示例#1
0
    def _unpack_biomes(
        translation_manager: "TranslationManager",
        version_identifier: VersionIdentifierType,
        chunk: Chunk,
    ):
        """
        Unpack the version-specific biome_palette into the stringified version where needed.
        :return: The biome_palette converted to biome objects.
        """
        version = translation_manager.get_version(*version_identifier)

        if chunk.biomes.dimension == BiomesShape.Shape2D:
            biome_int_palette, biome_array = numpy.unique(
                chunk.biomes, return_inverse=True
            )
            chunk.biomes = biome_array.reshape(chunk.biomes.shape)
            chunk._biome_palette = BiomeManager(
                [version.biome.unpack(biome) for biome in biome_int_palette]
            )
        elif chunk.biomes.dimension == BiomesShape.Shape3D:
            biomes = {}
            palette = []
            palette_length = 0
            for sy in chunk.biomes.sections:
                biome_int_palette, biome_array = numpy.unique(
                    chunk.biomes.get_section(sy), return_inverse=True
                )
                biomes[sy] = (
                    biome_array.reshape(chunk.biomes.section_shape) + palette_length
                )
                palette_length += len(biome_int_palette)
                palette.append(biome_int_palette)

            if palette:
                chunk_palette, lut = numpy.unique(
                    numpy.concatenate(palette), return_inverse=True
                )
                lut = lut.astype(numpy.uint32)
                for sy in biomes:
                    biomes[sy] = lut[biomes[sy]]

                chunk.biomes = biomes
                chunk._biome_palette = BiomeManager(
                    numpy.vectorize(version.biome.unpack)(chunk_palette)
                )
示例#2
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    def _pack_biomes(
        translation_manager: "TranslationManager",
        version_identifier: VersionIdentifierType,
        chunk: Chunk,
    ):
        """
        Unpack the version-specific biome_palette into the stringified version where needed.
        :return: The biome_palette converted to biome objects.
        """
        version = translation_manager.get_version(*version_identifier)

        biome_palette = numpy.array(
            [version.biome.pack(biome) for biome in chunk.biome_palette], numpy.uint32
        )
        if chunk.biomes.dimension == BiomesShape.Shape2D:
            chunk.biomes = biome_palette[chunk.biomes]
        elif chunk.biomes.dimension == BiomesShape.Shape3D:
            chunk.biomes = {
                sy: biome_palette[chunk.biomes.get_section(sy)]
                for sy in chunk.biomes.sections
            }
        chunk._biome_palette = BiomeManager()
示例#3
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    def _pack_biomes(
        translation_manager: "TranslationManager",
        version_identifier: VersionIdentifierType,
        chunk: Chunk,
    ):
        """
        Unpack the version-specific biome_palette into the stringified version where needed.
        :return: The biome_palette converted to biome objects.
        """
        version = translation_manager.get_version(*version_identifier)

        biome_palette = numpy.array(
            [version.biome.pack(biome) for biome in chunk.biome_palette]
        )
        chunk.biomes = biome_palette[chunk.biomes]
        chunk._biome_palette = BiomeManager()
示例#4
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    def _unpack_biomes(
        translation_manager: "TranslationManager",
        version_identifier: VersionIdentifierType,
        chunk: Chunk,
    ):
        """
        Unpack the version-specific biome_palette into the stringified version where needed.
        :return: The biome_palette converted to biome objects.
        """
        version = translation_manager.get_version(*version_identifier)

        biome_int_palette, biome_array = numpy.unique(chunk.biomes, return_inverse=True)
        chunk.biomes = biome_array
        chunk._biome_palette = BiomeManager(
            [version.biome.unpack(biome) for biome in biome_int_palette]
        )
示例#5
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    def _decode_biome_sections(self, chunk: Chunk,
                               chunk_sections: Dict[int, TAG_Compound]):
        biomes: Dict[int, numpy.ndarray] = {}
        palette = BiomeManager()

        for cy, section in chunk_sections.items():
            data = self._decode_biome_section(section)
            if data is not None:
                arr, section_palette = data
                lut = numpy.array([
                    palette.get_add_biome(biome) for biome in section_palette
                ])
                biomes[cy] = lut[arr].astype(numpy.uint32)

        chunk.biomes = biomes
        chunk.biome_palette = palette
示例#6
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 def _decode_biomes(self, chunk: Chunk, compound: TAG_Compound, floor_cy: int):
     biomes = compound.pop("Biomes", None)
     if isinstance(biomes, TAG_Int_Array):
         if (len(biomes) / 16) % 4:
             log.error(
                 f"The biome array size must be 4x4x4xN but got an array of size {biomes.value.size}"
             )
         else:
             arr = numpy.transpose(
                 biomes.astype(numpy.uint32).reshape((-1, 4, 4)),
                 (2, 0, 1),
             )  # YZX -> XYZ
             chunk.biomes = {
                 sy + floor_cy: arr
                 for sy, arr in enumerate(
                     numpy.split(
                         arr,
                         arr.shape[1] // 4,
                         1,
                     )
                 )
             }
示例#7
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    def decode(self, cx: int, cz: int,
               data: Dict[bytes, bytes]) -> Tuple[Chunk, AnyNDArray]:
        # chunk_key_base = struct.pack("<ii", cx, cz)

        chunk = Chunk(cx, cz)
        chunk_palette = numpy.empty(0, dtype=object)

        if self.features["terrain"].startswith(
                "2f"):  # ["2farray", "2f1palette", "2fnpalette"]
            subchunks = [
                data.get(b"\x2F" + bytes([i]), None) for i in range(16)
            ]
            chunk.blocks, chunk_palette = self._load_subchunks(subchunks)
        elif self.features["terrain"] == "30array":
            chunk_data = data.get(b"\x30", None)
            if chunk_data is not None:
                block_ids = numpy.frombuffer(chunk_data[:2**15],
                                             dtype=numpy.uint8).astype(
                                                 numpy.uint16)
                block_data = from_nibble_array(
                    numpy.frombuffer(chunk_data[2**15:2**15 + 2**14],
                                     dtype=numpy.uint8))

                # there is other data here but we are going to skip over it
                combined_palette, block_array = fast_unique(
                    numpy.transpose(
                        ((block_ids << 4) + block_data).reshape(16, 16, 128),
                        (0, 2, 1)))
                chunk.blocks = {
                    i: block_array[:, i * 16:(i + 1) * 16, :]
                    for i in range(8)
                }
                palette: AnyNDArray = numpy.array(
                    [combined_palette >> 4, combined_palette & 15]).T
                chunk_palette = numpy.empty(len(palette), dtype=object)
                for i, b in enumerate(palette):
                    chunk_palette[i] = ((None, tuple(b)), )

        else:
            raise Exception

        if self.features["finalised_state"] == "int0-2":
            if b"\x36" in data:
                val = struct.unpack("<i", data[b"\x36"])[0]
            else:
                val = 2
            chunk.status = val

        if self.features["data_2d"] in [
                "height512|biome256",
                "unused_height512|biome256",
        ]:
            d2d = data.get(b"\x2D", b"\x00" * 768)
            height, biome = d2d[:512], d2d[512:]
            if self.features["data_2d"] == "height512|biome256":
                pass  # TODO: put this data somewhere
            chunk.biomes = numpy.frombuffer(biome,
                                            dtype="uint8").reshape(16, 16)

        # TODO: impliment key support
        # \x2D  heightmap and biomes
        # \x31  block entity
        # \x32  entity
        # \x33  ticks
        # \x34  block extra data
        # \x35  biome state
        # \x39  7 ints and an end (03)? Honestly don't know what this is
        # \x3A  fire tick?

        # \x2E  2d legacy
        # \x30  legacy terrain

        # unpack block entities and entities
        if self.features["block_entities"] == "31list":
            block_entities = self._unpack_nbt_list(data.get(b"\x31", b""))
            chunk.block_entities = self._decode_block_entities(block_entities)

        if self.features["entities"] == "32list" and amulet.entity_support:
            entities = self._unpack_nbt_list(data.get(b"\x32", b""))
            chunk.entities = self._decode_entities(entities)

        return chunk, chunk_palette
示例#8
0
    def decode(self, cx: int, cz: int,
               data: amulet_nbt.NBTFile) -> Tuple["Chunk", AnyNDArray]:
        """
        Create an amulet.api.chunk.Chunk object from raw data given by the format.
        :param cx: chunk x coordinate
        :param cz: chunk z coordinate
        :param data: amulet_nbt.NBTFile
        :return: Chunk object in version-specific format, along with the block_palette for that chunk.
        """
        misc = {}
        chunk = Chunk(cx, cz)

        if self.features["last_update"] == "long":
            misc["last_update"] = (data["Level"].get(
                "LastUpdate", amulet_nbt.TAG_Long(0)).value)

        if self.features["status"] in ["j13", "j14"]:
            chunk.status = data["Level"]["Status"].value
        else:
            status = "empty"
            if (self.features["terrain_populated"] == "byte"
                    and data["Level"].get("TerrainPopulated",
                                          amulet_nbt.TAG_Byte()).value):
                status = "decorated"
            if (self.features["light_populated"] == "byte"
                    and data["Level"].get("LightPopulated",
                                          amulet_nbt.TAG_Byte()).value):
                status = "postprocessed"

            chunk.status = status

        if self.features["V"] == "byte":
            misc["V"] = data["Level"]["V"].value

        if self.features["inhabited_time"] == "long":
            misc["inhabited_time"] = (data["Level"].get(
                "InhabitedTime", amulet_nbt.TAG_Long(0)).value)

        if self.features["biomes"] is not None:
            biomes = data["Level"].get("Biomes",
                                       amulet_nbt.TAG_Int_Array()).value
            if self.features["biomes"] == "256BA":
                biomes = biomes.astype(numpy.uint8)
            elif self.features["biomes"] in ["256IA", "1024IA"]:
                biomes = biomes.astype(numpy.uint32)

            chunk.biomes = biomes

        if self.features["height_map"] == "256IA":
            misc["height_map256IA"] = data["Level"]["HeightMap"].value
        elif self.features["height_map"] in [
                "C|36LA|V1",
                "C|36LA|V2",
                "C|36LA|V3",
                "C|36LA|V4",
        ]:
            if "Heightmaps" in data["Level"]:
                misc["height_mapC|36LA"] = data["Level"]["Heightmaps"]

        if "Sections" in data["Level"]:
            if self.features["blocks"] in [
                    "Sections|(Blocks,Data,Add)",
                    "Sections|(BlockStates,Palette)",
            ]:
                chunk.blocks, palette = self._decode_blocks(
                    data["Level"]["Sections"])
            else:
                raise Exception(
                    f'Unsupported block format {self.features["blocks"]}')

            if self.features["block_light"] == "Sections|2048BA":
                misc["block_light"] = {
                    section["Y"].value: section["BlockLight"]
                    for section in data["Level"]["Sections"]
                    if "BlockLight" in section
                }

            if self.features["sky_light"] == "Sections|2048BA":
                misc["sky_light"] = {
                    section["Y"].value: section["SkyLight"]
                    for section in data["Level"]["Sections"]
                    if "SkyLight" in section
                }
        else:
            palette = numpy.array(
                [Block(namespace="minecraft", base_name="air")])

        if self.features["entities"] == "list":
            if amulet.entity_support:
                chunk.entities = self._decode_entities(data["Level"].get(
                    "Entities", amulet_nbt.TAG_List()))
            else:
                misc["java_entities_temp"] = self._decode_entities(
                    data["Level"].get("Entities", amulet_nbt.TAG_List()))

        if self.features["block_entities"] == "list":
            chunk.block_entities = self._decode_block_entities(
                data["Level"].get("TileEntities", amulet_nbt.TAG_List()))

        if self.features["tile_ticks"] == "list":
            misc["tile_ticks"] = data["Level"].get("TileTicks",
                                                   amulet_nbt.TAG_List())

        if self.features["liquid_ticks"] == "list":
            if "LiquidTicks" in data["Level"]:
                misc["liquid_ticks"] = data["Level"]["LiquidTicks"]

        if self.features["liquids_to_be_ticked"] == "16list|list":
            if "LiquidsToBeTicked" in data["Level"]:
                misc["liquids_to_be_ticked"] = data["Level"][
                    "LiquidsToBeTicked"]

        if self.features["to_be_ticked"] == "16list|list":
            if "ToBeTicked" in data["Level"]:
                misc["to_be_ticked"] = data["Level"]["ToBeTicked"]

        if self.features["post_processing"] == "16list|list":
            if "PostProcessing" in data["Level"]:
                misc["post_processing"] = data["Level"]["PostProcessing"]

        if self.features["structures"] == "compound":
            if "Structures" in data["Level"]:
                misc["structures"] = data["Level"]["Structures"]

        chunk.misc = misc

        return chunk, palette
    def decode(self, cx: int, cz: int, data: Dict[bytes, bytes],
               bounds: Tuple[int, int]) -> Tuple[Chunk, AnyNDArray]:
        """
        Create an amulet.api.chunk.Chunk object from raw data given by the format
        :param cx: chunk x coordinate
        :param cz: chunk z coordinate
        :param data: Raw chunk data provided by the format.
        :param bounds: The minimum and maximum height of the chunk.
        :return: Chunk object in version-specific format, along with the block_palette for that chunk.
        """
        chunk = Chunk(cx, cz)
        chunk_palette = numpy.empty(0, dtype=object)
        chunk.misc = {"bedrock_chunk_data": data}

        data.pop(b"v", None)
        data.pop(b",", None)

        if self._features["terrain"].startswith(
                "2f"):  # ["2farray", "2f1palette", "2fnpalette"]
            subchunks = {}
            for key in data.copy().keys():
                if len(key) == 2 and key[0:1] == b"\x2F":
                    cy = struct.unpack("b", key[1:2])[0]
                    subchunks[self._chunk_key_to_sub_chunk(
                        cy, bounds[0] >> 4)] = data.pop(key)
            chunk.blocks, chunk_palette = self._load_subchunks(subchunks)
        elif self._features["terrain"] == "30array":
            chunk_data = data.pop(b"\x30", None)
            if chunk_data is not None:
                block_ids = numpy.frombuffer(chunk_data[:2**15],
                                             dtype=numpy.uint8).astype(
                                                 numpy.uint16)
                block_data = from_nibble_array(
                    numpy.frombuffer(chunk_data[2**15:2**15 + 2**14],
                                     dtype=numpy.uint8))

                # there is other data here but we are going to skip over it
                combined_palette, block_array = fast_unique(
                    numpy.transpose(
                        ((block_ids << 4) + block_data).reshape(16, 16, 128),
                        (0, 2, 1)))
                chunk.blocks = {
                    i: block_array[:, i * 16:(i + 1) * 16, :]
                    for i in range(8)
                }
                palette: AnyNDArray = numpy.array(
                    [combined_palette >> 4, combined_palette & 15]).T
                chunk_palette = numpy.empty(len(palette), dtype=object)
                for i, b in enumerate(palette):
                    chunk_palette[i] = ((None, tuple(b)), )

        else:
            raise Exception

        if self._features["finalised_state"] == "int0-2":
            state = data.pop(b"\x36", None)
            val = 2
            if isinstance(state, bytes):
                if len(state) == 1:
                    # old versions of the game store this as a byte
                    val = struct.unpack("b", state)[0]
                elif len(state) == 4:
                    # newer versions store it as an int
                    val = struct.unpack("<i", state)[0]
            chunk.status = val

        if b"+" in data:
            height, biome = self._decode_height_3d_biomes(
                data[b"+"], bounds[0] >> 4)
            chunk.misc["height"] = height
            chunk.biomes = biome
        elif b"\x2D" in data:
            d2d = data[b"\x2D"]
            height, biome = (
                numpy.frombuffer(d2d[:512], "<i2").reshape((16, 16)),
                d2d[512:],
            )
            chunk.misc["height"] = height
            chunk.biomes = numpy.frombuffer(biome,
                                            dtype="uint8").reshape(16, 16).T

        # TODO: implement key support
        # \x2D  heightmap and biomes
        # \x31  block entity
        # \x32  entity
        # \x33  ticks
        # \x34  block extra data
        # \x35  biome state
        # \x39  7 ints and an end (03)? Honestly don't know what this is
        # \x3A  fire tick?

        # \x2E  2d legacy
        # \x30  legacy terrain

        # unpack block entities and entities
        if self._features["block_entities"] == "31list":
            block_entities = self._unpack_nbt_list(data.pop(b"\x31", b""))
            chunk.block_entities = self._decode_block_entity_list(
                block_entities)

        if self._features["entities"] == "32list" and amulet.entity_support:
            entities = self._unpack_nbt_list(data.pop(b"\x32", b""))
            chunk.entities = self._decode_entity_list(entities)

        return chunk, chunk_palette
示例#10
0
 def _decode_biomes(self, chunk: Chunk, compound: TAG_Compound, floor_cy: int):
     biomes = compound.pop("Biomes", None)
     if isinstance(biomes, TAG_Byte_Array) and biomes.value.size == 256:
         chunk.biomes = biomes.astype(numpy.uint32).reshape((16, 16))