Ejemplo n.º 1
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    def TileEntities(self):
        chestTag = nbt.TAG_Compound()
        chestTag["id"] = nbt.TAG_String("Chest")
        chestTag["Items"] = nbt.TAG_List(self.rootTag["Inventory"])
        chestTag["x"] = nbt.TAG_Int(0)
        chestTag["y"] = nbt.TAG_Int(0)
        chestTag["z"] = nbt.TAG_Int(0)

        return nbt.TAG_List([chestTag], name="TileEntities")
Ejemplo n.º 2
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    def saveToFile(self, filename):
        """ save to file named filename."""

        self.Materials = self.blocktypes.name

        self.rootTag["Blocks"] = nbt.TAG_Byte_Array(
            self._Blocks[:self.Height, :self.Length, :self.Width].astype(
                'uint8'))
        self.rootTag["Data"].value = self.rootTag[
            "Data"].value[:self.Height, :self.Length, :self.Width]

        add = self._Blocks >> 8
        if add.any():
            add = add[:self.Height, :self.Length, :self.Width]
            # WorldEdit AddBlocks compatibility.
            # The first 4-bit value is stored in the high bits of the first byte.

            # Increase odd size by one to align slices.
            packed_add = zeros(add.size + (add.size & 1), 'uint8')
            packed_add[:add.size] = add.ravel()

            # Shift even bytes to the left
            packed_add[::2] <<= 4

            # Merge odd bytes into even bytes
            packed_add[::2] |= packed_add[1::2]

            # Save only the even bytes, now that they contain the odd bytes in their lower bits.
            packed_add = packed_add[0::2]
            self.rootTag["AddBlocks"] = nbt.TAG_Byte_Array(packed_add)

        entities = []
        for e in self.entitiesByChunk.values():
            entities.extend(e)

        tileEntities = []
        for te in self.tileEntitiesByChunk.values():
            tileEntities.extend(te)

        self.rootTag["Entities"] = nbt.TAG_List(entities)
        self.rootTag["TileEntities"] = nbt.TAG_List(tileEntities)

        log.info(
            "Saving schematic %s with %d blocks, %d Entities and %d TileEntities",
            os.path.basename(filename),
            self.rootTag["Blocks"].value.size,
            len(self.rootTag["Entities"]),
            len(self.rootTag["TileEntities"]),
        )

        with open(filename, 'wb') as chunkfh:
            self.rootTag.save(chunkfh)

        del self.rootTag["Blocks"]
        self.rootTag.pop("AddBlocks", None)
Ejemplo n.º 3
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 def __get__(self, instance, owner):
     if instance is None:
         return self
     tag = instance.rootTag
     if self.name not in tag:
         tag[self.name] = nbt.TAG_List()
     return NBTListProxy(instance, self.name)
Ejemplo n.º 4
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    def buildNBTTag(self):
        """ does not recalculate any data or light """

        log.debug(u"Saving chunk: {0}".format(self))

        chunkTag = self.rootTag.copy()

        sections = nbt.TAG_List()
        for _, section in self._sections.iteritems():

            if (not section.Blocks.any() and
                    not section.BlockLight.any() and
                    (section.SkyLight == 15).all()):
                continue

            sanitizeBlocks(section, self.adapter.blocktypes)
            sections.append(section.buildNBTTag())

        chunkTag["Level"]["Sections"] = sections

        if len(self.TileTicks) == 0:
            del chunkTag["Level"]["TileTicks"]

        log.debug(u"Saved chunk {0}".format(self))
        return chunkTag
Ejemplo n.º 5
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    def __init__(self, adapter, cx, cz, dimName, rootTag=None, create=False):
        """

        :type adapter: mceditlib.anvil.adapter.AnvilWorldAdapter
        :type cx: int
        :type cz: int
        :type dimName: str
        :type rootTag: mceditlib.nbt.TAG_Compound
        :type create: bool
        :return:
        :rtype: AnvilChunkData
        """
        self.cx = cx
        self.cz = cz
        self.dimName = dimName
        self.adapter = adapter
        self.rootTag = rootTag
        self.dirty = False
        self._sections = {}

        if create:
            self._create()
        else:
            self._load(rootTag)

        levelTag = self.rootTag["Level"]
        if "Biomes" not in levelTag:
            levelTag["Biomes"] = nbt.TAG_Byte_Array(
                numpy.empty((16, 16), 'uint8'))
            levelTag["Biomes"].value[:] = -1

        if "TileTicks" not in levelTag:
            levelTag["TileTicks"] = nbt.TAG_List()
Ejemplo n.º 6
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    def __get__(self, instance, owner):
        if instance is None:
            return self
        tag = instance.rootTag
        if self.name not in tag:
            tag[self.name] = nbt.TAG_List()

        return self.listProxyClass(instance, self.name, self.compoundRefClass)
Ejemplo n.º 7
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    def _create(self):
        chunkTag = nbt.TAG_Compound()
        chunkTag.name = ""

        levelTag = nbt.TAG_Compound()
        chunkTag["Level"] = levelTag

        levelTag["HeightMap"] = nbt.TAG_Int_Array(numpy.zeros((16, 16), 'uint32').newbyteorder())
        levelTag["TerrainPopulated"] = nbt.TAG_Byte(1)
        levelTag["xPos"] = nbt.TAG_Int(self.cx)
        levelTag["zPos"] = nbt.TAG_Int(self.cz)

        levelTag["LastUpdate"] = nbt.TAG_Long(0)

        levelTag["Entities"] = nbt.TAG_List()
        levelTag["TileEntities"] = nbt.TAG_List()

        self.rootTag = chunkTag

        self.dirty = True
Ejemplo n.º 8
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    def __set__(self, instance, value):
        rootTag = instance.rootTag
        if self.name not in rootTag:
            if self.listType is None:
                raise ValueError(
                    "Tried to initialize list with values without setting listType first!"
                )
            rootTag[self.name] = nbt.TAG_List(
                [self.listType(i) for i in value])
        else:
            tag = rootTag[self.name]
            for i, v in enumerate(tag):
                v.value = value[i]

        instance.dirty = True
Ejemplo n.º 9
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    def chestWithItemID(cls, itemID, count=64, damage=0):
        """ Creates a chest with a stack of 'itemID' in each slot.
        Optionally specify the count of items in each stack. Pass a negative
        value for damage to create unnaturally sturdy tools. """
        rootTag = nbt.TAG_Compound()
        invTag = nbt.TAG_List()
        rootTag["Inventory"] = invTag
        for slot in range(9, 36):
            itemTag = nbt.TAG_Compound()
            itemTag["Slot"] = nbt.TAG_Byte(slot)
            itemTag["Count"] = nbt.TAG_Byte(count)
            itemTag["id"] = nbt.TAG_Short(itemID)
            itemTag["Damage"] = nbt.TAG_Short(damage)
            invTag.append(itemTag)

        chest = INVEditChest(rootTag, "")

        return chest
Ejemplo n.º 10
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    def testModify(self):
        level = self.testCreate()

        # Most of the value types work as expected. Here, we replace the entire tag with a TAG_String
        level["About"]["Author"] = nbt.TAG_String("YARRR~!")

        # Because the tag type usually doesn't change,
        # we can replace the string tag's value instead of replacing the entire tag.
        level["About"]["Author"].value = "Stew Pickles"

        # Remove members of a TAG_Compound using del, similar to a python dict.
        del(level["About"])

        # Replace all of the wood blocks with gold using a boolean index array
        blocks = level["Map"]["Blocks"].value
        blocks[blocks == 5] = 41

        level["Entities"][0] = nbt.TAG_Compound([nbt.TAG_String("Creeper", "id"),
                                                 nbt.TAG_List([nbt.TAG_Double(d) for d in (1, 1, 1)], "Pos")])
Ejemplo n.º 11
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class INVEditChest(FakeChunkedLevelAdapter):
    Width = 1
    Height = 1
    Length = 1
    Blocks = None
    Data = array([[[0]]], 'uint8')
    Entities = nbt.TAG_List()
    Materials = pc_blocktypes

    @classmethod
    def _isTagLevel(cls, rootTag):
        return "Inventory" in rootTag

    def __init__(self, filename):
        self.filename = filename
        rootTag = nbt.load(filename)
        self.Blocks = array([[[pc_blocktypes.Chest.ID]]], 'uint8')
        for item in list(rootTag["Inventory"]):
            slot = item["Slot"].value
            if slot < 9 or slot >= 36:
                rootTag["Inventory"].remove(item)
            else:
                item[
                    "Slot"].value -= 9  # adjust for different chest slot indexes

        self.rootTag = rootTag

    @property
    def TileEntities(self):
        chestTag = nbt.TAG_Compound()
        chestTag["id"] = nbt.TAG_String("Chest")
        chestTag["Items"] = nbt.TAG_List(self.rootTag["Inventory"])
        chestTag["x"] = nbt.TAG_Int(0)
        chestTag["y"] = nbt.TAG_Int(0)
        chestTag["z"] = nbt.TAG_Int(0)

        return nbt.TAG_List([chestTag], name="TileEntities")
Ejemplo n.º 12
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 def __get__(self, instance, owner):
     tag = instance.rootTag
     if self.name not in tag:
         tag[self.name] = nbt.TAG_List()
     return [self.compoundAttrsClass(subTag) for subTag in tag[self.name]
             ]  # xxxxx insert/delete via list proxy
Ejemplo n.º 13
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def created_nbt():

    # The root of an NBT file is always a TAG_Compound.
    level = nbt.TAG_Compound(name="MinecraftLevel")

    # Subtags of a TAG_Compound are automatically named when you use the [] operator.
    level["About"] = nbt.TAG_Compound()
    level["About"]["Author"] = nbt.TAG_String("codewarrior")
    level["About"]["CreatedOn"] = nbt.TAG_Long(time.time())

    level["Environment"] = nbt.TAG_Compound()
    level["Environment"]["SkyBrightness"] = nbt.TAG_Byte(16)
    level["Environment"]["SurroundingWaterHeight"] = nbt.TAG_Short(32)
    level["Environment"]["FogColor"] = nbt.TAG_Int(0xcccccc)

    entity = nbt.TAG_Compound()
    entity["id"] = nbt.TAG_String("Creeper")
    entity["Pos"] = nbt.TAG_List(
        [nbt.TAG_Float(d) for d in (32.5, 64.0, 33.3)])

    level["Entities"] = nbt.TAG_List([entity])

    spawn = nbt.TAG_List(
        (nbt.TAG_Short(100), nbt.TAG_Short(45), nbt.TAG_Short(55)))

    mapTag = nbt.TAG_Compound()
    mapTag["Spawn"] = spawn
    level["Map"] = mapTag

    mapTag2 = nbt.TAG_Compound([spawn])
    mapTag2.name = "Map"

    # I think it looks more familiar with [] syntax.

    l, w, h = 128, 128, 128
    mapTag["Height"] = nbt.TAG_Short(h)  # y dimension
    mapTag["Length"] = nbt.TAG_Short(l)  # z dimension
    mapTag["Width"] = nbt.TAG_Short(w)  # x dimension

    # Byte arrays are stored as numpy.uint8 arrays.

    mapTag["Blocks"] = nbt.TAG_Byte_Array()
    mapTag["Blocks"].value = numpy.zeros(
        l * w * h, dtype=numpy.uint8)  # create lots of air!

    # The blocks array is indexed (y,z,x) for indev levels, so reshape the blocks
    mapTag["Blocks"].value.shape = (h, l, w)

    # Replace the bottom layer of the indev level with wood
    mapTag["Blocks"].value[0, :, :] = 5

    # This is a great way to learn the power of numpy array slicing and indexing.

    mapTag["Data"] = nbt.TAG_Byte_Array()
    mapTag["Data"].value = numpy.zeros(l * w * h, dtype=numpy.uint8)

    # Save a few more tag types for completeness

    level["ShortArray"] = nbt.TAG_Short_Array(
        numpy.zeros((16, 16), dtype='uint16'))
    level["IntArray"] = nbt.TAG_Int_Array(numpy.zeros((16, 16),
                                                      dtype='uint32'))
    level["Float"] = nbt.TAG_Float(0.3)

    return level
Ejemplo n.º 14
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def testList():
    tag = nbt.TAG_List()
    tag.append(nbt.TAG_Int(258))
    del tag[0]
Ejemplo n.º 15
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def exportStructure(filename,
                    dim,
                    selection,
                    author=None,
                    excludedBlocks=None):
    """

    Parameters
    ----------
    filename : unicode
    dim : mceditlib.worldeditor.WorldEditorDimension
    selection : mceditlib.selection.SelectionBox

    Returns
    -------

    """

    excludedBlocks = set(excludedBlocks or [])

    rootTag = nbt.TAG_Compound()
    rootTag['author'] = nbt.TAG_String(author or "Anonymous")
    rootTag['version'] = nbt.TAG_Int(1)
    rootTag['size'] = nbt.TAG_List([nbt.TAG_Int(s) for s in selection.size])
    entities = rootTag['entities'] = nbt.TAG_List(list_type=nbt.ID_COMPOUND)
    blocks = rootTag['blocks'] = nbt.TAG_List(list_type=nbt.ID_COMPOUND)
    palette = rootTag['palette'] = nbt.TAG_List(list_type=nbt.ID_COMPOUND)

    ox, oy, oz = selection.origin

    paletteIDs = {}
    for x, y, z in selection.positions:
        block = dim.getBlock(x, y, z)
        if block in excludedBlocks:
            continue

        paletteIdx = paletteIDs.get(block.nameAndState, None)
        if paletteIdx is None:
            paletteTag = nbt.TAG_Compound()
            paletteTag['Name'] = nbt.TAG_String(block.internalName)
            if len(block.stateDict):
                paletteTag['Properties'] = nbt.TAG_Compound()
                for k, v in block.stateDict.iteritems():
                    paletteTag['Properties'][k] = nbt.TAG_String(v)

            paletteIdx = paletteIDs[block.nameAndState] = len(palette)
            palette.append(paletteTag)

        blockTag = nbt.TAG_Compound()
        blockTag['state'] = nbt.TAG_Int(paletteIdx)
        blockTag['pos'] = nbt.TAG_List(
            [nbt.TAG_Int(a) for a in x - ox, y - oy, z - oz])

        tileEntity = dim.getTileEntity((x, y, z))
        if tileEntity:
            tileEntity = tileEntity.copyWithOffset(-selection.origin)
            blockTag['nbt'] = tileEntity.rootTag
        blocks.append(blockTag)

    for entity in dim.getEntities(selection):
        entity = entity.copyWithOffset(-selection.origin)
        entityTag = nbt.TAG_Compound()
        entityTag['pos'] = nbt.TAG_List(
            [nbt.TAG_Double(a) for a in entity.Position])
        entityTag['blockPos'] = nbt.TAG_List(
            [nbt.TAG_Int(int(floor(a))) for a in entity.Position])
        entityTag['nbt'] = entity.rootTag
        entities.append(entityTag)

    rootTag.save(filename)
Ejemplo n.º 16
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    def __init__(self,
                 shape=None,
                 filename=None,
                 blocktypes='Alpha',
                 readonly=False,
                 resume=False):
        """
        Creates an object which stores a section of a Minecraft world as an
        NBT structure. The order of the coordinates for the block arrays in
        the file is y,z,x. This is the same order used in Minecraft 1.4's
        chunk sections.

        :type shape: tuple
        :param shape: The shape of the schematic as (x, y, z)
        :type filename: basestring
        :param filename: Path to a file to load a saved schematic from.
        :type blocktypes: basestring or BlockTypeSet
        :param blocktypes: The name of a builtin blocktypes set (one of
            "Classic", "Alpha", "Pocket") to indicate allowable blocks. The default
            is Alpha. An instance of BlockTypeSet may be passed instead.
        :rtype: SchematicFileAdapter

        """
        self.EntityRef = PCEntityRef
        self.TileEntityRef = PCTileEntityRef

        if filename is None and shape is None:
            raise ValueError("shape or filename required to create %s" %
                             self.__class__.__name__)

        if filename:
            self.filename = filename
            if os.path.exists(filename):
                rootTag = nbt.load(filename)
            else:
                rootTag = None
        else:
            self.filename = None
            rootTag = None

        if blocktypes in blocktypeClassesByName:
            self.blocktypes = blocktypeClassesByName[blocktypes]()
        else:
            assert (isinstance(blocktypes, BlockTypeSet))
            self.blocktypes = blocktypes

        if rootTag:
            self.rootTag = rootTag
            if "Materials" in rootTag:
                self.blocktypes = blocktypeClassesByName[self.Materials]()
            else:
                rootTag["Materials"] = nbt.TAG_String(self.blocktypes.name)

            w = self.rootTag["Width"].value
            l = self.rootTag["Length"].value
            h = self.rootTag["Height"].value

            assert self.rootTag["Blocks"].value.size == w * l * h
            self._Blocks = self.rootTag["Blocks"].value.astype(
                'uint16').reshape(h, l, w)  # _Blocks is y, z, x

            del self.rootTag["Blocks"]
            if "AddBlocks" in self.rootTag:
                # Use WorldEdit's "AddBlocks" array to load and store the 4 high bits of a block ID.
                # Unlike Minecraft's NibbleArrays, this array stores the first block's bits in the
                # 4 high bits of the first byte.

                size = (h * l * w)

                # If odd, add one to the size to make sure the adjacent slices line up.
                add = numpy.empty(size + (size & 1), 'uint16')

                # Fill the even bytes with data
                add[::2] = self.rootTag["AddBlocks"].value

                # Copy the low 4 bits to the odd bytes
                add[1::2] = add[::2] & 0xf

                # Shift the even bytes down
                add[::2] >>= 4

                # Shift every byte up before merging it with Blocks
                add <<= 8
                self._Blocks |= add[:size].reshape(h, l, w)
                del self.rootTag["AddBlocks"]

            self.rootTag["Data"].value = self.rootTag["Data"].value.reshape(
                h, l, w)

            if "Biomes" in self.rootTag:
                self.rootTag["Biomes"].value.shape = (l, w)

            # If BlockIDs is present, it contains an ID->internalName mapping
            # from the source level's FML tag.

            if "BlockIDs" in self.rootTag:
                self.blocktypes.addBlockIDsFromSchematicTag(
                    self.rootTag["BlockIDs"])

            # If itemStackVersion is present, it was exported from MCEdit 2.0.
            # Its value is either 17 or 18, the values of the version constants.
            # ItemIDs will also be present.

            # If itemStackVersion is not present, this schematic was exported from
            # WorldEdit or MCEdit 1.0. The itemStackVersion cannot be determined
            # without searching the entities for an itemStack and checking
            # the type of its `id` tag. If no itemStacks are found, the
            # version defaults to 1.8 which does not need an ItemIDs tag.

            if "itemStackVersion" in self.rootTag:
                itemStackVersion = self.rootTag["itemStackVersion"].value
                if itemStackVersion not in (VERSION_1_7, VERSION_1_8):
                    raise LevelFormatError("Unknown item stack version %d" %
                                           itemStackVersion)
                if itemStackVersion == VERSION_1_7:
                    itemIDs = self.rootTag.get("ItemIDs")
                    if itemIDs is not None:
                        self.blocktypes.addItemIDsFromSchematicTag(itemIDs)

                self.blocktypes.itemStackVersion = itemStackVersion
            else:
                self.blocktypes.itemStackVersion = self.getItemStackVersionFromEntities(
                )

        else:
            rootTag = nbt.TAG_Compound(name="Schematic")
            rootTag["Height"] = nbt.TAG_Short(shape[1])
            rootTag["Length"] = nbt.TAG_Short(shape[2])
            rootTag["Width"] = nbt.TAG_Short(shape[0])

            rootTag["Entities"] = nbt.TAG_List()
            rootTag["TileEntities"] = nbt.TAG_List()
            rootTag["Materials"] = nbt.TAG_String(self.blocktypes.name)
            rootTag["itemStackVersion"] = nbt.TAG_Byte(
                self.blocktypes.itemStackVersion)

            self._Blocks = zeros((shape[1], shape[2], shape[0]), 'uint16')
            rootTag["Data"] = nbt.TAG_Byte_Array(
                zeros((shape[1], shape[2], shape[0]), uint8))

            rootTag["Biomes"] = nbt.TAG_Byte_Array(
                zeros((shape[2], shape[0]), uint8))

            self.rootTag = rootTag

            self.rootTag["BlockIDs"] = blockIDMapping(blocktypes)
            itemMapping = itemIDMapping(blocktypes)
            if itemMapping is not None:
                self.rootTag[
                    "ItemIDs"] = itemMapping  # Only present for Forge 1.7

        # Expand blocks and data to chunk edges
        h16 = (self.Height + 15) & ~0xf
        l16 = (self.Length + 15) & ~0xf
        w16 = (self.Width + 15) & ~0xf

        blocks = self._Blocks
        self._Blocks = numpy.zeros((h16, l16, w16), blocks.dtype)
        self._Blocks[:blocks.shape[0], :blocks.shape[1], :blocks.
                     shape[2]] = blocks

        data = self.rootTag["Data"].value
        self.rootTag["Data"].value = numpy.zeros((h16, l16, w16), data.dtype)
        self.rootTag["Data"].value[:data.shape[0], :data.shape[1], :data.
                                   shape[2]] = data

        self.rootTag["Data"].value &= 0xF  # discard high bits

        self.entitiesByChunk = defaultdict(list)
        for tag in self.rootTag["Entities"]:
            ref = self.EntityRef(tag)
            pos = ref.Position
            cx, cy, cz = pos.chunkPos()
            self.entitiesByChunk[cx, cz].append(tag)

        self.tileEntitiesByChunk = defaultdict(list)
        for tag in self.rootTag["TileEntities"]:
            ref = self.TileEntityRef(tag)
            pos = ref.Position
            cx, cy, cz = pos.chunkPos()
            self.tileEntitiesByChunk[cx, cz].append(tag)
Ejemplo n.º 17
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    def __init__(self,
                 shape=None,
                 filename=None,
                 blocktypes='Alpha',
                 readonly=False,
                 resume=False):
        """
        Creates an object which stores a section of a Minecraft world as an
        NBT structure. The order of the coordinates for the block arrays in
        the file is y,z,x. This is the same order used in Minecraft 1.4's
        chunk sections.

        :type shape: tuple
        :param shape: The shape of the schematic as (x, y, z)
        :type filename: basestring
        :param filename: Path to a file to load a saved schematic from.
        :type blocktypes: basestring or BlockTypeSet
        :param blocktypes: The name of a builtin blocktypes set (one of
            "Classic", "Alpha", "Pocket") to indicate allowable blocks. The default
            is Alpha. An instance of BlockTypeSet may be passed instead.
        :rtype: SchematicFileAdapter

        """
        if filename is None and shape is None:
            raise ValueError("shape or filename required to create %s" %
                             self.__class__.__name__)

        if filename:
            self.filename = filename
            if os.path.exists(filename):
                rootTag = nbt.load(filename)
            else:
                rootTag = None
        else:
            self.filename = None
            rootTag = None

        if blocktypes in blocktypes_named:
            self.blocktypes = blocktypes_named[blocktypes]
        else:
            assert (isinstance(blocktypes, BlockTypeSet))
            self.blocktypes = blocktypes

        if rootTag:
            self.rootTag = rootTag
            if "Materials" in rootTag:
                self.blocktypes = blocktypes_named[self.Materials]
            else:
                rootTag["Materials"] = nbt.TAG_String(self.blocktypes.name)

            w = self.rootTag["Width"].value
            l = self.rootTag["Length"].value
            h = self.rootTag["Height"].value

            assert self.rootTag["Blocks"].value.size == w * l * h
            self._Blocks = self.rootTag["Blocks"].value.astype(
                'uint16').reshape(h, l, w)  # _Blocks is y, z, x

            del self.rootTag["Blocks"]
            if "AddBlocks" in self.rootTag:
                # Use WorldEdit's "AddBlocks" array to load and store the 4 high bits of a block ID.
                # Unlike Minecraft's NibbleArrays, this array stores the first block's bits in the
                # 4 high bits of the first byte.

                size = (h * l * w)

                # If odd, add one to the size to make sure the adjacent slices line up.
                add = numpy.empty(size + (size & 1), 'uint16')

                # Fill the even bytes with data
                add[::2] = self.rootTag["AddBlocks"].value

                # Copy the low 4 bits to the odd bytes
                add[1::2] = add[::2] & 0xf

                # Shift the even bytes down
                add[::2] >>= 4

                # Shift every byte up before merging it with Blocks
                add <<= 8
                self._Blocks |= add[:size].reshape(h, l, w)
                del self.rootTag["AddBlocks"]

            self.rootTag["Data"].value = self.rootTag["Data"].value.reshape(
                h, l, w)

            if "Biomes" in self.rootTag:
                self.rootTag["Biomes"].value.shape = (l, w)

        else:
            rootTag = nbt.TAG_Compound(name="Schematic")
            rootTag["Height"] = nbt.TAG_Short(shape[1])
            rootTag["Length"] = nbt.TAG_Short(shape[2])
            rootTag["Width"] = nbt.TAG_Short(shape[0])

            rootTag["Entities"] = nbt.TAG_List()
            rootTag["TileEntities"] = nbt.TAG_List()
            rootTag["Materials"] = nbt.TAG_String(self.blocktypes.name)

            self._Blocks = zeros((shape[1], shape[2], shape[0]), 'uint16')
            rootTag["Data"] = nbt.TAG_Byte_Array(
                zeros((shape[1], shape[2], shape[0]), uint8))

            rootTag["Biomes"] = nbt.TAG_Byte_Array(
                zeros((shape[2], shape[0]), uint8))

            self.rootTag = rootTag

        #expand blocks and data to chunk edges
        h16 = (self.Height + 15) & ~0xf
        l16 = (self.Length + 15) & ~0xf
        w16 = (self.Width + 15) & ~0xf

        blocks = self._Blocks
        self._Blocks = numpy.zeros((h16, l16, w16), blocks.dtype)
        self._Blocks[:blocks.shape[0], :blocks.shape[1], :blocks.
                     shape[2]] = blocks

        data = self.rootTag["Data"].value
        self.rootTag["Data"].value = numpy.zeros((h16, l16, w16), data.dtype)
        self.rootTag["Data"].value[:data.shape[0], :data.shape[1], :data.
                                   shape[2]] = data

        self.rootTag["Data"].value &= 0xF  # discard high bits

        self.Entities = [
            self.EntityRef(tag) for tag in self.rootTag["Entities"]
        ]
        self.TileEntities = [
            self.EntityRef(tag) for tag in self.rootTag["TileEntities"]
        ]
Ejemplo n.º 18
0
 def __get__(self, instance, owner):
     tag = instance.rootTag
     if self.name not in tag:
         tag[self.name] = nbt.TAG_List()
     return [i.value
             for i in tag[self.name]]  # xxxxx insert/delete via list proxy