double)
        pos.append(nbt.TAG_Double(self.pos[0]))
        pos.append(nbt.TAG_Double(self.pos[1]))
        pos.append(nbt.TAG_Double(self.pos[2]))
        data.tags.append(pos)

        data.tags.append(
            nbt.TAG_String(name="id", value=f"minecraft:{self.kind.name}"))

        data.tags.append(nbt.TAG_Float(name="Health", value=self.health))

        data.tags.append(nbt.TAG_Byte(name="OnGround", value=self.onGround))

        data.tags.append(
            nbt.TAG_Int(name="PortalCooldown", value=self.portalCooldown))

        if self.extra is not None:
            extra = self.extra.toNbt()
            data.tags += extra.tags

        return data
Beispiel #3
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 def gendefaultnbt(self):
     '''returns an nbt object'''
     nbtfile = nbt.NBTFile()
     colors = nbt.TAG_Byte_Array(name="colors")
     colors.value = bytearray(16384)
     data = nbt.TAG_Compound()
     data.name = "data"
     data.tags = [
         nbt.TAG_Int(value=0, name="zCenter"),
         nbt.TAG_Byte(value=1, name="trackingPosition"),
         nbt.TAG_Short(value=128, name="width"),
         nbt.TAG_Byte(value=1, name="scale"),
         nbt.TAG_Byte(value=0, name="dimension"),
         nbt.TAG_Int(value=64, name="xCenter"), colors,
         nbt.TAG_Short(value=128, name="height")
     ]
     nbtfile.tags.append(data)
     return nbtfile
Beispiel #4
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def save_to_nbtfile(barray, map_id):
    nbtfile = nbt.NBTFile()
    colors = nbt.TAG_Byte_Array(name="colors")
    colors.value = barray
    data = nbt.TAG_Compound()
    data.name = "data"
    data.tags = [
        nbt.TAG_Byte(value=1, name="scale"),  #地图缩放
        nbt.TAG_Byte(value=0, name="dimension"),  #维度
        nbt.TAG_Byte(value=0, name="trackingPosition"),  #箭头永不显示
        nbt.TAG_Byte(value=1, name="locked"),  #被锁定
        nbt.TAG_Int(value=0, name="xCenter"),
        nbt.TAG_Int(value=0, name="zCenter"),
        nbt.TAG_Short(value=128, name="width"),
        nbt.TAG_Short(value=128, name="height"),
        colors
    ]
    nbtfile.tags.append(data)
    nbtfile.write_file("server/world/data/map_{}.dat".format(map_id))
Beispiel #5
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    def create_chest_block_entity(self, chest_x, chest_y, chest_z, b_type,
                                  amount):
        items = nbt.TAG_List(name="Items", type=nbt.TAG_Compound)

        # TODO make this variable by using the config file
        stacks = min(amount // 64, 27)
        remainder = amount % 64 if stacks < 27 else 0

        for i in range(stacks):
            chest_entry = nbt.TAG_Compound()
            chest_entry.tags.extend([
                nbt.TAG_Byte(name="Count", value=64),
                nbt.TAG_Byte(name="Slot", value=i),
                nbt.TAG_String(name="id", value=b_type),
            ])
            items.tags.append(chest_entry)

        if stacks < 27:
            chest_entry = nbt.TAG_Compound()
            chest_entry.tags.extend([
                nbt.TAG_Byte(name="Count", value=amount % 64),
                nbt.TAG_Byte(name="Slot", value=stacks),
                nbt.TAG_String(name="id", value=b_type),
            ])
            items.tags.append(chest_entry)

        block_entity = nbt.TAG_Compound()
        block_entity.tags.extend([
            nbt.TAG_String(name="id", value="minecraft:chest"),
            nbt.TAG_Int(name="x", value=chest_x),
            nbt.TAG_Int(name="y", value=chest_y),
            nbt.TAG_Int(name="z", value=chest_z),
            nbt.TAG_Byte(name="keepPacked", value=0),
        ])
        block_entity.tags.append(items)

        new_amount = amount - (stacks * 64 + remainder)
        return block_entity, new_amount
    def save(self) -> nbt.NBTFile:
        """
        Saves the chunk data to a :class:`NBTFile`

        Notes
        -----
        Does not contain most data a regular chunk would have,
        but minecraft stills accept it.
        """
        root = nbt.NBTFile()
        root.tags.append(nbt.TAG_Int(name='DataVersion', value=self.version))
        level = nbt.TAG_Compound()
        # Needs to be in a separate line because it just gets
        # ignored if you pass it as a kwarg in the constructor
        level.name = 'Level'
        level.tags.extend([
            nbt.TAG_List(name='Entities', type=nbt.TAG_Compound),
            nbt.TAG_List(name='TileEntities', type=nbt.TAG_Compound),
            nbt.TAG_List(name='LiquidTicks', type=nbt.TAG_Compound),
            nbt.TAG_Int(name='xPos', value=self.x),
            nbt.TAG_Int(name='zPos', value=self.z),
            nbt.TAG_Long(name='LastUpdate', value=0),
            nbt.TAG_Long(name='InhabitedTime', value=0),
            nbt.TAG_Byte(name='isLightOn', value=1),
            nbt.TAG_String(name='Status', value='full')
        ])
        sections = nbt.TAG_List(name='Sections', type=nbt.TAG_Compound)
        for s in self.sections:
            if s:
                p = s.palette()
                # Minecraft does not save sections that are just air
                # So we can just skip them
                if len(p) == 1 and p[0].name() == 'minecraft:air':
                    continue
                sections.tags.append(s.save())
        level.tags.append(sections)
        root.tags.append(level)
        return root
Beispiel #7
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    def toNbt(self) -> nbt.TAG_Compound:
        tag = super().toNbt()

        inventory = nbt.TAG_List(type=nbt.TAG_Compound, name='Inventory')
        for (slotIdx, item) in enumerate(self.inventory):
            stackTag = item.stack.toNbt(slotIdx)
            if stackTag is not None:
                inventory.append(stackTag)

        tag.tags.append(inventory)

        gameMode = 1 if self.creative else 0
        tag.tags.append(nbt.TAG_Int(gameMode, 'playerGameType'))

        abilities = nbt.TAG_Compound()
        abilities.name = 'abilities'
        abilities.tags.append(nbt.TAG_Byte(int(self.flying), 'flying'))

        tag.tags.append(abilities)

        tag.tags.append(nbt.TAG_String(self.dimension, 'dimension'))

        return tag
Beispiel #8
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    def create_empty_section(self, section_y):
        new_section = nbt.TAG_Compound()

        data = nbt.TAG_Byte_Array(u"Data")
        skylight = nbt.TAG_Byte_Array(u"SkyLight")
        blocklight = nbt.TAG_Byte_Array(u"BlockLight")
        y = nbt.TAG_Byte()
        blocks = nbt.TAG_Byte_Array(u"Blocks")

        # TAG_Byte_Array(u'Data'): [2048 byte(s)]
        # TAG_Byte_Array(u'SkyLight'): [2048 byte(s)]
        # TAG_Byte_Array(u'BlockLight'): [2048 byte(s)]
        # TAG_Byte(u'Y'): 0
        # TAG_Byte_Array(u'Blocks'): [4096 byte(s)]

        data.value = bytearray(2048)
        skylight.value = bytearray(2048)
        blocklight.value = bytearray(2048)
        y.name = u"Y"
        y.value = section_y
        blocks.value = bytearray(4096)

        new_section.tags.extend([data, skylight, blocklight, y, blocks])
        return new_section
Beispiel #9
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STR_Byte_Array = matchNumList('B')
STR_Int_Array = matchNumList('I')
STR_Long_Array = matchNumList('L')

STR_List = delimited(
    pp.delimitedList(STR_TAG).setParseAction(lambda t: tuple(t)),
    start='[',
    end=']')
STR_Compound = matchDict(STR_String, STR_TAG)

STR_TAG << (STR_Number | STR_String | STR_Byte_Array | STR_Int_Array
            | STR_Long_Array | STR_List | STR_Compound)

# ----------------------------------------------------------------------

STR_Byte.addParseAction(lambda t: nbt.TAG_Byte(t[0]))
STR_Short.addParseAction(lambda t: nbt.TAG_Short(t[0]))
STR_Int.addParseAction(lambda t: nbt.TAG_Int(t[0]))
STR_Long.addParseAction(lambda t: nbt.TAG_Long(t[0]))
STR_Float.addParseAction(lambda t: nbt.TAG_Float(t[0]))
STR_Double.addParseAction(lambda t: nbt.TAG_Double(t[0]))
STR_String.addParseAction(lambda t: nbt.TAG_String(t[0]))


def make_tag_array(vals, tag_type, value_constructor=list):
    tag = tag_type()
    tag.value = value_constructor(vals)
    return tag


STR_Byte_Array.addParseAction(lambda t: make_tag_array(
                output[key] = convert_template(value)
            return output
        elif isinstance(template, NBTListStructure):
            if template.default_value:
                return template.default_value
            return NBTListEntry()
        else:
            return template.create_entry_from_template()

    template = loader.load_template(entity_id)
    entry = NBTCompoundEntry(convert_template(template))
    return entry


if __name__ == "__main__":
    print(create_entry_from_nbt(nbt.TAG_Byte(value=4)))

    compound = nbt.TAG_Compound()
    compound["test1"] = nbt.TAG_Int(value=-100)
    compound["test2"] = nbt.TAG_String(value="hello!")

    test1 = create_entry_from_nbt(compound)
    print(test1)
    print(create_nbt_from_entry(test1))
    print("=" * 16)

    test2 = create_entry_from_nbt(
        nbt.TAG_List(value=[
            nbt.TAG_String(value="test1"),
            nbt.TAG_String(value="test2"),
            nbt.TAG_String(value="test3"),
Beispiel #11
0
def save_chunk(self, data) -> nbt.NBTFile:
    """
    Saves the chunk data to a :class:`NBTFile`

    Notes
    -----
    Does not contain most data a regular chunk would have,
    but minecraft stills accept it.
    """
    root = nbt.NBTFile()
    root.tags.append(nbt.TAG_Int(name="DataVersion", value=self.version))
    level = nbt.TAG_Compound()
    # Needs to be in a separate line because it just gets
    # ignored if you pass it as a kwarg in the constructor
    level.name = "Level"

    if data:
        if data.get("Biomes") is not None:
            level.tags.append(data["Biomes"])
        if data.get("Heightmaps") is not None:
            level.tags.append(data["Heightmaps"])
        # level.tags.append(data["CarvingMasks"])
        if data.get("Entities") is not None:
            level.tags.append(data["Entities"])
        if data.get("TileEntities") is not None:
            level.tags.append(data["TileEntities"])

        # if data.get("TileTicks") is not None:
        #     level.tags.append(data["TileTicks"])
        if data.get("LiquidTicks") is not None:
            level.tags.append(data["LiquidTicks"])
        ########
        if data.get("Lights") is not None:
            level.tags.append(data["Lights"])
        if data.get("LiquidsToBeTicked") is not None:
            level.tags.append(data["LiquidsToBeTicked"])
        if data.get("ToBeTicked") is not None:
            level.tags.append(data["ToBeTicked"])
        if data.get("CarvingMasks") is not None:
            level.tags.append(data["CarvingMasks"])

        ##########
        if data.get("PostProcessing") is not None:
            level.tags.append(data["PostProcessing"])
        if data.get("Structures") is not None:
            level.tags.append(data["Structures"])

        level.tags.extend([
            # nbt.TAG_List(name="Entities", type=nbt.TAG_Compound),
            # nbt.TAG_List(name="TileEntities", type=nbt.TAG_Compound),
            # nbt.TAG_List(name="LiquidTicks", type=nbt.TAG_Compound),
            nbt.TAG_Int(name="xPos", value=self.x),
            nbt.TAG_Int(name="zPos", value=self.z),
            # nbt.TAG_Long(name="LastUpdate", value=data["LastUpdate"]),
            nbt.TAG_Long(name="LastUpdate", value=0),
            # nbt.TAG_Long(name="InhabitedTime", value=data["InhabitedTime"]),
            nbt.TAG_Long(name="InhabitedTime", value=0),
            nbt.TAG_Byte(name="isLightOn", value=1),
            nbt.TAG_String(name="Status", value="full"),
        ])

        # entities = self.add_entities(data["Entities"])
        # level.tags.append(entities)
        # nbt.TAG_List(name="Entities", type=nbt.TAG_Compound)
    else:
        level.tags.extend([
            # nbt.TAG_List(name="Entities", type=nbt.TAG_Compound),
            nbt.TAG_List(name="TileEntities", type=nbt.TAG_Compound),
            nbt.TAG_List(name="LiquidTicks", type=nbt.TAG_Compound),
            nbt.TAG_Int(name="xPos", value=self.x),
            nbt.TAG_Int(name="zPos", value=self.z),
            nbt.TAG_Long(name="LastUpdate", value=0),
            nbt.TAG_Long(name="InhabitedTime", value=0),
            nbt.TAG_Byte(name="isLightOn", value=1),
            nbt.TAG_String(name="Status", value="full"),
        ])

    sections = nbt.TAG_List(name="Sections", type=nbt.TAG_Compound)
    for s in self.sections:
        if s:
            p = s.palette()
            # Minecraft does not save sections that are just air
            # So we can just skip them
            if len(p) == 1 and p[0].name() == "minecraft:air":
                continue
            sections.tags.append(s.save())
    level.tags.append(sections)
    root.tags.append(level)
    return root