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 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 0 == len(pymclevel.alphaMaterials.yamlDatas):
            albow.alert(
                "Failed to load minecraft.yaml. Check the console window for details."
            )

        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()

        # Disabled old update code
        #       if hasattr(sys, 'frozen'):
        #           # We're being run from a bundle, check for updates.
        #           import esky
        #
        #           app = esky.Esky(
        #               sys.executable.decode(sys.getfilesystemencoding()),
        #               'https://bitbucket.org/codewarrior0/mcedit/downloads'
        #           )
        #           try:
        #               update_version = app.find_update()
        #           except:
        #               # FIXME: Horrible, hacky kludge.
        #               update_version = None
        #               logging.exception('Error while checking for updates')
        #
        #           if update_version:
        #               answer = albow.ask(
        #                   'Version "%s" is available, would you like to '
        #                   'download it?' % update_version,
        #                   [
        #                       'Yes',
        #                       'No',
        #                   ],
        #                   default=0,
        #                   cancel=1
        #               )
        #               if answer == 'Yes':
        #                   def callback(args):
        #                       status = args['status']
        #                       status_texts = {
        #                           'searching': u"Finding updates...",
        #                           'found':  u"Found version {new_version}",
        #                           'downloading': u"Downloading: {received} / {size}",
        #                           'ready': u"Downloaded {path}",
        #                           'installing': u"Installing {new_version}",
        #                           'cleaning up': u"Cleaning up...",
        #                           'done': u"Done."
        #                       }
        #                       text = status_texts.get(status, 'Unknown').format(**args)
        #
        #                       panel = Dialog()
        #                       panel.idleevent = lambda event: panel.dismiss()
        #                       label = albow.Label(text, width=600)
        #                       panel.add(label)
        #                       panel.size = (500, 250)
        #                       panel.present()
        #
        #                   try:
        #                       app.auto_update(callback)
        #                   except (esky.EskyVersionError, EnvironmentError):
        #                       albow.alert(_("Failed to install update %s") % update_version)
        #                   else:
        #                       albow.alert(_("Version %s installed. Restart MCEdit to begin using it.") % update_version)
        #                       raise SystemExit()

        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)


# Disabled Crash Reporting Option
#       if not config.settings.reportCrashesAsked.get():
#           answer = albow.ask(
#               "When an error occurs, MCEdit can report the details of the error to its developers. "
#               "The error report will include your operating system version, MCEdit version, "
#               "OpenGL version, plus the make and model of your CPU and graphics processor. No personal "
#               "information will be collected.\n\n"
#               "Error reporting can be enabled or disabled in the Options dialog.\n\n"
#               "Enable error reporting?",
#               ["Yes", "No"],
#               default=0)
#           config.settings.reportCrashes.set(answer == "Yes")
#           config.settings.reportCrashesAsked.set(True)
        config.settings.reportCrashes.set(False)
        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("1.1.2.0")
        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.getPlayerDimension())
                    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
                    #w = r-X
                    #h = b-Y
                    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 4
0
 def refresh():
     PlayerCache().force_refresh()
Exemplo n.º 5
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 6
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]
                    self.playerTexture[player] = loadPNGTexture(
                        self.playercache.getPlayerSkin(player,
                                                       force_download=True,
                                                       instance=self))
            #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(
                ):
                    self.playerTexture[player] = loadPNGTexture(
                        self.playercache.getPlayerSkin(player,
                                                       force_download=False))
                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 repr(e)
                continue

        GL.glDisable(GL.GL_DEPTH_TEST)
Exemplo n.º 7
0
    def __init__(self, tool):
        Panel.__init__(self)
        self.tool = tool
        self.player_UUID = {"UUID": [], "Name": []}
        self.level = tool.editor.level
        self.playercache = PlayerCache()

        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)
                        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

        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 8
0
class PlayerPositionPanel(Panel):
    def __init__(self, tool):
        Panel.__init__(self)
        self.tool = tool
        self.player_UUID = {"UUID": [], "Name": []}
        self.level = tool.editor.level
        self.playercache = PlayerCache()

        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)
                        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

        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]":
                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 != None:
                        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)
Exemplo n.º 9
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

        data = self.playercache.getPlayerInfo(self.player)
        if "<Unknown UUID>" 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
            self.player = self.playercache.getPlayerFromUUID(self.uuid)
            if self.player == self.uuid.replace("-", ""):
                if ask("UUID was not found. Continue anyways?") == "Cancel":
                    return
        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)
        self.tool.playerTexture[self.uuid] = loadPNGTexture(
            self.playercache.getPlayerSkin(self.uuid, force_download=False))
        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 range(3)])
        spawn = self.level.playerSpawnPosition()
        spawnX = spawn[0]
        spawnZ = spawn[2]
        blocks = [
            self.level.blockAt(spawnX, i, spawnZ)
            for i in range(self.level.Height)
        ]
        i = self.level.Height
        done = False
        for index, b in enumerate(reversed(blocks)):
            if b != 0 and not done:
                i = index
                done = True
        spawnY = self.level.Height - i
        playerTag['Pos'] = nbt.TAG_List(
            [nbt.TAG_Double([spawnX, spawnY, spawnZ][i]) for i in range(3)])
        playerTag['Rotation'] = nbt.TAG_List(
            [nbt.TAG_Float(0), nbt.TAG_Float(0)])

        return playerTag

    def 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)
            self.tool.playerTexture[self.uuid] = loadPNGTexture(
                self.playercache.getPlayerSkin(self.uuid))
            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 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]
                    self.playerTexture[player] = loadPNGTexture(self.playercache.getPlayerSkin(player, force_download=True, instance=self))
            #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():
                    self.playerTexture[player] = loadPNGTexture(self.playercache.getPlayerSkin(player, force_download=False))
                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 repr(e)
                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()
        
        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)
                        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

        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
 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 14
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
            
        data = self.playercache.getPlayerInfo(self.player)
        if "<Unknown UUID>" 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
            self.player = self.playercache.getPlayerFromUUID(self.uuid)
            if self.player == self.uuid.replace("-", ""):
                if ask("UUID was not found. Continue anyways?") == "Cancel":
                    return
        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)
        self.tool.playerTexture[self.uuid] = loadPNGTexture(self.playercache.getPlayerSkin(self.uuid, force_download=False))
        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 range(3)])
        spawn = self.level.playerSpawnPosition()
        spawnX = spawn[0]
        spawnZ = spawn[2]
        blocks = [self.level.blockAt(spawnX, i, spawnZ) for i in range(self.level.Height)]
        i = self.level.Height
        done = False
        for index, b in enumerate(reversed(blocks)):
            if b != 0 and not done:
                i = index
                done = True
        spawnY = self.level.Height - i
        playerTag['Pos'] = nbt.TAG_List([nbt.TAG_Double([spawnX, spawnY, spawnZ][i]) for i in range(3)])
        playerTag['Rotation'] = nbt.TAG_List([nbt.TAG_Float(0), nbt.TAG_Float(0)])

        return playerTag

    def 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)
            self.tool.playerTexture[self.uuid] = loadPNGTexture(self.playercache.getPlayerSkin(self.uuid))
            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()