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
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
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
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
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
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)
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)
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
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
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
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)
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
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
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