Example #1
0
    def save_to_tag(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["TileEntities"] = TAG_List(type=TAG_Compound)
        for tile in chunk.tiles.itervalues():
            level["TileEntities"].tags.append(tile.save_to_tag())

        return tag
Example #2
0
    def _save_level_to_tag(self, level):
        tag = NBTFile()
        tag.name = ""

        tag["Data"] = TAG_Compound()
        tag["Data"]["RandomSeed"] = TAG_Long(level.seed)
        tag["Data"]["SpawnX"] = TAG_Int(level.spawn[0])
        tag["Data"]["SpawnY"] = TAG_Int(level.spawn[1])
        tag["Data"]["SpawnZ"] = TAG_Int(level.spawn[2])

        return tag
Example #3
0
    def _save_level_to_tag(self, level):
        tag = NBTFile()
        tag.name = ""

        tag["Data"] = TAG_Compound()
        tag["Data"]["RandomSeed"] = TAG_Long(level.seed)
        tag["Data"]["SpawnX"] = TAG_Int(level.spawn[0])
        tag["Data"]["SpawnY"] = TAG_Int(level.spawn[1])
        tag["Data"]["SpawnZ"] = TAG_Int(level.spawn[2])

        return tag
Example #4
0
    def _save_tile_to_tag(self, tile):
        tag = NBTFile()
        tag.name = ""

        tag["id"] = TAG_String(tile.name)

        tag["x"] = TAG_Int(tile.x)
        tag["y"] = TAG_Int(tile.y)
        tag["z"] = TAG_Int(tile.z)

        self._tile_savers[tile.name](tile, tag)

        return tag
Example #5
0
    def _save_tile_to_tag(self, tile):
        tag = NBTFile()
        tag.name = ""

        tag["id"] = TAG_String(tile.name)

        tag["x"] = TAG_Int(tile.x)
        tag["y"] = TAG_Int(tile.y)
        tag["z"] = TAG_Int(tile.z)

        self._tile_savers[tile.name](tile, tag)

        return tag
Example #6
0
    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
Example #7
0
    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
Example #8
0
    def save_to_tag(chest):

        tag = NBTFile()
        tag.name = ""

        tag["id"] = TAG_String("Chest")

        tag["x"] = TAG_Int(chest.x)
        tag["y"] = TAG_Int(chest.y)
        tag["z"] = TAG_Int(chest.z)

        tag["Items"] = chest.inventory.save_to_tag()

        return tag
Example #9
0
    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)
Example #10
0
    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)
Example #11
0
    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
Example #12
0
    def _save_level_to_tag(self, level):
        tag = NBTFile()
        tag.name = ""

        tag["Data"] = TAG_Compound()
        tag["Data"]["RandomSeed"] = TAG_Long(level.seed)
        tag["Data"]["SpawnX"] = TAG_Int(level.spawn[0])
        tag["Data"]["SpawnY"] = TAG_Int(level.spawn[1])
        tag["Data"]["SpawnZ"] = TAG_Int(level.spawn[2])
        tag["Data"]["Time"] = TAG_Long(level.time)

        # Beta version and accounting.
        # Needed for Notchian tools to be able to comprehend this world.
        tag["Data"]["version"] = TAG_Int(19132)
        tag["Data"]["LevelName"] = TAG_String("Generated by Bravo :3")

        return tag
Example #13
0
    def save_to_tag(sign):

        tag = NBTFile()
        tag.name = ""

        tag["id"] = TAG_String("Sign")

        tag["x"] = TAG_Int(sign.x)
        tag["y"] = TAG_Int(sign.y)
        tag["z"] = TAG_Int(sign.z)

        tag["Text1"] = TAG_String(sign.text1)
        tag["Text2"] = TAG_String(sign.text2)
        tag["Text3"] = TAG_String(sign.text3)
        tag["Text4"] = TAG_String(sign.text4)

        return tag
Example #14
0
    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)
Example #15
0
    def _save_level_to_tag(self, level):
        tag = NBTFile()
        tag.name = ""

        tag["Data"] = TAG_Compound()
        tag["Data"]["RandomSeed"] = TAG_Long(level.seed)
        tag["Data"]["SpawnX"] = TAG_Int(level.spawn[0])
        tag["Data"]["SpawnY"] = TAG_Int(level.spawn[1])
        tag["Data"]["SpawnZ"] = TAG_Int(level.spawn[2])
        tag["Data"]["Time"] = TAG_Long(level.time)

        # Beta version and accounting.
        # Needed for Notchian tools to be able to comprehend this world.
        tag["Data"]["version"] = TAG_Int(19132)
        tag["Data"]["LevelName"] = TAG_String("Generated by Bravo :3")

        return tag
Example #16
0
    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
Example #17
0
    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)
Example #18
0
    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
Example #19
0
    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
Example #20
0
    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