Exemplo n.º 1
0
 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()
Exemplo n.º 2
0
 def __init__(self, tool, player="Player (Single Player)"):
     super(PlayerRemoveOperation, self).__init__(tool.editor, tool.editor.level)
     self.tool = tool
     self.player = player
     self.level = self.tool.editor.level
     self.canUndo = False
     self.playercache = PlayerCache()
Exemplo n.º 3
0
    def __init__(self, *args):
        EditorTool.__init__(self, *args)
        self.reloadTextures()
        self.nonSavedPlayers = []

        textureVerticesHead = numpy.array(
            (
                # Backside of Head
                24, 16, # Bottom Left
                24, 8, # Top Left
                32, 8, # Top Right
                32, 16, # Bottom Right

                # Front of Head
                8, 16,
                8, 8,
                16, 8,
                16, 16,

                #
                24, 0,
                16, 0,
                16, 8,
                24, 8,

                #
                16, 0,
                8, 0,
                8, 8,
                16, 8,

                #
                8, 8,
                0, 8,
                0, 16,
                8, 16,

                16, 16,
                24, 16,
                24, 8,
                16, 8,

            ), dtype='f4')
        
        textureVerticesHat = numpy.array(
            (
                56, 16,
                56, 8,
                64, 8,
                64, 16,
                
                48, 16,
                48, 8,
                40, 8,
                40, 16,
                
                56, 0,
                48, 0,
                48, 8,
                56, 8,
                
                48, 0,
                40, 0,
                40, 8,
                48, 8,
                
                40, 8,
                32, 8,
                32, 16,
                40, 16,
                
                48, 16,
                56, 16,
                56, 8,
                48, 8,
                
            ), dtype='f4')
        

        textureVerticesHead.shape = (24, 2)
        textureVerticesHat.shape = (24, 2)

        textureVerticesHead *= 4
        textureVerticesHead[:, 1] *= 2
        
        textureVerticesHat *= 4
        textureVerticesHat[:, 1] *= 2

        self.texVerts = (textureVerticesHead, textureVerticesHat) 

        self.playerPos = {0:{}, -1:{}, 1:{}}
        self.playerTexture = {}
        self.revPlayerPos = {0:{}, -1:{}, 1:{}}
        self.inOtherDimension = {0: [], 1: [], -1: []}
        self.playercache = PlayerCache()

        self.markerList = DisplayList()
Exemplo n.º 4
0
class PlayerPositionTool(EditorTool):
    surfaceBuild = True
    toolIconName = "player"
    tooltipText = "Players"
    movingPlayer = None
    recordMove = True

    def reloadTextures(self):
        self.charTex = loadPNGTexture('char.png')

    @alertException
    def addPlayer(self):
        op = PlayerAddOperation(self)

        self.editor.addOperation(op)
        if op.canUndo:
            self.editor.addUnsavedEdit()

    @alertException
    def removePlayer(self):
        player = self.panel.selectedPlayer

        if player != "[No players]":
            op = PlayerRemoveOperation(self, player)

            self.editor.addOperation(op)
            if op.canUndo:
                self.editor.addUnsavedEdit()

    @alertException
    def movePlayer(self):
        if self.panel.selectedPlayer != "[No players]":
            self.movingPlayer = self.panel.selectedPlayer
            if self.movingPlayer == "Player (Single Player)":
                self.movingPlayer = "Player"

    @alertException
    def movePlayerToCamera(self):
        player = self.panel.selectedPlayer
        if player == "Player (Single Player)":
            player = "Player"
        if player != "[No players]":
            pos = self.editor.mainViewport.cameraPosition
            y = self.editor.mainViewport.yaw
            p = self.editor.mainViewport.pitch

            op = PlayerMoveOperation(self, pos, player, (y, p))
            self.movingPlayer = None
            self.editor.addOperation(op)
            if op.canUndo:
                self.editor.addUnsavedEdit()

    def delete_skin(self, uuid):
        del self.playerTexture[uuid]
        self.playerTexture[uuid] = self.charTex

    @alertException
    def reloadSkins(self):
        #result = ask("This pulls skins from the online server, so this may take a while", ["Ok", "Cancel"])
        #if result == "Ok":
        try:
            for player in self.editor.level.players:
                if player != "Player" and player in self.playerTexture.keys():
                    del self.playerTexture[player]
#                     print 6
                    r = self.playercache.getPlayerSkin(player, force_download=True, instance=self)
                    if isinstance(r, (str, unicode)):
                        r = r.join()
                    self.playerTexture[player] = loadPNGTexture(r)
            #self.markerList.call(self._drawToolMarkers)
        except:
            raise Exception("Could not connect to the skins server, please check your Internet connection and try again.")

    def gotoPlayerCamera(self):
        player = self.panel.selectedPlayer
        if player == "Player (Single Player)":
            player = "Player"

        try:
            pos = self.editor.level.getPlayerPosition(player)
            y, p = self.editor.level.getPlayerOrientation(player)
            self.editor.gotoDimension(self.editor.level.getPlayerDimension(player))

            self.editor.mainViewport.cameraPosition = pos
            self.editor.mainViewport.yaw = y
            self.editor.mainViewport.pitch = p
            self.editor.mainViewport.stopMoving()
            self.editor.mainViewport.invalidate()
        except pymclevel.PlayerNotFound:
            pass

    def gotoPlayer(self):
        player = self.panel.selectedPlayer
        if player == "Player (Single Player)":
            player = "Player"

        try:
            if self.editor.mainViewport.pitch < 0:
                self.editor.mainViewport.pitch = -self.editor.mainViewport.pitch
                self.editor.mainViewport.cameraVector = self.editor.mainViewport._cameraVector()
            cv = self.editor.mainViewport.cameraVector

            pos = self.editor.level.getPlayerPosition(player)
            pos = map(lambda p, c: p - c * 5, pos, cv)
            self.editor.gotoDimension(self.editor.level.getPlayerDimension(player))

            self.editor.mainViewport.cameraPosition = pos
            self.editor.mainViewport.stopMoving()
        except pymclevel.PlayerNotFound:
            pass

    def __init__(self, *args):
        EditorTool.__init__(self, *args)
        self.reloadTextures()
        self.nonSavedPlayers = []

        textureVerticesHead = numpy.array(
            (
                # Backside of Head
                24, 16, # Bottom Left
                24, 8, # Top Left
                32, 8, # Top Right
                32, 16, # Bottom Right

                # Front of Head
                8, 16,
                8, 8,
                16, 8,
                16, 16,

                #
                24, 0,
                16, 0,
                16, 8,
                24, 8,

                #
                16, 0,
                8, 0,
                8, 8,
                16, 8,

                #
                8, 8,
                0, 8,
                0, 16,
                8, 16,

                16, 16,
                24, 16,
                24, 8,
                16, 8,

            ), dtype='f4')
        
        textureVerticesHat = numpy.array(
            (
                56, 16,
                56, 8,
                64, 8,
                64, 16,
                
                48, 16,
                48, 8,
                40, 8,
                40, 16,
                
                56, 0,
                48, 0,
                48, 8,
                56, 8,
                
                48, 0,
                40, 0,
                40, 8,
                48, 8,
                
                40, 8,
                32, 8,
                32, 16,
                40, 16,
                
                48, 16,
                56, 16,
                56, 8,
                48, 8,
                
            ), dtype='f4')
        

        textureVerticesHead.shape = (24, 2)
        textureVerticesHat.shape = (24, 2)

        textureVerticesHead *= 4
        textureVerticesHead[:, 1] *= 2
        
        textureVerticesHat *= 4
        textureVerticesHat[:, 1] *= 2

        self.texVerts = (textureVerticesHead, textureVerticesHat) 

        self.playerPos = {0:{}, -1:{}, 1:{}}
        self.playerTexture = {}
        self.revPlayerPos = {0:{}, -1:{}, 1:{}}
        self.inOtherDimension = {0: [], 1: [], -1: []}
        self.playercache = PlayerCache()

        self.markerList = DisplayList()

    panel = None

    def showPanel(self):
        if not self.panel:
            self.panel = PlayerPositionPanel(self)

        self.panel.centery = (self.editor.mainViewport.height - self.editor.toolbar.height) / 2 + self.editor.subwidgets[0].height
        self.panel.left = self.editor.left

        self.editor.add(self.panel)

    def hidePanel(self):
        if self.panel and self.panel.parent:
            self.panel.parent.remove(self.panel)
        self.panel = None

    def drawToolReticle(self):
        if self.movingPlayer is None:
            return

        pos, direction = self.editor.blockFaceUnderCursor
        dim = self.editor.level.getPlayerDimension(self.movingPlayer)
        pos = (pos[0], pos[1] + 2, pos[2])

        x, y, z = pos

        # x,y,z=map(lambda p,d: p+d, pos, direction)
        GL.glEnable(GL.GL_BLEND)
        GL.glColor(1.0, 1.0, 1.0, 0.5)
        self.drawCharacterHead(x + 0.5, y + 0.75, z + 0.5, self.revPlayerPos[dim][self.movingPlayer], dim)
        GL.glDisable(GL.GL_BLEND)

        GL.glEnable(GL.GL_DEPTH_TEST)
        self.drawCharacterHead(x + 0.5, y + 0.75, z + 0.5, self.revPlayerPos[dim][self.movingPlayer], dim)
        drawTerrainCuttingWire(BoundingBox((x, y, z), (1, 1, 1)))
        drawTerrainCuttingWire(BoundingBox((x, y - 1, z), (1, 1, 1)))
        #drawTerrainCuttingWire( BoundingBox((x,y-2,z), (1,1,1)) )
        GL.glDisable(GL.GL_DEPTH_TEST)

    markerLevel = None

    def drawToolMarkers(self):
        if not config.settings.drawPlayerHeads.get():
            return
        if self.markerLevel != self.editor.level:
            self.markerList.invalidate()
            self.markerLevel = self.editor.level
        self.markerList.call(self._drawToolMarkers)

    def _drawToolMarkers(self):
        GL.glColor(1.0, 1.0, 1.0, 0.5)

        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glMatrixMode(GL.GL_MODELVIEW)
        for player in self.editor.level.players:
            try:
                pos = self.editor.level.getPlayerPosition(player)
                yaw, pitch = self.editor.level.getPlayerOrientation(player)
                dim = self.editor.level.getPlayerDimension(player)
                
                self.inOtherDimension[dim].append(player)
                self.playerPos[dim][pos] = player
                self.revPlayerPos[dim][player] = pos
                
                if player != "Player" and config.settings.downloadPlayerSkins.get():
#                     print 7
                    r = self.playercache.getPlayerSkin(player, force_download=False)
                    if not isinstance(r, (str, unicode)):
                        r = r.join()
                    self.playerTexture[player] = loadPNGTexture(r)
                else:
                    self.playerTexture[player] = self.charTex
                    
                if dim != self.editor.level.dimNo:
                    continue

                x, y, z = pos
                GL.glPushMatrix()
                GL.glTranslate(x, y, z)
                GL.glRotate(-yaw, 0, 1, 0)
                GL.glRotate(pitch, 1, 0, 0)
                GL.glColor(1, 1, 1, 1)
                self.drawCharacterHead(0, 0, 0, (x,y,z), self.editor.level.dimNo)
                GL.glPopMatrix()
                # GL.glEnable(GL.GL_BLEND)
                drawTerrainCuttingWire(FloatBox((x - .5, y - .5, z - .5), (1, 1, 1)),
                                       c0=(0.3, 0.9, 0.7, 1.0),
                                       c1=(0, 0, 0, 0),
                )

                #GL.glDisable(GL.GL_BLEND)

            except Exception, e:
                print "Exception in editortools.player.PlayerPositionTool._drawToolMarkers:", repr(e)
                import traceback
                print traceback.format_exc()
                continue

        GL.glDisable(GL.GL_DEPTH_TEST)
Exemplo n.º 5
0
    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
Exemplo n.º 6
0
 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()
Exemplo n.º 7
0
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()
Exemplo n.º 8
0
    def main(cls):
        PlayerCache().load()
        displayContext = GLDisplayContext(splash.splash, caption=(
        ('MCEdit ~ ' + release.get_version() % _("for")).encode('utf-8'), 'MCEdit'))

        os.environ['SDL_VIDEO_CENTERED'] = '0'

        rootwidget = RootWidget(displayContext.display)
        mcedit = MCEdit(displayContext)
        rootwidget.displayContext = displayContext
        rootwidget.confirm_quit = mcedit.confirm_quit
        rootwidget.mcedit = mcedit

        rootwidget.add(mcedit)
        rootwidget.focus_switch = mcedit

        if mcedit.droppedLevel:
            mcedit.loadFile(mcedit.droppedLevel)

        cls.version_lock = threading.Lock()
        cls.version_info = None
        cls.version_checked = False

        fetch_version_thread = threading.Thread(target=cls.fetch_version)
        fetch_version_thread.start()

        if config.settings.closeMinecraftWarning.get():
            answer = albow.ask(
                "Warning: Only open a world in one program at a time. If you open a world at the same time in MCEdit and in Minecraft, you will lose your work and possibly damage your save file.\n\n If you are using Minecraft 1.3 or earlier, you need to close Minecraft completely before you use MCEdit.",
                ["Don't remind me again.", "OK"], default=1, cancel=1)
            if answer == "Don't remind me again.":
                config.settings.closeMinecraftWarning.set(False)

        if not config.settings.reportCrashesAsked.get():
            answer = albow.ask(
                'Would you like to send anonymous error reports to the MCEdit-Unified Team to help with improving future releases?\n\nError reports are stripped of any identifying user information before being sent.\n\nPyClark, the library used, is open source under the GNU LGPL v3 license and is maintained by Podshot. The source code can be located here: https://github.com/Podshot/pyClark.\n\nThere has been no modification to the library in any form.',
                ['Allow', 'Deny'], default=1, cancel=1
            )
            if answer == 'Allow':
                albow.alert("Error reporting will be enabled next time MCEdit-Unified is launched")
            config.settings.reportCrashes.set(answer == 'Allow')
            config.settings.reportCrashesAsked.set(True)



        config.save()
        if "update" in config.version.version.get():
            answer = albow.ask(
                "There are new default controls. Do you want to replace your current controls with the new ones?",
                ["Yes", "No"])
            if answer == "Yes":
                for configKey, k in keys.KeyConfigPanel.presets["WASD"]:
                    config.keys[config.convert(configKey)].set(k)
        config.version.version.set("1.6.0.0")
        config.save()
        if "-causeError" in sys.argv:
            raise ValueError("Error requested via -causeError")

        while True:
            try:
                rootwidget.run()
            except (SystemExit, KeyboardInterrupt):
                print "Shutting down..."
                exc_txt = traceback.format_exc()
                if mcedit.editor.level:
                    if config.settings.savePositionOnClose.get():
                        mcedit.editor.waypointManager.saveLastPosition(mcedit.editor.mainViewport,
                                                                       mcedit.editor.level.dimNo)
                    mcedit.editor.waypointManager.save()
                # The following Windows specific code won't be executed if we're using '--debug-wm' switch.
                if not USE_WM and sys.platform == "win32" and config.settings.setWindowPlacement.get():
                    (flags, showCmd, ptMin, ptMax, rect) = mcplatform.win32gui.GetWindowPlacement(
                        display.get_wm_info()['window'])
                    X, Y, r, b = rect
                    if (showCmd == mcplatform.win32con.SW_MINIMIZE or
                                showCmd == mcplatform.win32con.SW_SHOWMINIMIZED):
                        showCmd = mcplatform.win32con.SW_SHOWNORMAL

                    config.settings.windowX.set(X)
                    config.settings.windowY.set(Y)
                    config.settings.windowShowCmd.set(showCmd)

                # Restore the previous language if we ran with '-tt' (update translation template).
                if albow.translate.buildTemplate:
                    logging.warning('Restoring %s.' % orglang)
                    config.settings.langCode.set(orglang)
                #
                config.save()
                mcedit.editor.renderer.discardAllChunks()
                mcedit.editor.deleteAllCopiedSchematics()
                if mcedit.editor.level:
                    mcedit.editor.level.close()
                mcedit.editor.root.RemoveEditFiles()
                if 'SystemExit' in traceback.format_exc() or 'KeyboardInterrupt' in traceback.format_exc():
                    raise
                else:
                    if 'SystemExit' in exc_txt:
                        raise SystemExit
                    if 'KeyboardInterrupt' in exc_txt:
                        raise KeyboardInterrupt
            except MemoryError:
                traceback.print_exc()
                mcedit.editor.handleMemoryError()
Exemplo n.º 9
0
 def refresh():
     PlayerCache().force_refresh()
Exemplo n.º 10
0
    def __init__(self, *args):
        EditorTool.__init__(self, *args)
        self.reloadTextures()
        self.nonSavedPlayers = []

        textureVerticesHead = numpy.array(
            (
                # Backside of Head
                24,
                16,  # Bottom Left
                24,
                8,  # Top Left
                32,
                8,  # Top Right
                32,
                16,  # Bottom Right

                # Front of Head
                8,
                16,
                8,
                8,
                16,
                8,
                16,
                16,

                #
                24,
                0,
                16,
                0,
                16,
                8,
                24,
                8,

                #
                16,
                0,
                8,
                0,
                8,
                8,
                16,
                8,

                #
                8,
                8,
                0,
                8,
                0,
                16,
                8,
                16,
                16,
                16,
                24,
                16,
                24,
                8,
                16,
                8,
            ),
            dtype='f4')

        textureVerticesHat = numpy.array((
            56,
            16,
            56,
            8,
            64,
            8,
            64,
            16,
            48,
            16,
            48,
            8,
            40,
            8,
            40,
            16,
            56,
            0,
            48,
            0,
            48,
            8,
            56,
            8,
            48,
            0,
            40,
            0,
            40,
            8,
            48,
            8,
            40,
            8,
            32,
            8,
            32,
            16,
            40,
            16,
            48,
            16,
            56,
            16,
            56,
            8,
            48,
            8,
        ),
                                         dtype='f4')

        textureVerticesHead.shape = (24, 2)
        textureVerticesHat.shape = (24, 2)

        textureVerticesHead *= 4
        textureVerticesHead[:, 1] *= 2

        textureVerticesHat *= 4
        textureVerticesHat[:, 1] *= 2

        self.texVerts = (textureVerticesHead, textureVerticesHat)

        self.playerPos = {0: {}, -1: {}, 1: {}}
        self.playerTexture = {}
        self.revPlayerPos = {0: {}, -1: {}, 1: {}}
        self.inOtherDimension = {0: [], 1: [], -1: []}
        self.playercache = PlayerCache()

        self.markerList = DisplayList()
Exemplo n.º 11
0
class PlayerPositionTool(EditorTool):
    surfaceBuild = True
    toolIconName = "player"
    tooltipText = "Players"
    movingPlayer = None
    recordMove = True

    def reloadTextures(self):
        self.charTex = loadPNGTexture('char.png')

    @alertException
    def addPlayer(self):
        op = PlayerAddOperation(self)

        self.editor.addOperation(op)
        if op.canUndo:
            self.editor.addUnsavedEdit()

    @alertException
    def removePlayer(self):
        player = self.panel.selectedPlayer

        if player != "[No players]":
            op = PlayerRemoveOperation(self, player)

            self.editor.addOperation(op)
            if op.canUndo:
                self.editor.addUnsavedEdit()

    @alertException
    def movePlayer(self):
        if self.panel.selectedPlayer != "[No players]":
            self.movingPlayer = self.panel.selectedPlayer
            if self.movingPlayer == "Player (Single Player)":
                self.movingPlayer = "Player"

    @alertException
    def movePlayerToCamera(self):
        player = self.panel.selectedPlayer
        if player == "Player (Single Player)":
            player = "Player"
        if player != "[No players]":
            pos = self.editor.mainViewport.cameraPosition
            y = self.editor.mainViewport.yaw
            p = self.editor.mainViewport.pitch

            op = PlayerMoveOperation(self, pos, player, (y, p))
            self.movingPlayer = None
            self.editor.addOperation(op)
            if op.canUndo:
                self.editor.addUnsavedEdit()

    def delete_skin(self, uuid):
        del self.playerTexture[uuid]
        self.playerTexture[uuid] = self.charTex

    @alertException
    def reloadSkins(self):
        #result = ask("This pulls skins from the online server, so this may take a while", ["Ok", "Cancel"])
        #if result == "Ok":
        try:
            for player in self.editor.level.players:
                if player != "Player" and player in self.playerTexture.keys():
                    del self.playerTexture[player]
                    #                     print 6
                    r = self.playercache.getPlayerSkin(player,
                                                       force_download=True,
                                                       instance=self)
                    if isinstance(r, (str, unicode)):
                        r = r.join()
                    self.playerTexture[player] = loadPNGTexture(r)
            #self.markerList.call(self._drawToolMarkers)
        except:
            raise Exception(
                "Could not connect to the skins server, please check your Internet connection and try again."
            )

    def gotoPlayerCamera(self):
        player = self.panel.selectedPlayer
        if player == "Player (Single Player)":
            player = "Player"

        try:
            pos = self.editor.level.getPlayerPosition(player)
            y, p = self.editor.level.getPlayerOrientation(player)
            self.editor.gotoDimension(
                self.editor.level.getPlayerDimension(player))

            self.editor.mainViewport.cameraPosition = pos
            self.editor.mainViewport.yaw = y
            self.editor.mainViewport.pitch = p
            self.editor.mainViewport.stopMoving()
            self.editor.mainViewport.invalidate()
        except pymclevel.PlayerNotFound:
            pass

    def gotoPlayer(self):
        player = self.panel.selectedPlayer
        if player == "Player (Single Player)":
            player = "Player"

        try:
            if self.editor.mainViewport.pitch < 0:
                self.editor.mainViewport.pitch = -self.editor.mainViewport.pitch
                self.editor.mainViewport.cameraVector = self.editor.mainViewport._cameraVector(
                )
            cv = self.editor.mainViewport.cameraVector

            pos = self.editor.level.getPlayerPosition(player)
            pos = map(lambda p, c: p - c * 5, pos, cv)
            self.editor.gotoDimension(
                self.editor.level.getPlayerDimension(player))

            self.editor.mainViewport.cameraPosition = pos
            self.editor.mainViewport.stopMoving()
        except pymclevel.PlayerNotFound:
            pass

    def __init__(self, *args):
        EditorTool.__init__(self, *args)
        self.reloadTextures()
        self.nonSavedPlayers = []

        textureVerticesHead = numpy.array(
            (
                # Backside of Head
                24,
                16,  # Bottom Left
                24,
                8,  # Top Left
                32,
                8,  # Top Right
                32,
                16,  # Bottom Right

                # Front of Head
                8,
                16,
                8,
                8,
                16,
                8,
                16,
                16,

                #
                24,
                0,
                16,
                0,
                16,
                8,
                24,
                8,

                #
                16,
                0,
                8,
                0,
                8,
                8,
                16,
                8,

                #
                8,
                8,
                0,
                8,
                0,
                16,
                8,
                16,
                16,
                16,
                24,
                16,
                24,
                8,
                16,
                8,
            ),
            dtype='f4')

        textureVerticesHat = numpy.array((
            56,
            16,
            56,
            8,
            64,
            8,
            64,
            16,
            48,
            16,
            48,
            8,
            40,
            8,
            40,
            16,
            56,
            0,
            48,
            0,
            48,
            8,
            56,
            8,
            48,
            0,
            40,
            0,
            40,
            8,
            48,
            8,
            40,
            8,
            32,
            8,
            32,
            16,
            40,
            16,
            48,
            16,
            56,
            16,
            56,
            8,
            48,
            8,
        ),
                                         dtype='f4')

        textureVerticesHead.shape = (24, 2)
        textureVerticesHat.shape = (24, 2)

        textureVerticesHead *= 4
        textureVerticesHead[:, 1] *= 2

        textureVerticesHat *= 4
        textureVerticesHat[:, 1] *= 2

        self.texVerts = (textureVerticesHead, textureVerticesHat)

        self.playerPos = {0: {}, -1: {}, 1: {}}
        self.playerTexture = {}
        self.revPlayerPos = {0: {}, -1: {}, 1: {}}
        self.inOtherDimension = {0: [], 1: [], -1: []}
        self.playercache = PlayerCache()

        self.markerList = DisplayList()

    panel = None

    def showPanel(self):
        if not self.panel:
            self.panel = PlayerPositionPanel(self)

        self.panel.centery = (
            self.editor.mainViewport.height -
            self.editor.toolbar.height) / 2 + self.editor.subwidgets[0].height
        self.panel.left = self.editor.left

        self.editor.add(self.panel)

    def hidePanel(self):
        if self.panel and self.panel.parent:
            self.panel.parent.remove(self.panel)
        self.panel = None

    def drawToolReticle(self):
        if self.movingPlayer is None:
            return

        pos, direction = self.editor.blockFaceUnderCursor
        dim = self.editor.level.getPlayerDimension(self.movingPlayer)
        pos = (pos[0], pos[1] + 2, pos[2])

        x, y, z = pos

        # x,y,z=map(lambda p,d: p+d, pos, direction)
        GL.glEnable(GL.GL_BLEND)
        GL.glColor(1.0, 1.0, 1.0, 0.5)
        self.drawCharacterHead(x + 0.5, y + 0.75, z + 0.5,
                               self.revPlayerPos[dim][self.movingPlayer], dim)
        GL.glDisable(GL.GL_BLEND)

        GL.glEnable(GL.GL_DEPTH_TEST)
        self.drawCharacterHead(x + 0.5, y + 0.75, z + 0.5,
                               self.revPlayerPos[dim][self.movingPlayer], dim)
        drawTerrainCuttingWire(BoundingBox((x, y, z), (1, 1, 1)))
        drawTerrainCuttingWire(BoundingBox((x, y - 1, z), (1, 1, 1)))
        #drawTerrainCuttingWire( BoundingBox((x,y-2,z), (1,1,1)) )
        GL.glDisable(GL.GL_DEPTH_TEST)

    markerLevel = None

    def drawToolMarkers(self):
        if not config.settings.drawPlayerHeads.get():
            return
        if self.markerLevel != self.editor.level:
            self.markerList.invalidate()
            self.markerLevel = self.editor.level
        self.markerList.call(self._drawToolMarkers)

    def _drawToolMarkers(self):
        GL.glColor(1.0, 1.0, 1.0, 0.5)

        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glMatrixMode(GL.GL_MODELVIEW)
        for player in self.editor.level.players:
            try:
                pos = self.editor.level.getPlayerPosition(player)
                yaw, pitch = self.editor.level.getPlayerOrientation(player)
                dim = self.editor.level.getPlayerDimension(player)

                self.inOtherDimension[dim].append(player)
                self.playerPos[dim][pos] = player
                self.revPlayerPos[dim][player] = pos

                if player != "Player" and config.settings.downloadPlayerSkins.get(
                ):
                    #                     print 7
                    r = self.playercache.getPlayerSkin(player,
                                                       force_download=False)
                    if not isinstance(r, (str, unicode)):
                        r = r.join()
                    self.playerTexture[player] = loadPNGTexture(r)
                else:
                    self.playerTexture[player] = self.charTex

                if dim != self.editor.level.dimNo:
                    continue

                x, y, z = pos
                GL.glPushMatrix()
                GL.glTranslate(x, y, z)
                GL.glRotate(-yaw, 0, 1, 0)
                GL.glRotate(pitch, 1, 0, 0)
                GL.glColor(1, 1, 1, 1)
                self.drawCharacterHead(0, 0, 0, (x, y, z),
                                       self.editor.level.dimNo)
                GL.glPopMatrix()
                # GL.glEnable(GL.GL_BLEND)
                drawTerrainCuttingWire(
                    FloatBox((x - .5, y - .5, z - .5), (1, 1, 1)),
                    c0=(0.3, 0.9, 0.7, 1.0),
                    c1=(0, 0, 0, 0),
                )

                #GL.glDisable(GL.GL_BLEND)

            except Exception, e:
                print "Exception in editortools.player.PlayerPositionTool._drawToolMarkers:", repr(
                    e)
                import traceback
                print traceback.format_exc()
                continue

        GL.glDisable(GL.GL_DEPTH_TEST)
Exemplo n.º 12
0
    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
Exemplo n.º 13
0
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()
Exemplo n.º 14
0
class PlayerPositionTool(EditorTool):
    surfaceBuild = True
    toolIconName = "player"
    tooltipText = "Players"
    movingPlayer = None
    recordMove = True

    def reloadTextures(self):
        self.charTex = loadPNGTexture('char.png')

    @alertException
    def addPlayer(self):
        op = PlayerAddOperation(self)

        self.editor.addOperation(op)
        if op.canUndo:
            self.editor.addUnsavedEdit()

    @alertException
    def removePlayer(self):
        player = self.panel.selectedPlayer

        if player != "[No players]":
            op = PlayerRemoveOperation(self, player)

            self.editor.addOperation(op)
            if op.canUndo:
                self.editor.addUnsavedEdit()

    @alertException
    def movePlayer(self):
        if self.panel.selectedPlayer != "[No players]":
            self.movingPlayer = self.panel.selectedPlayer
            if self.movingPlayer == "Player (Single Player)":
                self.movingPlayer = "Player"

    @alertException
    def movePlayerToCamera(self):
        player = self.panel.selectedPlayer
        if player == "Player (Single Player)":
            player = "Player"
        if player != "[No players]":
            pos = self.editor.mainViewport.cameraPosition
            y = self.editor.mainViewport.yaw
            p = self.editor.mainViewport.pitch

            op = PlayerMoveOperation(self, pos, player, (y, p))
            self.movingPlayer = None
            self.editor.addOperation(op)
            if op.canUndo:
                self.editor.addUnsavedEdit()

    def delete_skin(self, uuid):
        del self.playerTexture[uuid]
        self.playerTexture[uuid] = self.charTex

    @alertException
    def reloadSkins(self):
        # result = ask("This pulls skins from the online server, so this may take a while", ["Ok", "Cancel"])
        # if result == "Ok":
        try:
            for player in self.editor.level.players:
                if player != "Player" and player in list(self.playerTexture.keys()):
                    del self.playerTexture[player]
                    #                     print 6
                    r = self.playercache.getPlayerSkin(player, force_download=True, instance=self)
                    if isinstance(r, str):
                        r = r.join()
                    self.playerTexture[player] = loadPNGTexture(r)
            # self.markerList.call(self._drawToolMarkers)
        except:
            raise Exception("Could not connect to the skins server, please check your Internet connection and try again.")

    def gotoPlayerCamera(self):
        player = self.panel.selectedPlayer
        if player == "Player (Single Player)":
            player = "Player"

        try:
            pos = self.editor.level.getPlayerPosition(player)
            y, p = self.editor.level.getPlayerOrientation(player)
            self.editor.gotoDimension(self.editor.level.getPlayerDimension(player))

            self.editor.mainViewport.cameraPosition = pos
            self.editor.mainViewport.yaw = y
            self.editor.mainViewport.pitch = p
            self.editor.mainViewport.stopMoving()
            self.editor.mainViewport.invalidate()
        except pymclevel.PlayerNotFound:
            pass

    def gotoPlayer(self):
        player = self.panel.selectedPlayer
        if player == "Player (Single Player)":
            player = "Player"

        try:
            if self.editor.mainViewport.pitch < 0:
                self.editor.mainViewport.pitch = -self.editor.mainViewport.pitch
                self.editor.mainViewport.cameraVector = self.editor.mainViewport._cameraVector()
            cv = self.editor.mainViewport.cameraVector

            pos = self.editor.level.getPlayerPosition(player)
            pos = list(map(lambda p, c: p - c * 5, pos, cv))
            self.editor.gotoDimension(self.editor.level.getPlayerDimension(player))

            self.editor.mainViewport.cameraPosition = pos
            self.editor.mainViewport.stopMoving()
        except pymclevel.PlayerNotFound:
            pass

    def __init__(self, *args):
        EditorTool.__init__(self, *args)
        self.reloadTextures()
        self.nonSavedPlayers = []

        textureVerticesHead = numpy.array(
            (
                # Backside of Head
                24, 16,  # Bottom Left
                24, 8,  # Top Left
                32, 8,  # Top Right
                32, 16,  # Bottom Right

                # Front of Head
                8, 16,
                8, 8,
                16, 8,
                16, 16,

                #
                24, 0,
                16, 0,
                16, 8,
                24, 8,

                #
                16, 0,
                8, 0,
                8, 8,
                16, 8,

                #
                8, 8,
                0, 8,
                0, 16,
                8, 16,

                16, 16,
                24, 16,
                24, 8,
                16, 8,

            ), dtype='f4')

        textureVerticesHat = numpy.array(
            (
                56, 16,
                56, 8,
                64, 8,
                64, 16,

                48, 16,
                48, 8,
                40, 8,
                40, 16,

                56, 0,
                48, 0,
                48, 8,
                56, 8,

                48, 0,
                40, 0,
                40, 8,
                48, 8,

                40, 8,
                32, 8,
                32, 16,
                40, 16,

                48, 16,
                56, 16,
                56, 8,
                48, 8,

            ), dtype='f4')

        textureVerticesHead.shape = (24, 2)
        textureVerticesHat.shape = (24, 2)

        textureVerticesHead *= 4
        textureVerticesHead[:, 1] *= 2

        textureVerticesHat *= 4
        textureVerticesHat[:, 1] *= 2

        self.texVerts = (textureVerticesHead, textureVerticesHat)

        self.playerPos = {0: {}, -1: {}, 1: {}}
        self.playerTexture = {}
        self.revPlayerPos = {0: {}, -1: {}, 1: {}}
        self.inOtherDimension = {0: [], 1: [], -1: []}
        self.playercache = PlayerCache()

        self.markerList = DisplayList()

    panel = None

    def showPanel(self):
        if not self.panel:
            self.panel = PlayerPositionPanel(self)

        self.panel.centery = (self.editor.mainViewport.height - self.editor.toolbar.height) / 2 + self.editor.subwidgets[0].height
        self.panel.left = self.editor.left

        self.editor.add(self.panel)

    def hidePanel(self):
        if self.panel and self.panel.parent:
            self.panel.parent.remove(self.panel)
        self.panel = None

    def drawToolReticle(self):
        if self.movingPlayer is None:
            return

        pos, direction = self.editor.blockFaceUnderCursor
        dim = self.editor.level.getPlayerDimension(self.movingPlayer)
        pos = (pos[0], pos[1] + 2, pos[2])

        x, y, z = pos

        # x,y,z=map(lambda p,d: p+d, pos, direction)
        GL.glEnable(GL.GL_BLEND)
        GL.glColor(1.0, 1.0, 1.0, 0.5)
        self.drawCharacterHead(x + 0.5, y + 0.75, z + 0.5, self.revPlayerPos[dim][self.movingPlayer], dim)
        GL.glDisable(GL.GL_BLEND)

        GL.glEnable(GL.GL_DEPTH_TEST)
        self.drawCharacterHead(x + 0.5, y + 0.75, z + 0.5, self.revPlayerPos[dim][self.movingPlayer], dim)
        drawTerrainCuttingWire(BoundingBox((x, y, z), (1, 1, 1)))
        drawTerrainCuttingWire(BoundingBox((x, y - 1, z), (1, 1, 1)))
        # drawTerrainCuttingWire( BoundingBox((x,y-2,z), (1,1,1)) )
        GL.glDisable(GL.GL_DEPTH_TEST)

    markerLevel = None

    def drawToolMarkers(self):
        if not config.settings.drawPlayerHeads.get():
            return
        if self.markerLevel != self.editor.level:
            self.markerList.invalidate()
            self.markerLevel = self.editor.level
        self.markerList.call(self._drawToolMarkers)

    def _drawToolMarkers(self):
        GL.glColor(1.0, 1.0, 1.0, 0.5)

        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glMatrixMode(GL.GL_MODELVIEW)
        for player in self.editor.level.players:
            try:
                pos = self.editor.level.getPlayerPosition(player)
                yaw, pitch = self.editor.level.getPlayerOrientation(player)
                dim = self.editor.level.getPlayerDimension(player)

                self.inOtherDimension[dim].append(player)
                self.playerPos[dim][pos] = player
                self.revPlayerPos[dim][player] = pos

                if player != "Player" and config.settings.downloadPlayerSkins.get():
                    #                     print 7
                    r = self.playercache.getPlayerSkin(player, force_download=False)
                    if not isinstance(r, str):
                        r = r.join()
                    self.playerTexture[player] = loadPNGTexture(r)
                else:
                    self.playerTexture[player] = self.charTex

                if dim != self.editor.level.dimNo:
                    continue

                x, y, z = pos
                GL.glPushMatrix()
                GL.glTranslate(x, y, z)
                GL.glRotate(-yaw, 0, 1, 0)
                GL.glRotate(pitch, 1, 0, 0)
                GL.glColor(1, 1, 1, 1)
                self.drawCharacterHead(0, 0, 0, (x, y, z), self.editor.level.dimNo)
                GL.glPopMatrix()
                # GL.glEnable(GL.GL_BLEND)
                drawTerrainCuttingWire(FloatBox((x - .5, y - .5, z - .5), (1, 1, 1)),
                                       c0=(0.3, 0.9, 0.7, 1.0),
                                       c1=(0, 0, 0, 0),
                                       )

                # GL.glDisable(GL.GL_BLEND)

            except Exception as e:
                print("Exception in editortools.player.PlayerPositionTool._drawToolMarkers:", repr(e))
                import traceback
                print(traceback.format_exc())
                continue

        GL.glDisable(GL.GL_DEPTH_TEST)

    def drawCharacterHead(self, x, y, z, realCoords=None, dim=0):
        GL.glEnable(GL.GL_CULL_FACE)
        origin = (x - 0.25, y - 0.25, z - 0.25)
        size = (0.5, 0.5, 0.5)
        box = FloatBox(origin, size)

        hat_origin = (x - 0.275, y - 0.275, z - 0.275)
        hat_size = (0.55, 0.55, 0.55)
        hat_box = FloatBox(hat_origin, hat_size)

        if realCoords is not None and self.playerPos[dim][realCoords] != "Player" and config.settings.downloadPlayerSkins.get():
            drawCube(box,
                     texture=self.playerTexture[self.playerPos[dim][realCoords]], textureVertices=self.texVerts[0])
            GL.glEnable(GL.GL_BLEND)
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
            drawCube(hat_box,
                     texture=self.playerTexture[self.playerPos[dim][realCoords]], textureVertices=self.texVerts[1])
            GL.glDisable(GL.GL_BLEND)
        else:
            drawCube(box,
                     texture=self.charTex, textureVertices=self.texVerts[0])
        GL.glDisable(GL.GL_CULL_FACE)

    # @property
    # def statusText(self):
    #    if not self.panel:
    #        return ""
    #    player = self.panel.selectedPlayer
    #    if player == "Player":
    #        return "Click to move the player"
    #
    #    return _("Click to move the player \"{0}\"").format(player)

    @alertException
    def mouseDown(self, evt, pos, direction):
        if self.movingPlayer is None:
            return

        pos = (pos[0] + 0.5, pos[1] + 2.75, pos[2] + 0.5)

        op = PlayerMoveOperation(self, pos, self.movingPlayer)
        self.movingPlayer = None

        if self.recordMove:
            self.editor.addOperation(op)
            addingMoving = False
        else:
            self.editor.performWithRetry(op)  # Prevent recording of Undo when adding player
            self.recordMove = True
            addingMoving = True
        if op.canUndo and not addingMoving:
            self.editor.addUnsavedEdit()

    def keyDown(self, evt):
        keyname = evt.dict.get('keyname', None) or self.editor.get_root().getKey(evt)
        if not self.recordMove:
            if not pygame.key.get_focused():
                return

            if keyname == "Escape":
                self.recordMove = True
        if self.panel and self.panel.__class__ == PlayerPositionPanel:
            self.panel.key_down(evt)

    def keyUp(self, evt):
        pass

    def levelChanged(self):
        self.markerList.invalidate()

    @alertException
    def toolSelected(self):
        self.showPanel()
        self.movingPlayer = None

    @alertException
    def toolReselected(self):
        if self.panel:
            self.gotoPlayer()
Exemplo n.º 15
0
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(list(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([x + self.margin for x in 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]
Exemplo n.º 16
0
import discord
from discord.ext import commands
from player_cache import PlayerCache
from help import HelpCommand
import datetime
import random
import os

cache = PlayerCache()

token_filename = 'tokens.txt'
token_file = open(token_filename, 'r')
token = os.getenv("DISCORD_BOT_TOKEN")

ping_strings = ['Pong!', ':heartpulse:',
                'Taco Baco!', ':eyes:',
                ':ping_pong:',
                'Thomas Dracaena hit a ground out to Edric Tosser',
                'Have you fed your hexbugs today?',
                'Chorby Short! Chorby Tall! Chorby swings at every ball!']

hitting_stats = ['hittingRating',
                 'divinity', 'martyrdom',
                 'moxie', 'musclitude',
                 'patheticism', 'thwackability',
                 'tragicness']
pitching_stats = ['pitchingRating',
                  'coldness', 'overpowerment',
                  'ruthlessness', 'shakespearianism',
                  'suppression', 'unthwackability']
baserunning_stats = ['baserunningRating',