class PlayerPositionPanel(Panel): def __init__(self, tool): Panel.__init__(self, name='Panel.PlayerPositionPanel') self.tool = tool self.player_UUID = {"UUID": [], "Name": []} self.level = tool.editor.level self.playercache = PlayerCache() # Add this instance to PlayerCache 'targets'. PlayerCache generated processes will call # this instance 'update_player' method when they have finished their execution. self.playercache.add_target(self.update_player) if hasattr(self.level, 'players'): players = self.level.players or ["[No players]"] if not self.level.oldPlayerFolderFormat: for player in players: if player != "Player" and player != "[No players]": if len(player) > 4 and player[4] == "-": os.rename(os.path.join(self.level.worldFolder.getFolderPath("playerdata"), player+".dat"), os.path.join(self.level.worldFolder.getFolderPath("playerdata"), player.replace("-", "", 1)+".dat")) player = player.replace("-", "", 1) # print 5 data = self.playercache.getPlayerInfo(player, use_old_data=True) #self.player_UUID[data[0]] = data[1] self.player_UUID["UUID"].append(data[0]) self.player_UUID["Name"].append(data[1]) #self.player_UUID[player] = data if "Player" in players: #self.player_UUID["Player (Single Player)"] = "Player" self.player_UUID["UUID"].append("Player") self.player_UUID["Name"].append("Player (Single Player)") if "[No players]" not in players: self.player_names = sorted(self.player_UUID.values(), key=lambda x: False if x == "Player (Single Player)" else x) else: self.player_UUID["UUID"].append("[No players]") self.player_UUID["Name"].append("[No players]") else: players = ["Player (Single Player)"] self.players = players if 'Player' in self.player_UUID['UUID'] and 'Player (Single Player)' in self.player_UUID['Name']: self.player_UUID['UUID'].insert(0, self.player_UUID['UUID'].pop(self.player_UUID['UUID'].index('Player'))) self.player_UUID['Name'].insert(0, self.player_UUID['Name'].pop(self.player_UUID['Name'].index('Player (Single Player)'))) self.pages = TabPanel() tab_height = self.pages.tab_height max_height = tab_height + self.tool.editor.mainViewport.height - self.tool.editor.toolbar.height - self.tool.editor.subwidgets[0].height - self.pages.margin * 2 #-# Uncomment the following line to have a maximum height for this panel. # max_height = min(max_height, 500) self.editNBTDataButton = Button("Edit NBT", action=self.editNBTData, tooltipText="Open the NBT Explorer to edit player's attributes and inventory") addButton = Button("Add", action=self.tool.addPlayer) removeButton = Button("Remove", action=self.tool.removePlayer) gotoButton = Button("Goto", action=self.tool.gotoPlayer) gotoCameraButton = Button("Goto View", action=self.tool.gotoPlayerCamera) moveButton = Button("Move", action=self.tool.movePlayer) moveToCameraButton = Button("Align to Camera", action=self.tool.movePlayerToCamera) reloadSkin = Button("Reload Skins", action=self.tool.reloadSkins, tooltipText="This pulls skins from the online server, so this may take a while") btns = [self.editNBTDataButton] if not isinstance(self.level, pymclevel.leveldbpocket.PocketLeveldbWorld): btns.extend([addButton, removeButton]) btns.extend([gotoButton, gotoCameraButton, moveButton, moveToCameraButton, reloadSkin]) btns = Column(btns, margin=0, spacing=2) h = max_height - btns.height - self.pages.margin * 2 - 2 - self.font.get_linesize() * 2 col = Label('') def close(): self.pages.show_page(col) self.nbttree = NBTExplorerToolPanel(self.tool.editor, nbtObject={}, height=max_height, \ close_text="Go Back", no_header=True, close_action=close, load_text=None) self.nbttree.shrink_wrap() self.nbtpage = Column([self.nbttree]) self.nbtpage.shrink_wrap() self.pages.add_page("NBT Data", self.nbtpage) self.pages.set_rect(map(lambda x:x+self.margin, self.nbttree._rect)) tableview = TableView(nrows=(h - (self.font.get_linesize() * 2.5)) / self.font.get_linesize(), header_height=self.font.get_linesize(), columns=[TableColumn("Player Name(s):", (self.nbttree.width - (self.margin * 3)) / 3), TableColumn("Player UUID(s):", (self.nbttree.width - (self.margin * 3)))], ) tableview.index = 0 tableview.num_rows = lambda: len(self.player_UUID["UUID"]) tableview.row_data = lambda i: (self.player_UUID["Name"][i],self.player_UUID["UUID"][i]) tableview.row_is_selected = lambda x: x == tableview.index tableview.zebra_color = (0, 0, 0, 48) def selectTableRow(i, evt): tableview.index = i tableview.click_row = selectTableRow def mouse_down(e): if e.button == 1 and e.num_clicks > 1: self.editNBTData() TableRowView.mouse_down(tableview.rows, e) tableview.rows.mouse_down = mouse_down tableview.rows.tooltipText = "Double-click or use the button below to edit the NBT Data." self.table = tableview col.set_parent(None) self.col = col = Column([tableview, btns], spacing=2) self.pages.add_page("Players", col, 0) self.pages.shrink_wrap() self.pages.show_page(col) self.add(self.pages) self.shrink_wrap() self.max_height = max_height def editNBTData(self): player = self.selectedPlayer if player == 'Player (Single Player)': alert("Not yet implemented.\nUse the NBT Explorer to edit this player.") elif player == '[No players]': return else: player = self.level.getPlayerTag(self.selectedPlayer) if player is not None: self.pages.remove_page(self.nbtpage) def close(): self.pages.show_page(self.col) self.nbttree = NBTExplorerToolPanel(self.tool.editor, nbtObject=player, fileName=None, savePolicy=-1, dataKeyName=None, height=self.max_height, no_header=True, close_text="Go Back", close_action=close, load_text=None, copy_data=False) self.nbtpage = Column([self.nbttree,]) self.nbtpage.shrink_wrap() self.pages.add_page("NBT Data", self.nbtpage) self.pages.show_page(self.nbtpage) else: alert(_("Unable to load player %s" % self.selectedPlayer())) @property def selectedPlayer(self): if not self.level.oldPlayerFolderFormat: player = self.players[self.table.index] if player != "Player (Single Player)" and player != "[No players]" and player != "~local_player": return self.player_UUID["UUID"][self.table.index] else: return player else: return self.players[self.table.index] def key_down(self, evt): self.dispatch_key('key_down', evt) def dispatch_key(self, name, evt): if not hasattr(evt, 'key'): return if name == "key_down": keyname = self.root.getKey(evt) if self.pages.current_page == self.col: if keyname == "Up" and self.table.index > 0: self.table.index -= 1 self.table.rows.scroll_to_item(self.table.index) elif keyname == "Down" and self.table.index < len(self.players) - 1: self.table.index += 1 self.table.rows.scroll_to_item(self.table.index) elif keyname == 'Page down': self.table.index = min(len(self.players) - 1, self.table.index + self.table.rows.num_rows()) elif keyname == 'Page up': self.table.index = max(0, self.table.index - self.table.rows.num_rows()) elif keyname == 'Return': if self.selectedPlayer: self.editNBTData() if self.table.rows.cell_to_item_no(0, 0) + self.table.rows.num_rows() -1 > self.table.index or self.table.rows.cell_to_item_no(0, 0) + self.table.rows.num_rows() -1 < self.table.index: self.table.rows.scroll_to_item(self.table.index) elif self.pages.current_page == self.nbtpage: self.nbttree.dispatch_key(name, evt) def update_player(self, data): if isinstance(data, tuple): if data[0] in self.player_UUID['UUID']: idx = self.player_UUID['UUID'].index(data[0]) self.player_UUID['UUID'][idx] = data[0] self.player_UUID['Name'][idx] = data[1]
class PlayerPositionPanel(Panel): def __init__(self, tool): Panel.__init__(self, name='Panel.PlayerPositionPanel') self.tool = tool self.player_UUID = {"UUID": [], "Name": []} self.level = tool.editor.level self.playercache = PlayerCache() # Add this instance to PlayerCache 'targets'. PlayerCache generated processes will call # this instance 'update_player' method when they have finished their execution. self.playercache.add_target(self.update_player) if hasattr(self.level, 'players'): players = self.level.players or ["[No players]"] if not self.level.oldPlayerFolderFormat: for player in players: if player != "Player" and player != "[No players]": if len(player) > 4 and player[4] == "-": os.rename( os.path.join( self.level.worldFolder.getFolderPath( "playerdata"), player + ".dat"), os.path.join( self.level.worldFolder.getFolderPath( "playerdata"), player.replace("-", "", 1) + ".dat")) player = player.replace("-", "", 1) # print 5 data = self.playercache.getPlayerInfo( player, use_old_data=True) #self.player_UUID[data[0]] = data[1] self.player_UUID["UUID"].append(data[0]) self.player_UUID["Name"].append(data[1]) #self.player_UUID[player] = data if "Player" in players: #self.player_UUID["Player (Single Player)"] = "Player" self.player_UUID["UUID"].append("Player") self.player_UUID["Name"].append("Player (Single Player)") if "[No players]" not in players: self.player_names = sorted( self.player_UUID.values(), key=lambda x: False if x == "Player (Single Player)" else x) else: self.player_UUID["UUID"].append("[No players]") self.player_UUID["Name"].append("[No players]") else: players = ["Player (Single Player)"] self.players = players if 'Player' in self.player_UUID[ 'UUID'] and 'Player (Single Player)' in self.player_UUID[ 'Name']: self.player_UUID['UUID'].insert( 0, self.player_UUID['UUID'].pop( self.player_UUID['UUID'].index('Player'))) self.player_UUID['Name'].insert( 0, self.player_UUID['Name'].pop( self.player_UUID['Name'].index('Player (Single Player)'))) self.pages = TabPanel() tab_height = self.pages.tab_height max_height = tab_height + self.tool.editor.mainViewport.height - self.tool.editor.toolbar.height - self.tool.editor.subwidgets[ 0].height - self.pages.margin * 2 #-# Uncomment the following line to have a maximum height for this panel. # max_height = min(max_height, 500) self.editNBTDataButton = Button( "Edit NBT", action=self.editNBTData, tooltipText= "Open the NBT Explorer to edit player's attributes and inventory") addButton = Button("Add", action=self.tool.addPlayer) removeButton = Button("Remove", action=self.tool.removePlayer) gotoButton = Button("Goto", action=self.tool.gotoPlayer) gotoCameraButton = Button("Goto View", action=self.tool.gotoPlayerCamera) moveButton = Button("Move", action=self.tool.movePlayer) moveToCameraButton = Button("Align to Camera", action=self.tool.movePlayerToCamera) reloadSkin = Button( "Reload Skins", action=self.tool.reloadSkins, tooltipText= "This pulls skins from the online server, so this may take a while" ) btns = [self.editNBTDataButton] if not isinstance(self.level, pymclevel.leveldbpocket.PocketLeveldbWorld): btns.extend([addButton, removeButton]) btns.extend([ gotoButton, gotoCameraButton, moveButton, moveToCameraButton, reloadSkin ]) btns = Column(btns, margin=0, spacing=2) h = max_height - btns.height - self.pages.margin * 2 - 2 - self.font.get_linesize( ) * 2 col = Label('') def close(): self.pages.show_page(col) self.nbttree = NBTExplorerToolPanel(self.tool.editor, nbtObject={}, height=max_height, \ close_text="Go Back", no_header=True, close_action=close, load_text=None) self.nbttree.shrink_wrap() self.nbtpage = Column([self.nbttree]) self.nbtpage.shrink_wrap() self.pages.add_page("NBT Data", self.nbtpage) self.pages.set_rect(map(lambda x: x + self.margin, self.nbttree._rect)) tableview = TableView( nrows=(h - (self.font.get_linesize() * 2.5)) / self.font.get_linesize(), header_height=self.font.get_linesize(), columns=[ TableColumn("Player Name(s):", (self.nbttree.width - (self.margin * 3)) / 3), TableColumn("Player UUID(s):", (self.nbttree.width - (self.margin * 3))) ], ) tableview.index = 0 tableview.num_rows = lambda: len(self.player_UUID["UUID"]) tableview.row_data = lambda i: (self.player_UUID["Name"][i], self. player_UUID["UUID"][i]) tableview.row_is_selected = lambda x: x == tableview.index tableview.zebra_color = (0, 0, 0, 48) def selectTableRow(i, evt): tableview.index = i tableview.click_row = selectTableRow def mouse_down(e): if e.button == 1 and e.num_clicks > 1: self.editNBTData() TableRowView.mouse_down(tableview.rows, e) tableview.rows.mouse_down = mouse_down tableview.rows.tooltipText = "Double-click or use the button below to edit the NBT Data." self.table = tableview col.set_parent(None) self.col = col = Column([tableview, btns], spacing=2) self.pages.add_page("Players", col, 0) self.pages.shrink_wrap() self.pages.show_page(col) self.add(self.pages) self.shrink_wrap() self.max_height = max_height def editNBTData(self): player = self.selectedPlayer if player == 'Player (Single Player)': alert( "Not yet implemented.\nUse the NBT Explorer to edit this player." ) elif player == '[No players]': return else: player = self.level.getPlayerTag(self.selectedPlayer) if player is not None: self.pages.remove_page(self.nbtpage) def close(): self.pages.show_page(self.col) self.nbttree = NBTExplorerToolPanel(self.tool.editor, nbtObject=player, fileName=None, savePolicy=-1, dataKeyName=None, height=self.max_height, no_header=True, close_text="Go Back", close_action=close, load_text=None, copy_data=False) self.nbtpage = Column([ self.nbttree, ]) self.nbtpage.shrink_wrap() self.pages.add_page("NBT Data", self.nbtpage) self.pages.show_page(self.nbtpage) else: alert(_("Unable to load player %s" % self.selectedPlayer())) @property def selectedPlayer(self): if not self.level.oldPlayerFolderFormat: player = self.players[self.table.index] if player != "Player (Single Player)" and player != "[No players]" and player != "~local_player": return self.player_UUID["UUID"][self.table.index] else: return player else: return self.players[self.table.index] def key_down(self, evt): self.dispatch_key('key_down', evt) def dispatch_key(self, name, evt): if not hasattr(evt, 'key'): return if name == "key_down": keyname = self.root.getKey(evt) if self.pages.current_page == self.col: if keyname == "Up" and self.table.index > 0: self.table.index -= 1 self.table.rows.scroll_to_item(self.table.index) elif keyname == "Down" and self.table.index < len( self.players) - 1: self.table.index += 1 self.table.rows.scroll_to_item(self.table.index) elif keyname == 'Page down': self.table.index = min( len(self.players) - 1, self.table.index + self.table.rows.num_rows()) elif keyname == 'Page up': self.table.index = max( 0, self.table.index - self.table.rows.num_rows()) elif keyname == 'Return': if self.selectedPlayer: self.editNBTData() if self.table.rows.cell_to_item_no( 0, 0 ) + self.table.rows.num_rows( ) - 1 > self.table.index or self.table.rows.cell_to_item_no( 0, 0) + self.table.rows.num_rows() - 1 < self.table.index: self.table.rows.scroll_to_item(self.table.index) elif self.pages.current_page == self.nbtpage: self.nbttree.dispatch_key(name, evt) def update_player(self, data): if isinstance(data, tuple): if data[0] in self.player_UUID['UUID']: idx = self.player_UUID['UUID'].index(data[0]) self.player_UUID['UUID'][idx] = data[0] self.player_UUID['Name'][idx] = data[1]
class PlayerAddOperation(Operation): playerTag = None def __init__(self, tool): super(PlayerAddOperation, self).__init__(tool.editor, tool.editor.level) self.tool = tool self.level = self.tool.editor.level self.canUndo = False self.playercache = PlayerCache() def perform(self, recordUndo=True): initial = "" allowed_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_" while True: self.player = input_text_buttons("Enter a Player Name: ", 160, initial=initial, allowed_chars=allowed_chars) if self.player is None: return elif len(self.player) > 16: alert("Name too long. Maximum name length is 16.") initial = self.player elif len(self.player) < 1: alert("Name too short. Minimum name length is 1.") initial = self.player else: break # print 1 data = self.playercache.getPlayerInfo(self.player) if "<Unknown UUID>" not in data and "Server not ready" not in data: self.uuid = data[0] self.player = data[1] else: action = ask("Could not get {}'s UUID. Please make sure that you are connected to the internet and that the player \"{}\" exists.".format(self.player, self.player), ["Enter UUID manually", "Cancel"]) if action != "Enter UUID manually": return self.uuid = input_text_buttons("Enter a Player UUID: ", 160) if not self.uuid: return # print 2 self.player = self.playercache.getPlayerInfo(self.uuid) if self.player == self.uuid.replace("-", ""): if ask("UUID was not found. Continue anyways?") == "Cancel": return # print "PlayerAddOperation.perform::self.uuid", self.uuid if self.uuid in self.level.players: alert("Player already exists in this World.") return self.playerTag = self.newPlayer() #if self.tool.panel: # self.tool.panel.players.append(self.player) if self.level.oldPlayerFolderFormat: self.level.playerTagCache[self.level.getPlayerPath(self.player)] = self.playerTag self.level.players.append(self.player) #if self.tool.panel: #self.tool.panel.player_UUID[self.player] = self.player else: self.level.playerTagCache[self.level.getPlayerPath(self.uuid)] = self.playerTag self.level.players.append(self.uuid) if self.tool.panel: self.tool.panel.player_UUID["UUID"].append(self.uuid) self.tool.panel.player_UUID["Name"].append(self.player) self.tool.playerPos[self.editor.level.dimNo][(0,0,0)] = self.uuid self.tool.revPlayerPos[self.editor.level.dimNo][self.uuid] = (0,0,0) # print 3 r = self.playercache.getPlayerSkin(self.uuid, force_download=False) if not isinstance(r, (str, unicode)): # print 'r 1', r r = r.join() # print 'r 2', r self.tool.playerTexture[self.uuid] = loadPNGTexture(r) self.tool.markerList.invalidate() self.tool.recordMove = False self.tool.movingPlayer = self.uuid if self.tool.panel: self.tool.hidePanel() self.tool.showPanel() self.canUndo = True self.playerTag.save(self.level.getPlayerPath(self.uuid)) self.tool.nonSavedPlayers.append(self.level.getPlayerPath(self.uuid)) self.tool.inOtherDimension[self.editor.level.dimNo].append(self.uuid) 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['Dimension'] = nbt.TAG_Int(self.editor.level.dimNo) playerTag["Inventory"] = nbt.TAG_List() playerTag['Motion'] = nbt.TAG_List([nbt.TAG_Double(0) for i in xrange(3)]) spawn = self.level.playerSpawnPosition() spawnX = spawn[0] spawnZ = spawn[2] blocks = [self.level.blockAt(spawnX, i, spawnZ) for i in xrange(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 xrange(3)]) playerTag['Rotation'] = nbt.TAG_List([nbt.TAG_Float(0), nbt.TAG_Float(0)]) return playerTag def undo(self): self.level.players.remove(self.uuid) self.tool.movingPlayer = None if self.tool.panel: #self.tool.panel.players.remove(self.player) self.tool.panel.player_UUID["UUID"].remove(self.uuid) self.tool.panel.player_UUID["Name"].remove(self.player) self.tool.hidePanel() self.tool.showPanel() if self.tool.movingPlayer is None: del self.tool.playerPos[self.tool.revPlayerPos[self.uuid]] else: del self.tool.playerPos[(0,0,0)] del self.tool.revPlayerPos[self.uuid] del self.tool.playerTexture[self.uuid] os.remove(self.level.getPlayerPath(self.uuid)) if self.level.getPlayerPath(self.uuid) in self.tool.nonSavedPlayers: self.tool.nonSavedPlayers.remove(self.level.getPlayerPath(self.uuid)) self.tool.markerList.invalidate() def redo(self): if not (self.playerTag is None): self.level.playerTagCache[self.level.getPlayerPath(self.uuid)] = self.playerTag self.level.players.append(self.uuid) if self.tool.panel: #self.tool.panel.players.append(self.uuid) #self.tool.panel.player_UUID[self.player] = self.uuid self.tool.panel.player_UUID["UUID"].append(self.uuid) self.tool.panel.player_UUID["Name"].append(self.player) # print 4 r = self.playercache.getPlayerSkin(self.uuid) if isinstance(r, (str, unicode)): r = r.join() self.tool.playerTexture[self.uuid] = loadPNGTexture(r) self.tool.playerPos[(0,0,0)] = self.uuid self.tool.revPlayerPos[self.uuid] = (0,0,0) self.playerTag.save(self.level.getPlayerPath(self.uuid)) self.tool.nonSavedPlayers.append(self.level.getPlayerPath(self.uuid)) self.tool.markerList.invalidate()
class PlayerAddOperation(Operation): playerTag = None def __init__(self, tool): super(PlayerAddOperation, self).__init__(tool.editor, tool.editor.level) self.tool = tool self.level = self.tool.editor.level self.canUndo = False self.playercache = PlayerCache() def perform(self, recordUndo=True): initial = "" allowed_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789_" while True: self.player = input_text_buttons("Enter a Player Name: ", 160, initial=initial, allowed_chars=allowed_chars) if self.player is None: return elif len(self.player) > 16: alert("Name too long. Maximum name length is 16.") initial = self.player elif len(self.player) < 1: alert("Name too short. Minimum name length is 1.") initial = self.player else: break # print 1 data = self.playercache.getPlayerInfo(self.player) if "<Unknown UUID>" not in data and "Server not ready" not in data: self.uuid = data[0] self.player = data[1] else: action = ask( "Could not get {}'s UUID. Please make sure that you are connected to the internet and that the player \"{}\" exists." .format(self.player, self.player), ["Enter UUID manually", "Cancel"]) if action != "Enter UUID manually": return self.uuid = input_text_buttons("Enter a Player UUID: ", 160) if not self.uuid: return # print 2 self.player = self.playercache.getPlayerInfo(self.uuid) if self.player == self.uuid.replace("-", ""): if ask("UUID was not found. Continue anyways?") == "Cancel": return # print "PlayerAddOperation.perform::self.uuid", self.uuid if self.uuid in self.level.players: alert("Player already exists in this World.") return self.playerTag = self.newPlayer() #if self.tool.panel: # self.tool.panel.players.append(self.player) if self.level.oldPlayerFolderFormat: self.level.playerTagCache[self.level.getPlayerPath( self.player)] = self.playerTag self.level.players.append(self.player) #if self.tool.panel: #self.tool.panel.player_UUID[self.player] = self.player else: self.level.playerTagCache[self.level.getPlayerPath( self.uuid)] = self.playerTag self.level.players.append(self.uuid) if self.tool.panel: self.tool.panel.player_UUID["UUID"].append(self.uuid) self.tool.panel.player_UUID["Name"].append(self.player) self.tool.playerPos[self.editor.level.dimNo][(0, 0, 0)] = self.uuid self.tool.revPlayerPos[self.editor.level.dimNo][self.uuid] = (0, 0, 0) # print 3 r = self.playercache.getPlayerSkin(self.uuid, force_download=False) if not isinstance(r, (str, unicode)): # print 'r 1', r r = r.join() # print 'r 2', r self.tool.playerTexture[self.uuid] = loadPNGTexture(r) self.tool.markerList.invalidate() self.tool.recordMove = False self.tool.movingPlayer = self.uuid if self.tool.panel: self.tool.hidePanel() self.tool.showPanel() self.canUndo = True self.playerTag.save(self.level.getPlayerPath(self.uuid)) self.tool.nonSavedPlayers.append(self.level.getPlayerPath(self.uuid)) self.tool.inOtherDimension[self.editor.level.dimNo].append(self.uuid) 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['Dimension'] = nbt.TAG_Int(self.editor.level.dimNo) playerTag["Inventory"] = nbt.TAG_List() playerTag['Motion'] = nbt.TAG_List( [nbt.TAG_Double(0) for i in xrange(3)]) spawn = self.level.playerSpawnPosition() spawnX = spawn[0] spawnZ = spawn[2] blocks = [ self.level.blockAt(spawnX, i, spawnZ) for i in xrange(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 xrange(3)]) playerTag['Rotation'] = nbt.TAG_List( [nbt.TAG_Float(0), nbt.TAG_Float(0)]) return playerTag def undo(self): self.level.players.remove(self.uuid) self.tool.movingPlayer = None if self.tool.panel: #self.tool.panel.players.remove(self.player) self.tool.panel.player_UUID["UUID"].remove(self.uuid) self.tool.panel.player_UUID["Name"].remove(self.player) self.tool.hidePanel() self.tool.showPanel() if self.tool.movingPlayer is None: del self.tool.playerPos[self.tool.revPlayerPos[self.uuid]] else: del self.tool.playerPos[(0, 0, 0)] del self.tool.revPlayerPos[self.uuid] del self.tool.playerTexture[self.uuid] os.remove(self.level.getPlayerPath(self.uuid)) if self.level.getPlayerPath(self.uuid) in self.tool.nonSavedPlayers: self.tool.nonSavedPlayers.remove( self.level.getPlayerPath(self.uuid)) self.tool.markerList.invalidate() def redo(self): if not (self.playerTag is None): self.level.playerTagCache[self.level.getPlayerPath( self.uuid)] = self.playerTag self.level.players.append(self.uuid) if self.tool.panel: #self.tool.panel.players.append(self.uuid) #self.tool.panel.player_UUID[self.player] = self.uuid self.tool.panel.player_UUID["UUID"].append(self.uuid) self.tool.panel.player_UUID["Name"].append(self.player) # print 4 r = self.playercache.getPlayerSkin(self.uuid) if isinstance(r, (str, unicode)): r = r.join() self.tool.playerTexture[self.uuid] = loadPNGTexture(r) self.tool.playerPos[(0, 0, 0)] = self.uuid self.tool.revPlayerPos[self.uuid] = (0, 0, 0) self.playerTag.save(self.level.getPlayerPath(self.uuid)) self.tool.nonSavedPlayers.append( self.level.getPlayerPath(self.uuid)) self.tool.markerList.invalidate()