def createEndGateway(level, options, block_ids, block_datas): for key in bk: chunk = level.getChunk(bk[key]["x"] / 16, bk[key]["z"] / 16) e = TAG_Compound() e["ExactTeleport"] = TAG_Byte(options["ExactTeleport: "]) e["x"] = TAG_Int(bk[key]["x"]) e["y"] = TAG_Int(bk[key]["y"]) e["z"] = TAG_Int(bk[key]["z"]) ep = TAG_Compound() ep["X"] = TAG_Int(tp.get("x")) ep["Y"] = TAG_Int(tp.get("y")) ep["Z"] = TAG_Int(tp.get("z")) e["ExitPortal"] = ep if options["1.11+: "]: e["id"] = TAG_String("minecraft:end_gateway") else: e["id"] = TAG_String("EndGateway") e["Age"] = TAG_Long(9223372036854775807) if options["Invisible Teleporter: "]: setBlock(level, (36, 0), bk[key]["x"], bk[key]["y"], bk[key]["z"]) else: setBlock(level, (block_ids, block_datas), bk[key]["x"], bk[key]["y"], bk[key]["z"]) chunk.TileEntities.append(e)
def createChestBlockData(x, y, z, blockID, maxData): e = TAG_Compound() e["x"] = TAG_Int(x) e["y"] = TAG_Int(y) e["z"] = TAG_Int(z) e["TileX"] = TAG_Int(x) e["TileY"] = TAG_Int(y) e["TileZ"] = TAG_Int(z) e["id"] = TAG_String("Chest") e["Lock"] = TAG_String("") e["Items"] = TAG_List() # TileEntity.setpos(e, (x, y, z)) # Item access below modified from @Texelelf's MapIt filter item = TAG_Compound() item["id"] = TAG_String(names[blockID]) item["Count"] = TAG_Byte(64) item["Damage"] = TAG_Short(0) item["Slot"] = TAG_Byte(0) if blockID in names: for blockData in xrange(0,maxData): newitem = deepcopy(item) newitem["Slot"] = TAG_Byte(blockData) newitem["Damage"] = TAG_Short(blockData) e["Items"].append(newitem) return e
def testSign(): usign = USIGN(["Line 1", "Line 2", "Line 3", "Line 4"], (1, 2, 3)) # Canonical javasign = usign.toNative("UNKNOWN", "1_12") bedrocksign = usign.toNative("PE", "1_2") # Java format example control = TAG_Compound() control["id"] = TAG_String("minecraft:sign") control["Text1"] = TAG_String("Text1") control["Text2"] = TAG_String("Text2") control["Text3"] = TAG_String("Text3") control["Text4"] = TAG_String("Text4") control["x"] = TAG_Int(111) control["y"] = TAG_Int(2222) control["z"] = TAG_Int(33333) usignFromJava = usign.toCanonical(control, "UNKNOWN", "1_12") usignFromJava2 = usign.toCanonical(javasign, "UNKNOWN", "1_12") # Bedrock format example control = TAG_Compound() control["id"] = TAG_String("Sign") control["Text"] = TAG_String("Text1\nText2\nText3\nText4") control["isMovable"] = TAG_Int(1) control["x"] = TAG_Int(111111) control["y"] = TAG_Int(22222) control["z"] = TAG_Int(3333) usignFromBedrock = usign.toCanonical(control, "PE", "1_2") # bedrocksign = usign.toCanonical("BEDROCK","1_2") print usign, "\n", javasign, "\n", bedrocksign, "\n", usignFromJava, "\n", usignFromJava2, "\n", usignFromBedrock
def item_stack(item): item_tag = TAG_Compound() item_tag.name = 'tag' item_tag['id'] = TAG_Short(item['id']) item_tag['Damage'] = TAG_Short(item['damage']) item_tag['Count'] = TAG_Byte(item['count']) item_tag['Slot'] = TAG_Byte(item['slot']) return item_tag
def item_stack(item): item_tag = TAG_Compound() item_tag.name = 'tag' item_tag['id'] = TAG_Short(item['id']) item_tag['Damage'] = TAG_Short(item['damage']) item_tag['Count'] = TAG_Byte(item['count']) item_tag['Slot'] = TAG_Byte(item['slot']) return item_tag
def toNative( canonical): # Version specific mapping to NBT from universal class # Data transformation, and any validation associations = updateAssociations() position = canonical.position customname = canonical.customname lock = canonical.lock items = canonical.items # list of items, which includes lists of lore and enchants loottable = canonical.loottable loottableseed = canonical.loottableseed id = getNativeID() (x, y, z) = canonical.position # Create native-compatible NBT and return it control = TAG_Compound() control["id"] = TAG_String(id) control["CustomName"] = TAG_String(customname) if lock != "": control["Lock"] = TAG_String(lock) if loottable != "": control["LootTable"] = TAG_String(loottable) control["LootTableSeed"] = TAG_Long(loottableseed) control["x"] = TAG_Int(x) control["y"] = TAG_Int(y) control["z"] = TAG_Int(z) control["Items"] = TAG_List() itemsTag = control["Items"] for (item_id, item_damage, item_slot, item_count, item_display_name, item_display_lore_l, item_tag_ench_l, item_potion) in items: item = TAG_Compound() item["id"] = TAG_Short(int(itemNameToNumber(item_id, associations))) item["Damage"] = TAG_Short(item_damage) item["Count"] = TAG_Byte(item_count) item["Slot"] = TAG_Byte(item_slot) if len(item_tag_ench_l) > 0 or item_display_name != "" or len( item_display_lore_l) > 0 or item_potion != "": item["tag"] = TAG_Compound() tag = item["tag"] if len(item_tag_ench_l) > 0: tag["ench"] = TAG_List() ench = tag["ench"] for (ench_id, ench_lvl) in item_tag_ench_l: theEnch = TAG_Compound() theEnch["id"] = TAG_Short(ench_id) theEnch["lvl"] = TAG_Short(ench_lvl) ench.append(theEnch) if len(item_display_name) != "": tag["display"] = TAG_Compound() display = tag["display"] display["Name"] = TAG_String(item_display_name) if len(item_display_lore_l) > 0: display["Lore"] = TAG_List() for lore in item_display_lore_l: display["Lore"].append(TAG_String(lore)) if item_potion != "": tag["Potion"] = TAG_String(item_potion) itemsTag.append(item) control["isMovable"] = TAG_Byte(1) return control
def CreateItemFrame(x, y, z, dir, blockID, invuln): TileY = y posy = float(y) + 0.5 if dir == 1: direction = dir rotation = 90.0 TileX = x + 1 TileZ = z posx = float(x) + 0.9375 posz = float(z) + 0.5 elif dir == 3: rotation = 270.0 direction = dir TileX = x - 1 TileZ = z posx = float(x) + 0.0625 posz = float(z) + 0.5 elif dir == 0: rotation = 0.0 direction = 2 TileZ = z + 1 TileX = x posz = float(z) + 0.9375 posx = float(x) + 0.5 elif dir == 2: rotation = 180.0 direction = 0 TileZ = z - 1 TileX = x posz = float(z) + 0.0625 posx = float(x) + 0.5 iframe = TAG_Compound() iframe["id"] = TAG_String("ItemFrame") iframe["Pos"] = TAG_List() iframe["Pos"].append(TAG_Double(posx)) iframe["Pos"].append(TAG_Double(posy)) iframe["Pos"].append(TAG_Double(posz)) iframe["Facing"] = TAG_Byte(dir) iframe["Dir"] = TAG_Byte(dir) iframe["Direction"] = TAG_Byte(direction) iframe["Facing"] = TAG_Byte(direction) #new tag here iframe["Invulnerable"] = TAG_Byte(invuln) iframe["Motion"] = TAG_List() iframe["Motion"].append(TAG_Double(0.0)) iframe["Motion"].append(TAG_Double(0.0)) iframe["Motion"].append(TAG_Double(0.0)) iframe["TileX"] = TAG_Int(TileX) iframe["TileY"] = TAG_Int(TileY) iframe["TileZ"] = TAG_Int(TileZ) iframe["Rotation"] = TAG_List() iframe["Rotation"].append(TAG_Float(rotation)) iframe["Rotation"].append(TAG_Float(0.0)) iframe["Item"] = TAG_Compound() iframe["Item"]["id"] = TAG_String(names[blockID]) iframe["Item"]["Damage"] = TAG_Short(0) iframe["Item"]["Count"] = TAG_Byte(1) return iframe
def __repeater_tile_tick(level, x, y, z, powered): string_id = '{}powered_repeater'.format('' if powered else 'un') tile_tick = TAG_Compound() tile_tick.add(TAG_Int(-1, 'p')) tile_tick.add(TAG_Int(10, 't')) tile_tick.add(TAG_Int(x, 'x')) tile_tick.add(TAG_Int(y, 'y')) tile_tick.add(TAG_Int(z, 'z')) tile_tick.add(TAG_String(string_id, 'i')) level.addTileTick(tile_tick)
def CreateItemFrameJava(x, y, z, dir, mapid, invuln): TileY = y posy = float(y) + 0.5 if dir == 1: #westward direction = dir rotation = 90.0 TileX = x TileZ = z posx = float(x) + 0.96875 posz = float(z) + 0.5 elif dir == 3: #eastward rotation = 270.0 direction = dir TileX = x TileZ = z posx = float(x) + 0.03125 posz = float(z) + 0.5 elif dir == 0: #northward rotation = 180.0 direction = 2 TileZ = z TileX = x posz = float(z) + 0.96875 posx = float(x) + 0.5 elif dir == 2: #southward rotation = 0.0 direction = 0 TileZ = z TileX = x posz = float(z) + 0.03125 posx = float(x) + 0.5 iframe = TAG_Compound() iframe["id"] = TAG_String("item_frame") iframe["Pos"] = TAG_List() iframe["Pos"].append(TAG_Double(posx)) iframe["Pos"].append(TAG_Double(posy)) iframe["Pos"].append(TAG_Double(posz)) iframe["Facing"] = TAG_Byte(direction) iframe["Invulnerable"] = TAG_Byte(invuln) iframe["Motion"] = TAG_List() iframe["Motion"].append(TAG_Double(0.0)) iframe["Motion"].append(TAG_Double(0.0)) iframe["Motion"].append(TAG_Double(0.0)) iframe["TileX"] = TAG_Int(TileX) iframe["TileY"] = TAG_Int(TileY) iframe["TileZ"] = TAG_Int(TileZ) iframe["Rotation"] = TAG_List() iframe["Rotation"].append(TAG_Float(rotation)) iframe["Rotation"].append(TAG_Float(0.0)) iframe["Item"] = TAG_Compound() iframe["Item"]["id"] = TAG_String("minecraft:filled_map") iframe["Item"]["Damage"] = TAG_Short(mapid) iframe["Item"]["Count"] = TAG_Byte(1) return iframe
def perform(level, box, options): print "Follow Me On Twitter At @RedstonerLabs" ShowBottoms = options["ShowBottom"] Invun = options["Invulnerable"] target1 = options["Y"] target2 = options["X"] target3 = options["Z"] for x in xrange(box.minx, box.maxx): for y in xrange(box.miny, box.maxy): for z in xrange(box.minz, box.maxz): chunk = level.getChunk(x / 16, z / 16) enderCrystal = TAG_Compound() pos = TAG_List() pos.append(TAG_Double(x + 0.5)) pos.append(TAG_Double(y)) pos.append(TAG_Double(z + 0.5)) enderCrystal["Pos"] = pos if options["1.11-1.12+Worlds"]: enderCrystal["id"] = TAG_String(u'ender_crystal') else: enderCrystal["id"] = TAG_String(u'EnderCrystal') if options["Offset X,Y,Z Coordinates"]: beamTarget = TAG_Compound() beamTarget["X"] = TAG_Int(x + target2) beamTarget["Y"] = TAG_Int(y + target1) beamTarget["Z"] = TAG_Int(z + target3) enderCrystal["BeamTarget"] = beamTarget else: beamTarget = TAG_Compound() beamTarget["X"] = TAG_Int(target2) beamTarget["Y"] = TAG_Int(target1) beamTarget["Z"] = TAG_Int(target3) enderCrystal["BeamTarget"] = beamTarget enderCrystal["OnGround"] = TAG_Byte(0) motion = TAG_List() motion.append(TAG_Double(0.0)) motion.append(TAG_Double(0.0)) motion.append(TAG_Double(0.0)) enderCrystal["Motion"] = motion enderCrystal["Dimension"] = TAG_Int(0) enderCrystal["Air"] = TAG_Short(300) rotation = TAG_List() rotation.append(TAG_Float(0.0)) rotation.append(TAG_Float(0.0)) enderCrystal["Rotation"] = rotation enderCrystal["FallDistance"] = TAG_Float(0.0) enderCrystal["Fire"] = TAG_Short(0) enderCrystal["Invulnerable"] = TAG_Byte(Invun) enderCrystal["PortalCooldown"] = TAG_Int(0) enderCrystal["Glowing"] = TAG_Byte(0) enderCrystal["ShowBottom"] = TAG_Byte(ShowBottoms) chunk.Entities.append(enderCrystal)
def CreateNewMapFileJava(path, number, colors): map = TAG_Compound() map["data"] = TAG_Compound() map["data"]["scale"] = TAG_Byte(4) map["data"]["dimension"] = TAG_Byte(0) map["data"]["height"] = TAG_Short(128) map["data"]["width"] = TAG_Short(128) map["data"]["xCenter"] = TAG_Int(2147483647) map["data"]["yCenter"] = TAG_Int(2147483647) map["data"]["colors"] = TAG_Byte_Array(colors) map.save(os.path.join(path, "map_" + str(number) + ".dat"))
def CreateItemFramePE(x, y, z, mapid): iframe = TAG_Compound() iframe["id"] = TAG_String("ItemFrame") iframe["x"] = TAG_Int(x) iframe["y"] = TAG_Int(y) iframe["z"] = TAG_Int(z) iframe["Item"] = TAG_Compound() iframe["Item"]["id"] = TAG_Short(358) iframe["Item"]["Damage"] = TAG_Short(0) iframe["Item"]["Count"] = TAG_Byte(1) iframe["Item"]["tag"] = TAG_Compound() iframe["Item"]["tag"]["map_uuid"] = TAG_Long(mapid) return iframe
def signed_book(title='', pages=[''], author='Skyblock CE'): book_tag = TAG_Compound() book_tag.name = 'tag' book_tag['title'] = title book_tag['author'] = author book_tag['pages'] = TAG_List(name='pages', list_type=TAG_String) for page in pages: book_tag['pages'].append(TAG_String(page)) item_tag = TAG_Compound() item_tag['id'] = TAG_Short(items.names['Written Book']) item_tag['Damage'] = TAG_Byte(0) item_tag['Count'] = TAG_Byte(1) item_tag['tag'] = book_tag return item_tag
def signed_book(title='', pages=[''], author='Skyblock CE'): book_tag = TAG_Compound() book_tag.name = 'tag' book_tag['title'] = title book_tag['author'] = author book_tag['pages'] = TAG_List(name='pages', list_type=TAG_String) for page in pages: book_tag['pages'].append(TAG_String(page)) item_tag = TAG_Compound() item_tag['id'] = TAG_Short(items.names['Written Book']) item_tag['Damage'] = TAG_Byte(0) item_tag['Count'] = TAG_Byte(1) item_tag['tag'] = book_tag return item_tag
def createChest(blockData,count,canPlaceOn,chest,level): newte = TileEntity.Create("Chest") slot = 0 for i in blockData: if count[i] > 64: icount = 1 iterCount = math.ceil(count[i]/64.0) rcount = count[i] % 64 while icount <= iterCount: if icount == iterCount: item= TAG_Compound() item["CanPlaceOn"] = TAG_List() item["id"] = TAG_Short(i[0]) item["Damage"] = TAG_Short(i[1]) item["Count"] = TAG_Byte(rcount) item["Slot"] = TAG_Byte(int(slot)) item["CanPlaceOn"] = [TAG_String(canPlaceOn)] newte["Items"].append(item) slot += 1 else: item= TAG_Compound() item["CanPlaceOn"] = TAG_List() item["id"] = TAG_Short(i[0]) item["Damage"] = TAG_Short(i[1]) item["Damage"] = TAG_Short(i[1]) item["Count"] = TAG_Byte(64) item["Slot"] = TAG_Byte(int(slot)) item["CanPlaceOn"] = [TAG_String(canPlaceOn)] newte["Items"].append(item) slot += 1 icount += 1 else: item= TAG_Compound() item["CanPlaceOn"] = TAG_List() item["id"] = TAG_Short(i[0]) item["Damage"] = TAG_Short(i[1]) item["Count"] = TAG_Byte(count[i]) item["Slot"] = TAG_Byte(int(slot)) item["CanPlaceOn"] = [TAG_String(canPlaceOn)] newte["Items"].append(item) slot += 1 print(chest) newte['x'] = TAG_Int(chest[0]) newte['y'] = TAG_Int(chest[1]) newte['z'] = TAG_Int(chest[2]) return newte
def createArmorStand(level, x, y, z, customName, Invisible, CustomNameVisible, Invulnerable, Marker, NoGravity, MotionX, MotionY, MotionZ, RotationX, RotationY): # After @Sethbling print("New ArmorStand named " + customName) mob = TAG_Compound() mob["CustomName"] = TAG_String(customName) mob["Invisible"] = TAG_Byte(Invisible) mob["CustomNameVisible"] = TAG_Byte(CustomNameVisible) mob["Invulnerable"] = TAG_Byte(Invulnerable) mob["Marker"] = TAG_Byte(Marker) mob["NoGravity"] = TAG_Byte(NoGravity) mob["OnGround"] = TAG_Byte(1) mob["Air"] = TAG_Short(300) mob["DeathTime"] = TAG_Short(0) mob["Fire"] = TAG_Short(-1) mob["Health"] = TAG_Short(20) mob["HurtTime"] = TAG_Short(0) mob["Age"] = TAG_Int(0) mob["FallDistance"] = TAG_Float(0) mob["Motion"] = TAG_List() mob["Motion"].append(TAG_Double(MotionX)) mob["Motion"].append(TAG_Double(MotionY)) mob["Motion"].append(TAG_Double(MotionZ)) mob["Pos"] = TAG_List() mob["Pos"].append(TAG_Double(x + 0.5)) mob["Pos"].append(TAG_Double(y)) mob["Pos"].append(TAG_Double(z + 0.5)) mob["Rotation"] = TAG_List() mob["Rotation"].append(TAG_Float(RotationX)) mob["Rotation"].append(TAG_Float(RotationY)) mob["id"] = TAG_String("ArmorStand") chunk = level.getChunk(x / CHUNKSIZE, z / CHUNKSIZE) chunk.Entities.append(mob) chunk.dirty = True
def perform(level, box, options): # Pre-condition: fill a selection box in MCEdit with south facing Chests (block 54). This filter does not verify the block type and assumes it is a container # Add items to the chests for (chunk, _, _) in level.getChunkSlices(box): for e in chunk.TileEntities: # Loop through all the block entities in this chunk x = e["x"].value y = e["y"].value z = e["z"].value if ( x, y, z ) in box: # Only process the entities within the selection, ignore malformed entries # print e["id"],level.blockAt(x,y,z) # print fromNative(e) e["Items"] = TAG_List() itemsTag = e["Items"] item = TAG_Compound() item["id"] = TAG_String(str(randint(0, 255))) item["Damage"] = TAG_Short(randint(0, 127)) item["Count"] = TAG_Byte(randint(1, 64)) item["Slot"] = TAG_Byte(randint(0, 27)) itemsTag.append(item) if options["Cause the problem?"] == True: chunk.TileEntities.remove(e) chunk.TileEntities.append(e) # At this point each chest should have an item. Check the console for results printEmptyChests(level, box, options)
def dat(level, box, options): tileEntitiesToRemove = [] for (chunk, slices, point) in level.getChunkSlices(box): for t in chunk.TileEntities: x1 = t["x"].value y1 = t["y"].value z1 = t["z"].value if x1 >= box.minx and x1 < box.maxx and y1 >= box.miny and y1 < box.maxy and z1 >= box.minz and z1 < box.maxz and t["id"].value == "MobSpawner": tileEntitiesToRemove.append((chunk, t)) level.setBlockAt(x1, y1, z1, 0) cart = TAG_Compound() cart["id"] = TAG_String("MinecartSpawner") cart["Pos"] = TAG_List([TAG_Double(x1+0.5), TAG_Double(y1+0.35), TAG_Double(z1+0.5)]) cart["PortalCooldown"] = TAG_Int(0) cart["Motion"] = TAG_List([TAG_Double(0), TAG_Double(0), TAG_Double(0)]) cart["OnGround"] = TAG_Byte(0) cart["Type"] = TAG_Int(0) cart["Fire"] = TAG_Short(-1) cart["Dimension"] = TAG_Int(0) cart["FallDistance"] = TAG_Float(0) cart["Air"] = TAG_Short(300) cart["Rotation"] = TAG_List([TAG_Float(0), TAG_Float(0)]) cart["Invunerable"] = TAG_Byte(0) for tag in t: if tag not in ["id", "x", "y", "z"]: cart[tag] = t[tag] chunk.Entities.append(cart) for (chunk, t) in tileEntitiesToRemove: chunk.TileEntities.remove(t)
def placeMobSpawner(level, type, x, y, z): CHUNKSIZE = 16 SPAWNER = 52 if level.blockAt( x, y, z ) != SPAWNER: # Don't try to create a duplicate set of NBT - it confuses the game. level.setBlockAt(x, y, z, SPAWNER) level.setBlockDataAt(x, y, z, 0) control = TAG_Compound() control["x"] = TAG_Int(x) control["y"] = TAG_Int(y) control["z"] = TAG_Int(z) # control["id"] = TAG_String("minecraft:mob_spawner") nbt = makeMobSpawnerNBT(type) for key in nbt.keys(): control[key] = nbt[key] try: chunka = level.getChunk((int)(x / CHUNKSIZE), (int)(z / CHUNKSIZE)) chunka.TileEntities.append(control) chunka.dirty = True except ChunkNotPresent: print "ChunkNotPresent", (int)(x / CHUNKSIZE), (int)(z / CHUNKSIZE)
def perform(level, box, options): name1 = options["Entity #1 Name:"] name2 = options["Entity #2 Name:"] remove = options["Remove Entity's Names"] for (chunk, slices, point) in level.getChunkSlices(box): for e in chunk.Entities: x = e["Pos"][0].value y = e["Pos"][1].value z = e["Pos"][2].value if (x, y, z) in box: if e["CustomName"].value != '': if e["CustomName"].value == name1: e["Leashed"] = TAG_Byte(1) e["Leash"] = TAG_Compound() e["Leash"]["UUIDMost"] = TAG_Long(UM) e["Leash"]["UUIDLeast"] = TAG_Long(UL) if remove: e["CustomName"] = TAG_String() elif e["CustomName"].value == name2: UL = e["UUIDLeast"].value UM = e["UUIDMost"].value if remove: e["CustomName"] = TAG_String() chunk.dirty = True
def createSign( level, x, y, z, texts ): #abrightmoore - convenience method. Due to Jigarbov - this is not a Sign. # This is Java only. Bedrock has one line of text with line breaks. CHUNKSIZE = 16 STANDING_SIGN = 63 if level.blockAt( x, y, z ) != STANDING_SIGN: # Don't try to create a duplicate set of NBT - it confuses the game. level.setBlockAt(x, y, z, STANDING_SIGN) level.setBlockDataAt(x, y, z, randint(0, 15)) #setBlock(level, (STANDING_SIGN,randint(0,15)), x, y, z) level.setBlockAt(x, y - 1, z, 1) level.setBlockDataAt(x, y - 1, z, 0) #setBlock(level, (1,0), x, y-1, z) control = TAG_Compound() # control["TileEntity"] = TAG_String("minecraft:sign") control["x"] = TAG_Int(x) control["Text4"] = TAG_String("{\"text\":\"" + texts[3] + "\"}") control["y"] = TAG_Int(y) control["Text3"] = TAG_String("{\"text\":\"" + texts[2] + "\"}") control["z"] = TAG_Int(z) control["Text2"] = TAG_String("{\"text\":\"" + texts[1] + "\"}") control["id"] = TAG_String("minecraft:sign") control["Text1"] = TAG_String("{\"text\":\"" + texts[0] + "\"}") try: chunka = level.getChunk((int)(x / CHUNKSIZE), (int)(z / CHUNKSIZE)) chunka.TileEntities.append(control) chunka.dirty = True except ChunkNotPresent: print "ChunkNotPresent", (int)(x / CHUNKSIZE), (int)(z / CHUNKSIZE)
def toNative( canonical): # Version specific mapping to NBT from universal class # Data transformation, and any validation position = canonical.position customname = canonical.customname commandstats = canonical.commandstats # Dictionary {}. This is a runtime artifact. Should it be translated? TODO: Find out. command = canonical.command successcount = canonical.successcount lastoutput = canonical.lastoutput trackoutput = canonical.trackoutput powered = canonical.powered auto = canonical.auto conditionmet = canonical.conditionmet updatelastexecution = canonical.updatelastexecution lastexecution = canonical.lastexecution id = getNativeID() (x, y, z) = canonical.position # Create native-compatible NBT and return it control = TAG_Compound() control["id"] = TAG_String(id) control["auto"] = TAG_Byte(auto) control["powered"] = TAG_Byte(powered) control["LastExecution"] = TAG_Long(lastexecution) control["SuccessCount"] = TAG_Int(successcount) control["UpdateLastExecution"] = TAG_Byte(updatelastexecution) control["conditionMet"] = TAG_Byte(conditionmet) control["CustomName"] = TAG_String(customname) control["Command"] = TAG_String(command) control["LastOutput"] = TAG_String(lastoutput) control["TrackOutput"] = TAG_Byte(trackoutput) control["x"] = TAG_Int(x) control["y"] = TAG_Int(y) control["z"] = TAG_Int(z) return control
def CreateNewMapFilePE(level, number, colors): map = TAG_Compound() map["mapId"] = TAG_Long(number) map["parentMapId"] = TAG_Long(-1) map["decorations"] = TAG_List() map["dimension"] = TAG_Byte(0) map["fullyExplored"] = TAG_Byte(1) map["scale"] = TAG_Byte(4) map["height"] = TAG_Short(128) map["width"] = TAG_Short(128) map["xCenter"] = TAG_Int(2147483647) map["zCenter"] = TAG_Int(2147483647) map["colors"] = TAG_Byte_Array(colors) with level.worldFile.world_db() as db: wop = level.worldFile.writeOptions with nbt.littleEndianNBT(): db.Put(wop, 'map_' + str(number), map.save(compressed=False))
def perform(level, box, options): inv = options["Invulnerable:"] fixLag = options["Fix lag by changing only outer blocks to sheep:"] temp = [] for y in xrange(box.miny, box.maxy): for x in xrange(box.minx, box.maxx): for z in xrange(box.minz, box.maxz): if (level.blockAt(x, y, z) == 35): if not fixLag or level.blockAt( x + 1, y, z) == 0 or level.blockAt( x, y + 1, z) == 0 or level.blockAt( x, y, z + 1) == 0 or level.blockAt( x - 1, y, z) == 0 or level.blockAt( x, y - 1, z) == 0 or level.blockAt( x, y, z - 1) == 0: color = level.blockDataAt(x, y, z) temp.append(Vector(x, y, z)) sheep = TAG_Compound() sheep["Color"] = TAG_Byte(color) sheep["PersistenceRequired"] = TAG_Byte(1) sheep["OnGround"] = TAG_Byte(0) sheep["Air"] = TAG_Short(300) sheep["DeathTime"] = TAG_Short(0) sheep["Fire"] = TAG_Short(-1) sheep["Health"] = TAG_Float(8) sheep["HurtTime"] = TAG_Short(0) sheep["Age"] = TAG_Int(0) sheep["FallDistance"] = TAG_Float(0) sheep["Invulnerable"] = TAG_Byte(inv) sheep["NoAI"] = TAG_Byte(1) sheep["NoGravity"] = TAG_Byte(1) sheep["Silent"] = TAG_Byte(options["Silent Sheep:"]) sheep["id"] = TAG_String("Sheep") sheep["Motion"] = TAG_List([ TAG_Double(0.0), TAG_Double(0.0), TAG_Double(0.0) ]) sheep["Pos"] = TAG_List([ TAG_Double(x + 0.5), TAG_Double(y), TAG_Double(z + 0.5) ]) sheep["Rotation"] = TAG_List( [TAG_Float(0), TAG_Float(0)]) chunk = level.getChunk(x / 16, z / 16) chunk.Entities.append(sheep) chunk.dirty = True while temp: cell = temp.pop() level.setBlockAt(cell.x, cell.y, cell.z, 0) level.setBlockDataAt(cell.x, cell.y, cell.z, 0)
def createItem(itemid, count=1, damage=0, slot=0): item = TAG_Compound() item["id"] = TAG_Short(itemid) item["Damage"] = TAG_Short(damage) item["Count"] = TAG_Byte(count) item["Slot"] = TAG_Byte(slot) return item
def toNative( canonical): # Version specific mapping to NBT from universal class # Data transformation, and any validation position = canonical.position customname = canonical.customname # Not used in Bedrock # commandstats = canonical.commandstats # Dictionary {}. This is a runtime artifact. Should it be translated? TODO: Find out. command = parseCommandToBedrock(canonical.command) successcount = canonical.successcount lastoutput = canonical.lastoutput trackoutput = canonical.trackoutput powered = canonical.powered auto = canonical.auto conditionmet = canonical.conditionmet # Not used in Bedrock # updatelastexecution = canonical.updatelastexecution # lastexecution = self.lastexecution id = getNativeID() (x, y, z) = canonical.position # Create native-compatible NBT and return it control = TAG_Compound() control["id"] = TAG_String(id) control["Command"] = TAG_String(command) control["CustomName"] = TAG_String(customname) # control["LPCommandMode"] = TAG_Int(lpcommandmode) # <---- not in model # control["LPCondionalMode"] = TAG_Int(lpconditionalmode) # <---- not in model # control["LPRedstoneMode"] = TAG_Int(lpredstonemode) # <---- not in model # control["LastOutput"] = TAG_String(lastoutput) # lastoutputparamsctl = TAG_List() # control["LastOutputParams"] = lastoutputparamsctl # <---- not in model # TODO: parse the params and append to the list # control["SuccessCount"] = TAG_Int(successcount) control["TrackOutput"] = TAG_Byte(trackoutput) # control["Version"] = TAG_Int(version) # <---- not in model control["auto"] = TAG_Byte(auto) control["conditionMet"] = TAG_Byte(conditionmet) # control["isMovable"] = TAG_Byte(1) #TODO: Should this be editable? # control["powered"] = TAG_Byte(powered) # Not used in bedrock # control["LastExecution"] = TAG_Long(lastexecution) # control["UpdateLastExecution"] = TAG_Byte(updatelastexecution) control["x"] = TAG_Int(x) control["y"] = TAG_Int(y) control["z"] = TAG_Int(z) return control
def placePig(level, x, y, z): pig = TAG_Compound() pig["id"] = TAG_String("pig") pig["Pos"] = TAG_List( [TAG_Double(x + 0.5), TAG_Double(y), TAG_Double(z + 0.5)]) chunk = level.getChunk(x / 16, z / 16) chunk.Entities.append(pig) chunk.dirty = True
def CreateWallSign(x, y, z, text): e = TAG_Compound() e["x"] = TAG_Int(x) e["y"] = TAG_Int(y) e["z"] = TAG_Int(z) e["id"] = TAG_String("Sign") e["Text1"] = TAG_String("") e["Text2"] = TAG_String(text) e["Text3"] = TAG_String("") e["Text4"] = TAG_String("") return e
def placeHorse(level, x, y, z): horse = TAG_Compound() horse["id"] = TAG_String("horse") horse["Pos"] = TAG_List( [TAG_Double(x + 0.5), TAG_Double(y), TAG_Double(z + 0.5)]) chunk = level.getChunk(x / 16, z / 16) chunk.Entities.append(horse) chunk.dirty = True
def placeChicken(level, x, y, z): chicken = TAG_Compound() chicken["id"] = TAG_String("chicken") chicken["Pos"] = TAG_List( [TAG_Double(x + 0.5), TAG_Double(y), TAG_Double(z + 0.5)]) chunk = level.getChunk(x / 16, z / 16) chunk.Entities.append(chicken) chunk.dirty = True
def placeCow(level, x, y, z): cow = TAG_Compound() cow["id"] = TAG_String("cow") cow["Pos"] = TAG_List( [TAG_Double(x + 0.5), TAG_Double(y), TAG_Double(z + 0.5)]) chunk = level.getChunk(x / 16, z / 16) chunk.Entities.append(cow) chunk.dirty = True
def placeSheep(level, x, y, z): sheep = TAG_Compound() sheep["id"] = TAG_String("sheep") sheep["Pos"] = TAG_List( [TAG_Double(x + 0.5), TAG_Double(y), TAG_Double(z + 0.5)]) chunk = level.getChunk(x / 16, z / 16) chunk.Entities.append(sheep) chunk.dirty = True
def genWallMap(level, box, options): mapScale = options["Scale"] wallMapCentreX = options["x"] wallMapCentreZ = options["z"] gridAlign = options["Align with Grid"] renderMaps = options["Render Maps"] if dimNo != 0: dataFolder = level.parentWorld.worldFolder.getFolderPath("data") else: dataFolder = level.worldFolder.getFolderPath("data") if os.path.exists(os.path.join(dataFolder, "idcounts.dat")): idcountsTag = nbt.load(os.path.join(dataFolder, "idcounts.dat")) # Value of last existing map, new map should be map_(mapCount+1) mapCount = idcountsTag["map"].value else: mapCount = -1 if gridAlign: wallMapCentreX = int(round(wallMapCentreX/8.0))*8 wallMapCentreZ = int(round(wallMapCentreZ/8.0))*8 # if the box is not 1 thick if box.width != 1 and box.length != 1: raise Exception("The selection box needs to be 1 block thick") for chunk, slices, point in level.getChunkSlices(box): if chunk.Blocks[slices].any(): raise Exception("The selection box should be clear of blocks") # facing # 0 : south, +x map left to right # 1 : west, +z # 2 : north, -x # 3 : east, -z positive = 0 negative = 0 if box.width == 1: # wall map along y-z plane for chunk, slices, point in level.getChunkSlices(pymclevel.box.BoundingBox(box.origin + (1, 0, 0), box.size)): positive += chunk.Blocks[slices][chunk.Blocks[slices] != 0].size for chunk, slices, point in level.getChunkSlices(pymclevel.box.BoundingBox(box.origin + (-1, 0, 0), box.size)): negative += chunk.Blocks[slices][chunk.Blocks[slices] != 0].size if positive > negative: facing = 1 else: facing = 3 wallMapWidth = box.length else: # wall map along x-y plane for chunk, slices, point in level.getChunkSlices(pymclevel.box.BoundingBox(box.origin + (0, 0, 1), box.size)): positive += chunk.Blocks[slices][chunk.Blocks[slices] != 0].size for chunk, slices, point in level.getChunkSlices(pymclevel.box.BoundingBox(box.origin + (0, 0, -1), box.size)): negative += chunk.Blocks[slices][chunk.Blocks[slices] != 0].size if positive > negative: facing = 2 else: facing = 0 wallMapWidth = box.width wallMapHeight = box.height for chunk, slices, point in level.getChunkSlices(pymclevel.box.BoundingBox(box.origin + (1*[0, 1, 0, -1][facing], 0, 1*[-1, 0, 1, 0][facing], box.size))): if not chunk.Blocks[slices].all(): raise Exception("The selection box should be against a wall") def itemFramePosIter(box, facing): if facing == 0: return ((x, y, box.minz) for y in xrange(box.maxy-1, box.miny-1, -1) for x in xrange(box.minx, box.maxx)) elif facing == 1: return ((box.minx, y, z) for y in xrange(box.maxy-1, box.miny-1, -1) for z in xrange(box.minz, box.maxz)) elif facing == 2: return ((x, y, box.minz) for y in xrange(box.maxy-1, box.miny-1, -1) for x in xrange(box.maxx-1, box.minx-1, -1)) elif facing == 3: return ((box.minx, y, z) for y in xrange(box.maxy-1, box.miny-1, -1) for z in xrange(box.maxz-1, box.minz-1, -1)) def mapCentreIter(wallMapCentreX, wallMapCentreZ, wallMapWidth, wallMapHeight, mapScale, upDir): mapWidthInBlocks = 128 * 2**mapScale if upDir == 2: topLeftMapCentreX = wallMapCentreX - wallMapWidth*mapWidthInBlocks/2 + mapWidthInBlocks/2 topLeftMapCentreZ = wallMapCentreZ - wallMapHeight*mapWidthInBlocks/2 + mapWidthInBlocks/2 for h in xrange(wallMapHeight): for w in xrange(wallMapWidth): yield (topLeftMapCentreX + w * mapWidthInBlocks, topLeftMapCentreZ + h * mapWidthInBlocks) elif upDir == 3: topLeftMapCentreX = wallMapCentreX + wallMapHeight*mapWidthInBlocks/2 - mapWidthInBlocks/2 topLeftMapCentreZ = wallMapCentreZ - wallMapWidth*mapWidthInBlocks/2 + mapWidthInBlocks/2 for h in xrange(wallMapHeight): for w in xrange(wallMapWidth): yield (topLeftMapCentreX - h * mapWidthInBlocks, topLeftMapCentreZ + w * mapWidthInBlocks) elif upDir == 0: topLeftMapCentreX = wallMapCentreX + wallMapWidth*mapWidthInBlocks/2 - mapWidthInBlocks/2 topLeftMapCentreZ = wallMapCentreZ + wallMapHeight*mapWidthInBlocks/2 - mapWidthInBlocks/2 for h in xrange(wallMapHeight): for w in xrange(wallMapWidth): yield (topLeftMapCentreX - w * mapWidthInBlocks, topLeftMapCentreZ - h * mapWidthInBlocks) elif upDir == 1: topLeftMapCentreX = wallMapCentreX - wallMapHeight*mapWidthInBlocks/2 + mapWidthInBlocks/2 topLeftMapCentreZ = wallMapCentreZ + wallMapWidth*mapWidthInBlocks/2 - mapWidthInBlocks/2 for h in xrange(wallMapHeight): for w in xrange(wallMapWidth): yield (topLeftMapCentreX + h * mapWidthInBlocks, topLeftMapCentreZ - w * mapWidthInBlocks) upDir = {"North":2, "East":3, "South":0, "West":1}[options["Up is"]] itemRotation = [2, 1, 0, 3][upDir] progressBarMapCount = 0 numMaps = wallMapWidth * wallMapHeight numCols = numMaps * 128 for itemFramePos, mapCentre in itertools.izip(itemFramePosIter(box, facing), mapCentreIter(wallMapCentreX, wallMapCentreZ, wallMapWidth, wallMapHeight, mapScale, upDir)): mapCount += 1 mapTag = makeMapTag(*mapCentre, scale=mapScale) if renderMaps: for column in renderMap(level, mapTag): yield progressBarMapCount * 128 + column, numCols, "Map: "+str(progressBarMapCount)+"/"+str(numMaps) saveMapTag(level, mapTag, mapCount) mapItem = makeMapItemTag(mapCount) itemFrame = makeItemFrameEntity(*itemFramePos, facing=facing, itemtag=mapItem, itemRotation=itemRotation) level.addEntity(itemFrame) progressBarMapCount += 1 if mapCount >= 0: idcountsTag = TAG_Compound() idcountsTag["map"] = TAG_Short(mapCount) idcountsTag.save(os.path.join(dataFolder, "idcounts.dat"))