def add_data_to_tag(self, tag): tag.tags.append(TAG_String(name='id', value=self.i_id)) tag.tags.append(TAG_Short(name='Damage', value=int(self.damage))) tag.tags.append(TAG_Byte(name='Count', value=1)) subtag = TAG_Compound() subtag.name = 'tag' did_append = False if len(self.enchants) > 0: enchant = TAG_List(name='ench', type=TAG_Compound) for ench in self.enchants: enchant.tags.append(ench.getNBTTag()) subtag.tags.append(enchant) did_append = True if len(self.attributes) > 0: attributes = TAG_List(name='AttributeModifiers', type=TAG_Compound) for attribute in self.attributes: attributes.tags.append(attribute.getNBTTag()) subtag.tags.append(attributes) did_append = True if self.name is not None or len(self.lore) > 0: display = TAG_Compound() display.name = 'display' if self.name is not None: display.tags.append(TAG_String(name='Name', value=self.name)) if len(self.lore) > 0: lore_tag = TAG_List(name='Lore', type=TAG_String) for lore in self.lore: lore_tag.tags.append(TAG_String(value=lore)) display.tags.append(lore_tag) subtag.tags.append(display) did_append = True if did_append: tag.tags.append(subtag)
def generate_level(): level = NBTFile() # Blank NBT level.name = "Data" level.tags.extend([ TAG_Long(name="Time", value=1), TAG_Long(name="LastPlayed", value=int(time.time())), TAG_Int(name="SpawnX", value=0), TAG_Int(name="SpawnY", value=2), TAG_Int(name="SpawnZ", value=0), TAG_Long(name="SizeOnDisk", value=0), TAG_Long(name="RandomSeed", value=random.randrange(1,9999999999)), TAG_Int(name="version", value=19132), TAG_String(name="LevelName", value="Testing") ]) player = TAG_Compound() player.name = "Player" player.tags.extend([ TAG_Int(name="Score", value=0), TAG_Int(name="Dimension", value=0) ]) inventory = TAG_Compound() inventory.name = "Inventory" player.tags.append(inventory) level.tags.append(player) return level
def pack_nbt(s): """ Pack a native Python data structure into an NBT tag. Only the following structures and types are supported: * int * float * str * unicode * dict Additionally, arbitrary iterables are supported. Packing is not lossless. In order to avoid data loss, TAG_Long and TAG_Double are preferred over the less precise numerical formats. Lists and tuples may become dicts on unpacking if they were not homogenous during packing, as a side-effect of NBT's format. Nothing can be done about this. Only strings are supported as keys for dicts and other mapping types. If your keys are not strings, they will be coerced. (Resistance is futile.) """ if isinstance(s, int): return TAG_Long(s) elif isinstance(s, float): return TAG_Double(s) elif isinstance(s, (str, unicode)): return TAG_String(s) elif isinstance(s, dict): tag = TAG_Compound() for k, v in s: v = pack_nbt(v) v.name = str(k) tag.tags.append(v) return tag elif hasattr(s, "__iter__"): # We arrive at a slight quandry. NBT lists must be homogenous, unlike # Python lists. NBT compounds work, but require unique names for every # entry. On the plus side, this technique should work for arbitrary # iterables as well. tags = [pack_nbt(i) for i in s] t = type(tags[0]) # If we're homogenous... if all(t == type(i) for i in tags): tag = TAG_List(type=t) tag.tags = tags else: tag = TAG_Compound() for i, item in enumerate(tags): item.name = str(i) tag.tags = tags return tag else: raise ValueError("Couldn't serialise type %s!" % type(s))
def __init__(self, playerName, xpos, ypos, zpos): self.filename = "%s.dat" % (playerName) self.player = NBTFile() motion = TAG_List(name = "Motion", type = TAG_Double) motion.insert(0, TAG_Double(value = 0)) motion.insert(1, TAG_Double(value = 0)) motion.insert(2, TAG_Double(value = 0)) pos = TAG_List(name = "Pos", type = TAG_Double) pos.insert(0, TAG_Double(value = xpos)) pos.insert(1, TAG_Double(value = ypos)) pos.insert(2, TAG_Double(value = zpos)) rotation = TAG_List(name = "Rotation", type = TAG_Float) rotation.insert(0, TAG_Float(value = 0)) rotation.insert(1, TAG_Float(value = 0)) abilities = TAG_Compound() abilities.name = "abilities" abilities.tags.extend([ TAG_Byte(name = "flying", value = 0), TAG_Byte(name = "instabuild", value = 0), TAG_Byte(name = "invulnerable", value = 0), TAG_Byte(name = "mayfly", value = 0) ]) self.player.tags.extend([ TAG_Byte(name = "OnGround", value = 1), TAG_Byte(name = "Sleeping", value = 0), TAG_Short(name = "Air", value = 300), TAG_Short(name = "AttackTime", value = 0), TAG_Short(name = "DeathTime", value = 0), TAG_Short(name = "Fire", value = -20), TAG_Short(name = "Health", value = 20), TAG_Short(name = "HurtTime", value = 0), TAG_Short(name = "SleepTimer", value = 0), TAG_Int(name = "Dimension", value = 0), TAG_Int(name = "foodLevel", value = 20), TAG_Int(name = "foodTickTimer", value = 0), TAG_Int(name = "playerGameType", value = 0), TAG_Int(name = "SpawnX", value = xpos), TAG_Int(name = "SpawnY", value = ypos), TAG_Int(name = "SpawnZ", value = zpos), TAG_Int(name = "XpLevel", value = 0), TAG_Int(name = "XpTotal", value = 0), TAG_Float(name = "fallDistance", value = 0), TAG_Float(name = "foodExhaustionLevel", value = 0), TAG_Float(name = "foodSaturationLevel", value = 5), TAG_Float(name = "XpP", value = 0), TAG_List(name = "Inventory", type = TAG_Compound), motion, pos, rotation, abilities ])
def check_version_leveldat( root_tag: nbt.TAG_Compound, _min: int = None, _max: int = None ) -> bool: """ Check the Version tag from the provided level.dat NBT structure :param root_tag: the root level.dat tag :param _min: The lowest acceptable value (optional) :param _max: The highest acceptable value (optional) :return: Whether the version tag falls in the correct range """ version_found: int = root_tag.get("Data", nbt.TAG_Compound()).get( "Version", nbt.TAG_Compound() ).get("Id", nbt.TAG_Int(-1)).value min_qualifies: bool = True if _min is not None: min_qualifies = version_found >= _min max_qualifies: bool = True if _max is not None: max_qualifies = version_found <= _max if __debug__: min_text: str = f"{min} <= " if _min is not None else "" max_text: str = f" <= {max}" if _max is not None else "" print(f"Checking {min_text}{version_found}{max_text}") return min_qualifies and max_qualifies
def add_data_to_tag(self, tag): tag.tags.append( TAG_Short(name='SpawnCount', value=int(self.spawn_count))) tag.tags.append( TAG_Short(name='SpawnRange', value=int(self.spawn_range))) tag.tags.append(TAG_Short(name='Delay', value=int(self.delay))) tag.tags.append( TAG_Short(name='MinSpawnDelay', value=int(self.min_spawn_delay))) tag.tags.append( TAG_Short(name='MaxSpawnDelay', value=int(self.max_spawn_delay))) if self.required_player_range is not None: tag.tags.append( TAG_Short(name='RequiredPlayerRange', value=int(self.required_player_range))) if self.max_nearby_entities is not None: tag.tags.append( TAG_Short(name='MaxNearbyEntities', value=int(self.max_nearby_entities))) if len(self.spawn_potentials) > 0: potentials_subtag = TAG_List(name="SpawnPotentials", type=TAG_Compound) for spawn_potential in self.spawn_potentials: pot_tag = TAG_Compound() pot_tag.tags.append( TAG_Int(name="Weight", value=int(spawn_potential.weight))) mob_tag = spawn_potential.mob.getNBTTag() mob_tag.name = 'Entity' pot_tag.tags.append(mob_tag) potentials_subtag.tags.append(pot_tag) tag.tags.append(potentials_subtag)
def getNBTTag(self): tag = TAG_Compound() tag.tags.append(TAG_Byte(name="id", value=int(self.effect_id))) tag.tags.append(TAG_Byte(name="Amplifier", value=int(self.amplifier))) tag.tags.append(TAG_Int(name="Duration", value=int(self.duration))) tag.tags.append(TAG_Byte(name="Ambient", value=int(self.ambient))) tag.tags.append( TAG_Byte(name="ShowParticles", value=int(self.show_particles))) return tag
def getNBTTag(self): tag = TAG_Compound() tag.tags.append( TAG_String(name="AttributeName", value=self.attribute_id)) tag.tags.append(TAG_String(name="Name", value=self.attribute_id)) tag.tags.append(TAG_Double(name="Amount", value=self.value)) tag.tags.append(TAG_Int(name="Operation", value=int(self.op_choice))) tag.tags.append(TAG_Long(name="UUIDLeast", value=self.low)) tag.tags.append(TAG_Long(name="UUIDMost", value=self.high)) if self.slot is not None: tag.tags.append(TAG_String(name="Slot", value=self.slot)) return tag
def generate_level(): level = NBTFile() # Blank NBT level.name = "Data" level.tags.extend([ TAG_Long(name="Time", value=1), TAG_Long(name="LastPlayed", value=int(time.time())), TAG_Int(name="SpawnX", value=0), TAG_Int(name="SpawnY", value=2), TAG_Int(name="SpawnZ", value=0), TAG_Long(name="SizeOnDisk", value=0), TAG_Long(name="RandomSeed", value=random.randrange(1, 9999999999)), TAG_Int(name="version", value=19132), TAG_String(name="LevelName", value="Testing") ]) player = TAG_Compound() player.name = "Player" player.tags.extend( [TAG_Int(name="Score", value=0), TAG_Int(name="Dimension", value=0)]) inventory = TAG_Compound() inventory.name = "Inventory" player.tags.append(inventory) level.tags.append(player) return level
def from_palette(cls, tag: nbt.TAG_Compound): """ Creates a new Block from the tag format on Section.Palette Parameters ---------- tag Raw tag from a section's palette """ name = tag['Name'].value properties = tag.get('Properties') if properties: properties = dict(properties) return cls.from_name(name, properties=properties)
def getNBTTag(self): tag = TAG_Compound() self.add_data_to_tag(tag) return tag
def value(self): if self.type_ == list: tag = TAG_Compound(self.name) tag.tags = [x.value for x in self._value] return tag if self.type_ == NBTFile: x = NBTFile() x.name = self.name x.tags = [x.value for x in self._value] return x if self.type_ == TAG_Compound: tag = TAG_Compound(name=self.name) tag.tags = [x.value for x in self._value] tag.name = self.name return tag if self.type_ == TAG_Int_Array: tag = TAG_Int_Array(name=self.name) tag.value = self._value return tag if self.type_ == TAG_List: tag = TAG_List(type=self.extra, name=self.name) tag.tags = [x.value for x in self._value] tag.name = self.name return tag return self.type_(value=self._value, name=self.name)
def process_entity(self, entity, randomitems): slot = 0 updated = False items = items_from_nbt(entity["Items"]) if sum(items.values()) == 0: print("empty chest found") itemlist = TAG_List(type=TAG_Compound) for randomitem in randomitems: if slot < 27: if random.uniform(0,100) < float(randomitem[3]): item = TAG_Compound() try: quantity = int(randomitem[2]) except ValueError: try: lowrand, highrand = randomitem[2].split('-') quantity = random.randrange(int(lowrand), int(highrand) + 1) except ValueError: print("ERROR: Invalid quantity range. Defaulting to 1.") line = '' for section in randomitem: line += ' ' + section print(line) quantity = 1 if quantity > 127: quantity = 127 elif quantity < 1: quantity = 1 item.tags.extend([ TAG_Byte(name="Count", value=quantity), TAG_Byte(name="Slot", value=slot), TAG_Short(name="Damage", value=int(randomitem[1])), TAG_Short(name="id", value=int(randomitem[0])) ]) if len(randomitem) > 4: enchants = TAG_List(name="ench", type=TAG_Compound) count = 4 try: while len(randomitem) > count: enchant = TAG_Compound() enchant.tags.extend([ TAG_Short(name="id", value=int(randomitem[count])), TAG_Short(name="lvl", value=int(randomitem[count+1])) ]) enchants.insert((count-4)/2,enchant) count += 2 tag = TAG_Compound() tag.tags.extend([enchants]) tag.name = "tag" item.tags.extend([tag]) except IndexError: print("ERROR: invalid enchant data") line = '' for section in randomitem: line += ' ' + section print(line) itemlist.insert(slot,item) slot += 1 updated = True if updated: entity["Items"] = itemlist return updated
def add_data_to_tag(self, tag): tag.tags.append(TAG_String(name='id', value=self.mob_id)) tag.tags.append(TAG_Float(name='Health', value=self.health)) tag.tags.append(TAG_Byte(name="Glowing", value=int(self.glowing))) tag.tags.append(TAG_Byte(name="Silent", value=int(self.silent))) tag.tags.append( TAG_Byte(name="LeftHanded", value=int(self.left_handed))) tag.tags.append( TAG_Byte(name="CanPickUpLoot", value=int(self.can_pickup_loot))) tag.tags.append( TAG_Byte(name="CustomNameVisible", value=int(self.custom_name_visible))) tag.tags.append( TAG_Float(name="AbsorptionAmount", value=self.absorbtion_amount)) tag.tags.append(TAG_Short(name='Fire', value=int(self.fire_ticks))) if self.custom_name is not None: tag.tags.append( TAG_String(name='CustomName', value=self.custom_name)) if len(self.attributes) > 0: attribute_subtag = TAG_List(name="Attributes", type=TAG_Compound) for attribute in self.attributes: attribute_subtag.tags.append(attribute.getNBTTag()) tag.tags.append(attribute_subtag) if len(self.effects) > 0: effects_subtag = TAG_List(name="ActiveEffects", type=TAG_Compound) for effect in self.effects: effects_subtag.tags.append(effect.getNBTTag()) tag.tags.append(effects_subtag) if len(self.passengers) > 0: passenger_subtag = TAG_List(name="Passengers", type=TAG_Compound) for passenger in self.passengers: passenger_subtag.tags.append(passenger.getNBTTag()) tag.tags.append(passenger_subtag) if has_value_not_none(self.hand_items): hand_items_subtag = TAG_List(name='HandItems', type=TAG_Compound) if self.hand_items['MainHand'] is not None: hand_items_subtag.append( self.hand_items['MainHand'].getNBTTag()) else: hand_items_subtag.append(TAG_Compound()) if self.hand_items['OffHand'] is not None: hand_items_subtag.append( self.hand_items['OffHand'].getNBTTag()) else: hand_items_subtag.append(TAG_Compound()) hand_drops = TAG_List(name="HandDropChances", type=TAG_Float) hand_drops.append( TAG_Float(value=self.hand_drop_chances['MainHand'])) hand_drops.append( TAG_Float(value=self.hand_drop_chances['OffHand'])) tag.tags.append(hand_items_subtag) tag.tags.append(hand_drops) if has_value_not_none(self.armor_items): armor_items_subtag = TAG_List(name='ArmorItems', type=TAG_Compound) if self.armor_items['Feet'] is not None: armor_items_subtag.append(self.armor_items['Feet'].getNBTTag()) else: armor_items_subtag.append(TAG_Compound()) if self.armor_items['Legs'] is not None: armor_items_subtag.append(self.armor_items['Legs'].getNBTTag()) else: armor_items_subtag.append(TAG_Compound()) if self.armor_items['Chest'] is not None: armor_items_subtag.append( self.armor_items['Chest'].getNBTTag()) else: armor_items_subtag.append(TAG_Compound()) if self.armor_items['Head'] is not None: armor_items_subtag.append(self.armor_items['Head'].getNBTTag()) else: armor_items_subtag.append(TAG_Compound()) armor_drops = TAG_List(name="ArmorDropChances", type=TAG_Float) armor_drops.append( TAG_Float(value=self.armor_drop_chances['Feet'])) armor_drops.append( TAG_Float(value=self.armor_drop_chances['Legs'])) armor_drops.append( TAG_Float(value=self.armor_drop_chances['Chest'])) armor_drops.append( TAG_Float(value=self.armor_drop_chances['Head'])) tag.tags.append(armor_items_subtag) tag.tags.append(armor_drops) for additional in self.additional_settings: option = self.additional_settings[additional] tag.tags.append(option.getNBTTag())
def getNBTTag(self): tag = TAG_Compound() tag.tags.append(TAG_Short(name="id", value=int(self.e_id))) tag.tags.append(TAG_Short(name="lvl", value=int(self.level))) return tag