def newPlayer(self): playerTag = nbt.TAG_Compound() playerTag['Air'] = nbt.TAG_Short(300) playerTag['AttackTime'] = nbt.TAG_Short(0) playerTag['DeathTime'] = nbt.TAG_Short(0) playerTag['Fire'] = nbt.TAG_Short(-20) playerTag['Health'] = nbt.TAG_Short(20) playerTag['HurtTime'] = nbt.TAG_Short(0) playerTag['Score'] = nbt.TAG_Int(0) playerTag['FallDistance'] = nbt.TAG_Float(0) playerTag['OnGround'] = nbt.TAG_Byte(0) playerTag["Inventory"] = nbt.TAG_List() playerTag['Motion'] = nbt.TAG_List([nbt.TAG_Double(0) for i in range(3)]) spawn = self.level.playerSpawnPosition() spawnX = spawn[0] spawnZ = spawn[2] blocks = [self.level.blockAt(spawnX, i, spawnZ) for i in range(self.level.Height)] i = self.level.Height done = False for index, b in enumerate(reversed(blocks)): if b != 0 and not done: i = index done = True spawnY = self.level.Height - i playerTag['Pos'] = nbt.TAG_List([nbt.TAG_Double([spawnX, spawnY, spawnZ][i]) for i in range(3)]) playerTag['Rotation'] = nbt.TAG_List([nbt.TAG_Float(0), nbt.TAG_Float(0)]) return playerTag
def convert(tag): out = None if (tag.type is parse.TAG_Byte): out = nbt.TAG_Byte(value=tag.data, name=tag.name) elif (tag.type is parse.TAG_Byte_Array): out = nbt.TAG_Byte_Array(value=fromstring(tag.data), name=tag.name) elif (tag.type is parse.TAG_Double): out = nbt.TAG_Double(value=tag.data, name=tag.name) elif (tag.type is parse.TAG_Float): out = nbt.TAG_Float(value=tag.data, name=tag.name) elif (tag.type is parse.TAG_Int): out = nbt.TAG_Int(value=tag.data, name=tag.name) elif (tag.type is parse.TAG_Int_Array): out = nbt.TAG_Int_Array(value=tag.data, name=tag.name) elif (tag.type is parse.TAG_Long): out = nbt.TAG_Long(value=tag.data, name=tag.name) elif (tag.type is parse.TAG_Short): out = nbt.TAG_Short(value=tag.data, name=tag.name) elif (tag.type is parse.TAG_String): out = nbt.TAG_String(value=tag.data, name=tag.name) # Recursives elif (tag.type is parse.TAG_Compound): out = nbt.TAG_Compound(name=tag.name) for item in tag.data: temp = convert(item) if (temp is not None): out[temp.name] = temp elif (tag.type is parse.TAG_List): out = nbt.TAG_List(name=tag.name) for item in tag.data[1]: temp = convert(dummyNBTyaml(tag.data[0], item)) if (temp is not None): out.append(temp) return out
def parse_nbt(node, params={}): """Recursivly build nbt datastructure from xml.""" if 'name' in node.attrib: name = node.attrib['name'] else: name = '' if node.text and node.text != '': text = replace_params(node.text, params) else: text = '' if node.tag == 'Compound': values = [] # list of other tags for child in node: values.append(parse_nbt(child, params)) return nbt.TAG_Compound(values, name) if node.tag == 'List': values = [] # list of other tags for child in node: values.append(parse_nbt(child, params)) return nbt.TAG_List(values, name) elif node.tag == 'String': return nbt.TAG_String(text, name) elif node.tag == 'Int': return nbt.TAG_Int(text, name) elif node.tag == 'Byte': return nbt.TAG_Byte(text, name) elif node.tag == 'Short': return nbt.TAG_Short(text, name) elif node.tag == 'Long': return nbt.TAG_Long(text, name) elif node.tag == 'Float': return nbt.TAG_Float(text, name) elif node.tag == 'Double': return nbt.TAG_Double(text, name) else: raise 'Unsupported'
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")])