示例#1
0
    def __init__(self,
                 filename=None,
                 root_tag=None,
                 size=None,
                 mats=alphaMaterials):
        if not 'blockstateToID' in globals().keys():
            from materials import blockstateToID
        self._author = None
        self._blocks = None
        self._palette = None
        self._entities = []
        self._tile_entities = None
        self._size = None
        self._version = None
        self._mat = mats

        if filename:
            root_tag = nbt.load(filename)

        if root_tag:
            self._root_tag = root_tag
            self._size = (self._root_tag["size"][0].value,
                          self._root_tag["size"][1].value,
                          self._root_tag["size"][2].value)

            self._author = self._root_tag.get("author", nbt.TAG_String()).value
            self._version = self._root_tag.get("version", nbt.TAG_Int(1)).value
            self._version = self._root_tag.get("DataVersion",
                                               nbt.TAG_Int(1)).value

            self._palette = self.__toPythonPrimitive(self._root_tag["palette"])

            self._blocks = zeros(self.Size, dtype=tuple)
            self._blocks.fill((0, 0))
            self._entities = []
            self._tile_entities = zeros(self.Size, dtype=nbt.TAG_Compound)
            self._tile_entities.fill({})

            for block in self._root_tag["blocks"]:
                x, y, z = [p.value for p in block["pos"].value]
                self._blocks[x, y, z] = blockstateToID(
                    *self.get_state(block["state"].value))
                if "nbt" in block:
                    compound = nbt.TAG_Compound()
                    compound.update(block["nbt"])
                    self._tile_entities[x, y, z] = compound

            for e in self._root_tag["entities"]:
                entity = e["nbt"]
                entity["Pos"] = e["pos"]
                self._entities.append(entity)
        elif size:
            self._root_tag = nbt.TAG_Compound()
            self._size = size

            self._blocks = zeros(self.Size, dtype=tuple)
            self._blocks.fill((0, 0))
            self._entities = []
            self._tile_entities = zeros(self.Size, dtype=nbt.TAG_Compound)
            self._tile_entities.fill({})
示例#2
0
 def toNBT(self):
     root = nbt.TAG_Compound()
     root['Name'] = nbt.TAG_String('{}:{}'.format(self._resource_location,
                                                  self._basename))
     if self._properties:
         props = nbt.TAG_Compound()
         for (key, value) in self._properties.iteritems():
             props[key] = nbt.TAG_String(value)
         root['Properties'] = props
     return root
示例#3
0
    def setup(self):
        if not self._scs:
            self.root_tag = nbt.load(
                self.level.worldFolder.getFolderPath("data") +
                "/scoreboard.dat")
            for objective in self.root_tag["data"]["Objectives"]:
                self.objectives.append(Objective(objective))

            for team in self.root_tag["data"]["Teams"]:
                self.teams.append(Team(team))
        else:
            self.root_tag = nbt.TAG_Compound()
            self.root_tag["data"] = nbt.TAG_Compound()
示例#4
0
    def testCreate(self):
        "Create an indev level."

        "The root of an NBT file is always a TAG_Compound."
        level = nbt.TAG_Compound(name="MinecraftLevel")

        "Subtags of a TAG_Compound are automatically named when you use the [] operator."
        level["About"] = nbt.TAG_Compound()
        level["About"]["Author"] = nbt.TAG_String("codewarrior")

        level["Environment"] = nbt.TAG_Compound()
        level["Environment"]["SkyBrightness"] = nbt.TAG_Byte(16)
        level["Environment"]["SurroundingWaterHeight"] = nbt.TAG_Short(32)

        "You can also create and name a tag before adding it to the compound."
        spawn = nbt.TAG_List(
            (nbt.TAG_Short(100), nbt.TAG_Short(45), nbt.TAG_Short(55)))
        spawn.name = "Spawn"

        mapTag = nbt.TAG_Compound()
        mapTag.add(spawn)
        mapTag.name = "Map"
        level.add(mapTag)

        "I think it looks more familiar with [] syntax."

        l, w, h = 128, 128, 128
        mapTag["Height"] = nbt.TAG_Short(h)  # y dimension
        mapTag["Length"] = nbt.TAG_Short(l)  # z dimension
        mapTag["Width"] = nbt.TAG_Short(w)  # x dimension

        "Byte arrays are stored as numpy.uint8 arrays. "

        mapTag["Blocks"] = nbt.TAG_Byte_Array()
        mapTag["Blocks"].value = numpy.zeros(
            l * w * h, dtype=numpy.uint8)  # create lots of air!

        "The blocks array is indexed (y,z,x) for indev levels, so reshape the blocks"
        mapTag["Blocks"].value.shape = (h, l, w)

        "Replace the bottom layer of the indev level with wood"
        mapTag["Blocks"].value[0, :, :] = 5

        "This is a great way to learn the power of numpy array slicing and indexing."

        mapTag["Data"] = nbt.TAG_Byte_Array()
        mapTag["Data"].value = numpy.zeros(l * w * h, dtype=numpy.uint8)

        return level
示例#5
0
 def getTAGStructure(self):
     tag = nbt.TAG_Compound()
     tag["Name"] = nbt.TAG_String(self.name)
     tag["RenderType"] = nbt.TAG_String(self.renderType)
     tag["DisplayName"] = nbt.TAG_String(self.displayName)
     tag["CriteriaName"] = nbt.TAG_String(self.criteria)
     return tag
示例#6
0
文件: level.py 项目: Lasbleic/GDMC
    def getChunk(self, cx, cz):
        """Synthesize a FakeChunk object representing the chunk at the given
        position. Subclasses override fakeBlocksForChunk and fakeDataForChunk
        to fill in the chunk arrays"""

        f = FakeChunk()
        f.world = self
        f.chunkPosition = (cx, cz)

        f.Blocks = self.fakeBlocksForChunk(cx, cz)

        f.Data = self.fakeDataForChunk(cx, cz)

        whiteLight = zeros_like(f.Blocks)
        whiteLight[:] = 15

        f.BlockLight = whiteLight
        f.SkyLight = whiteLight

        f.Entities, f.TileEntities, f.TileTicks = self._getFakeChunkEntities(
            cx, cz)

        f.root_tag = nbt.TAG_Compound()

        return f
示例#7
0
    def Create(cls, tileEntityID, pos=(0, 0, 0), **kw):
        tileEntityTag = nbt.TAG_Compound()
        # Refresh the MCEDIT_DEFS and MCEDIT_IDS objects
        from pymclevel import MCEDIT_DEFS, MCEDIT_IDS
        _id = MCEDIT_DEFS.get(tileEntityID, tileEntityID)
        tileEntityTag["id"] = nbt.TAG_String(_id)
        base = cls.baseStructures.get(tileEntityID, None)
        if base:
            for (name, tag) in base:
                tileEntityTag[name] = tag()
                if tileEntityID == "Control":
                    if name == "CustomName":
                        tileEntityTag[name] = nbt.TAG_String("@")
                    elif name == "SuccessCount":
                        tileEntityTag[name] = nbt.TAG_Int(0)
                elif tileEntityID == "MobSpawner":
                    entity = kw.get("entity")
                    if name == "EntityId":
                        tileEntityTag[name] = nbt.TAG_String(MCEDIT_DEFS.get("Pig", "Pig"))
                    if name == "SpawnData":
                        spawn_id = nbt.TAG_String(MCEDIT_DEFS.get("Pig", "Pig"), "id")
                        tileEntityTag["SpawnData"] = tag()
                        if entity:
                            for k, v in entity.iteritems():
                                tileEntityTag["SpawnData"][k] = deepcopy(v)
                        else:
                            tileEntityTag["SpawnData"].add(spawn_id)

        cls.setpos(tileEntityTag, pos)
        return tileEntityTag
示例#8
0
    def saveToFile(self, filename):
        schematicDat = nbt.TAG_Compound()
        schematicDat.name = "Mega Schematic"

        schematicDat["Width"] = nbt.TAG_Int(self.size[0])
        schematicDat["Height"] = nbt.TAG_Int(self.size[1])
        schematicDat["Length"] = nbt.TAG_Int(self.size[2])
        schematicDat["Materials"] = nbt.TAG_String(self.materials.name)

        schematicDat.save(self.worldFolder.getFilePath("schematic.dat"))

        basedir = self.worldFolder.filename
        assert os.path.isdir(basedir)

        with closing(
                zipfile.ZipFile(filename,
                                "w",
                                zipfile.ZIP_STORED,
                                allowZip64=True)) as z:
            for root, dirs, files in os.walk(basedir):
                # NOTE: ignore empty directories
                for fn in files:
                    absfn = os.path.join(root, fn)
                    shutil.move(absfn,
                                absfn.replace("##MCEDIT.TEMP##" + os.sep, ""))
                    absfn = absfn.replace("##MCEDIT.TEMP##" + os.sep, "")
                    zfn = absfn[len(basedir) +
                                len(os.sep):]  # XXX: relative path
                    z.write(absfn, zfn)
示例#9
0
    def _createLevelDat(self, random_seed, last_played):
        """
        Creates a new level.dat root_tag, and puts it in self.root_tag.
        To write it to the disk, self.save() should be called.
        :param random_seed: long
        :param last_played: long
        :return: None
        """
        with nbt.littleEndianNBT():
            root_tag = nbt.TAG_Compound()
            root_tag["SpawnX"] = nbt.TAG_Int(0)
            root_tag["SpawnY"] = nbt.TAG_Int(2)
            root_tag["SpawnZ"] = nbt.TAG_Int(0)

            if last_played is None:
                last_played = long(time.time() * 100)
            if random_seed is None:
                random_seed = long(numpy.random.random() *
                                   0xffffffffffffffffL) - 0x8000000000000000L

            self.root_tag = root_tag

            self.LastPlayed = long(last_played)
            self.RandomSeed = long(random_seed)
            self.SizeOnDisk = 0
            self.Time = 1
            self.LevelName = os.path.basename(self.worldFile.path)
示例#10
0
  def __init__(self, cmd="", hover="", block="I", d="u", cond=False, redstone=False, time=0, first=False):
    name = "minecraft:" + self.nameMap[block]
    dv = self.dMap[d]
    if cond:
      dv += 8
    nbtData = nbt.TAG_Compound("", [])
    nbtData.add(nbt.TAG_Byte("auto", int(not redstone)))
    nbtData.add(nbt.TAG_String("Command", cmd))
    nbtData.add(nbt.TAG_String("CustomName", hover))
    nbtData.add(nbt.TAG_Byte("powered", int(block == "R" and not redstone)))
    if time == 0 and not first:
      nbtData.add(nbt.TAG_Int("Version", 8))
    else:
      nbtData.add(nbt.TAG_Int("Version", 9))
      nbtData.add(nbt.TAG_Byte("ExecuteOnFirstTick", int(first)))
      nbtData.add(nbt.TAG_Int("TickDelay", time))

    nbtData.add(nbt.TAG_Byte("conditionMet", 0))
    nbtData.add(nbt.TAG_String("id", "CommandBlock"))
    nbtData.add(nbt.TAG_Byte("isMovable", 1))
    nbtData.add(nbt.TAG_Int("LPCommandMode", 0)) # Not sure what these LPModes do. This works.
    nbtData.add(nbt.TAG_Byte("LPConditionalMode", 0))
    nbtData.add(nbt.TAG_Byte("LPRedstoneMode", 0))
    nbtData.add(nbt.TAG_Long("LastExecution", 0))
    nbtData.add(nbt.TAG_String("LastOutput", ""))
    nbtData.add(nbt.TAG_List("LastOutputParams", []))
    nbtData.add(nbt.TAG_Int("SuccessCount", 0))
    nbtData.add(nbt.TAG_Byte("TrackOutput", 1))
    super().__init__(name, dv, nbtData)
示例#11
0
    def chestWithItemID(cls, itemID, count=64, damage=0):
        """ Creates a chest with a stack of 'itemID' in each slot.
        Optionally specify the count of items in each stack. Pass a negative
        value for damage to create unnaturally sturdy tools. """
        root_tag = nbt.TAG_Compound()
        invTag = nbt.TAG_List()
        root_tag["Inventory"] = invTag
        for slot in range(9, 36):
            itemTag = nbt.TAG_Compound()
            itemTag["Slot"] = nbt.TAG_Byte(slot)
            itemTag["Count"] = nbt.TAG_Byte(count)
            itemTag["id"] = nbt.TAG_Short(itemID)
            itemTag["Damage"] = nbt.TAG_Short(damage)
            invTag.append(itemTag)

        chest = INVEditChest(root_tag, "")

        return chest
示例#12
0
    def TileEntities(self):
        chestTag = nbt.TAG_Compound()
        chestTag["id"] = nbt.TAG_String("Chest")
        chestTag["Items"] = nbt.TAG_List(self.root_tag["Inventory"])
        chestTag["x"] = nbt.TAG_Int(0)
        chestTag["y"] = nbt.TAG_Int(0)
        chestTag["z"] = nbt.TAG_Int(0)

        return nbt.TAG_List([chestTag], name="TileEntities")
示例#13
0
def identify(directory):
    if not (os.path.exists(os.path.join(directory, 'region'))
            or os.path.exists(os.path.join(directory, 'playerdata'))):
        return False
    if not (os.path.exists(os.path.join(directory, 'DIM1'))
            or os.path.exists(os.path.join(directory, 'DIM-1'))):
        return False
    if not (os.path.exists(os.path.join(directory, 'data'))
            or os.path.exists(os.path.join(directory, 'level.dat'))):
        return False
    root = nbt.load(os.path.join(directory, 'level.dat'))
    if 'FML' in root:
        return False
    if root.get('Data',
                nbt.TAG_Compound()).get('Version', nbt.TAG_Compound()).get(
                    'Id', nbt.TAG_Int(-1)).value < 1451:
        return False
    return True
示例#14
0
    def Create(cls, tileEntityID, **kw):
        tileEntityTag = nbt.TAG_Compound()
        tileEntityTag["id"] = nbt.TAG_String(tileEntityID)
        base = cls.baseStructures.get(tileEntityID, None)
        if base:
            for (name, tag) in base:
                tileEntityTag[name] = tag()

        cls.setpos(tileEntityTag, (0, 0, 0))
        return tileEntityTag
示例#15
0
 def toNBT(self):
     root = nbt.TAG_Compound()
     root['BlockStates'] = nbt.TAG_Long_Array(self.__old_blockstates)
     root['Y'] = nbt.TAG_Byte(self._y)
     root['BlockLight'] = nbt.TAG_Byte_Array(self._block_light)
     root['SkyLight'] = nbt.TAG_Byte_Array(self._sky_light)
     palette = nbt.TAG_List()
     for block in self.palette:
         palette.append(block.toNBT())
     root['Palette'] = self._palette
     return root
示例#16
0
 def _savePalette(self, layer):
   blocks = self.blocks[layer].swapaxes(1, 2).reshape(4096) # Y and Z saved in a inverted order
   blockIDs = np.empty(4096, dtype=np.uint32)
   palette = []
   mapping = {}
   for i, block in enumerate(blocks):
     # Generate the palette nbt for the given block
     short = (block.name, str(block.properties))
     if short not in mapping:
       if isinstance(block.properties, int): # 1.12
         palette.append(nbt.TAG_Compound("", [nbt.TAG_String("name", block.name), nbt.TAG_Short("val", block.properties)]))
       else: # 1.13
         palette.append(nbt.TAG_Compound("", [
           nbt.TAG_String("name", block.name),
           nbt.TAG_Compound("states", block.properties),
           nbt.TAG_Int("version", 17629200)
         ]))
       mapping[short] = len(palette) - 1
     blockIDs[i] = mapping[short]
   return palette, blockIDs
示例#17
0
    def Create(cls, tileEntityID, pos=(0, 0, 0), **kw):
        tileEntityTag = nbt.TAG_Compound()
        tileEntityTag["id"] = nbt.TAG_String(tileEntityID)
        base = cls.baseStructures.get(tileEntityID, None)
        if base:
            for (name, tag) in base:
                tileEntityTag[name] = tag()
                if name == "CustomName" and tileEntityID == "Control":
                    tileEntityTag[name] = nbt.TAG_String("@")

        cls.setpos(tileEntityTag, pos)
        return tileEntityTag
示例#18
0
    def TileEntities(self):
        chestTag = nbt.TAG_Compound()
        chest_id = "Chest"
        split_ver = self.gameVersion.split('.')
        if int(split_ver[0]) >= 1 and int(split[1]) >= 11:
            chest_id = "minecraft:chest"
        chestTag["id"] = nbt.TAG_String(chest_id)
        chestTag["Items"] = nbt.TAG_List(self.root_tag["Inventory"])
        chestTag["x"] = nbt.TAG_Int(0)
        chestTag["y"] = nbt.TAG_Int(0)
        chestTag["z"] = nbt.TAG_Int(0)

        return nbt.TAG_List([chestTag], name="TileEntities")
示例#19
0
def extractZipSchematicFromIter(sourceLevel,
                                box,
                                zipfilename=None,
                                entities=True):
    # converts classic blocks to alpha
    # probably should only apply to alpha levels

    if zipfilename is None:
        zipfilename = tempfile.mktemp("zipschematic")

    p = sourceLevel.adjustExtractionParameters(box)
    if p is None:
        return
    sourceBox, destPoint = p

    destPoint = (0, 0, 0)

    tempfolder = tempfile.mktemp("schematic")
    try:
        tempSchematic = MCInfdevOldLevel(tempfolder, create=True)
        tempSchematic.materials = sourceLevel.materials

        for i in tempSchematic.copyBlocksFromIter(sourceLevel,
                                                  sourceBox,
                                                  destPoint,
                                                  entities=entities,
                                                  create=True):
            yield i
        tempSchematic.saveInPlace(
        )  # lights not needed for this format - crashes minecraft though

        schematicDat = nbt.TAG_Compound()
        schematicDat.name = "Mega Schematic"

        schematicDat["Width"] = nbt.TAG_Int(sourceBox.size[0])
        schematicDat["Height"] = nbt.TAG_Int(sourceBox.size[1])
        schematicDat["Length"] = nbt.TAG_Int(sourceBox.size[2])
        schematicDat["Materials"] = nbt.TAG_String(
            tempSchematic.materials.name)
        schematicDat.save(os.path.join(tempfolder, "schematic.dat"))

        zipdir(tempfolder, zipfilename)

        import mclevel
        yield mclevel.fromFile(zipfilename)
    finally:
        # We get here if the generator is GCed also
        if os.path.exists(tempfolder):
            shutil.rmtree(tempfolder, False)
示例#20
0
 def getTAGStructure(self):
     tag = nbt.TAG_Compound()
     tag["Name"] = nbt.TAG_String(self.name)
     tag["DisplayName"] = nbt.TAG_String(self.displayName)
     tag["Prefix"] = nbt.TAG_String(self.prefix)
     tag["Suffix"] = nbt.TAG_String(self.suffix)
     if self.color != None:
         tag["TeamColor"] = nbt.TAG_String(self.color)
     tag["NameTagVisibility"] = nbt.TAG_String(self.nametags)
     tag["DeathMessageVisibility"] = nbt.TAG_String(self.deathMessage)
     tag["AllowFriendlyFire"] = nbt.TAG_Byte(self.friendlyFire)
     tag["SeeFriendlyInvisibles"] = nbt.TAG_Byte(self.friendlyInvisibles)
     players = nbt.TAG_List()
     for member in self.teamMembers:
         players.append(nbt.TAG_String(member))
     tag["Players"] = players
     return tag
示例#21
0
    def Create(cls, tileEntityID, pos=(0, 0, 0), **kw):
        tileEntityTag = nbt.TAG_Compound()
        tileEntityTag["id"] = nbt.TAG_String(tileEntityID)
        base = cls.baseStructures.get(tileEntityID, None)
        if base:
            for (name, tag) in base:
                tileEntityTag[name] = tag()
                if tileEntityID == "Control":
                    if name == "CustomName":
                        tileEntityTag[name] = nbt.TAG_String("@")
                    elif name == "SuccessCount":
                        tileEntityTag[name] = nbt.TAG_Int(0)
                elif tileEntityID == "MobSpawner":
                    if name == "EntityId":
                        tileEntityTag[name] = nbt.TAG_String("Pig")

        cls.setpos(tileEntityTag, pos)
        return tileEntityTag
示例#22
0
    def testModify(self):
        level = self.testCreate()

        # Most of the value types work as expected. Here, we replace the entire tag with a TAG_String
        level["About"]["Author"] = nbt.TAG_String("YARRR~!")

        # Because the tag type usually doesn't change,
        # we can replace the string tag's value instead of replacing the entire tag.
        level["About"]["Author"].value = "Stew Pickles"

        # Remove members of a TAG_Compound using del, similar to a python dict.
        del (level["About"])

        # Replace all of the wood blocks with gold using a boolean index array
        blocks = level["Map"]["Blocks"].value
        blocks[blocks == 5] = 41

        level["Entities"][0] = nbt.TAG_Compound([
            nbt.TAG_String("Creeper", "id"),
            nbt.TAG_List([nbt.TAG_Double(d) for d in (1, 1, 1)], "Pos")
        ])
示例#23
0
 def Create(cls, entityID, **kw):
     entityTag = nbt.TAG_Compound()
     entityTag["id"] = nbt.TAG_String(entityID)
     Entity.setpos(entityTag, (0, 0, 0))
     return entityTag
示例#24
0

if __name__ == '__main__':
    #obj = BlockstateRegionFile('C:\\Users\\gotharbg\\Documents\\MC Worlds\\1.13 World\\region\\r.0.0.mca')
    #obj2 = BlockstateRegionFile('C:\\Users\\gotharbg\\Downloads\\Podshot 1_13 Snapshot\\region\\r.0.0.mca')

    #
    world = BlockstateWorld(
        'C:\\Users\\gotharbg\\Documents\\Python Projects\\WorldRewriteProto\\tests\\1.13 World'
    )
    save_test = BlockstateRegionFile(
        world,
        'C:\\Users\\gotharbg\\Documents\\Python Projects\\WorldRewriteProto\\tests\\1.13 World\\r.0.0.mca'
    )
    chunk = save_test.getChunk(0, 0)
    te = nbt.TAG_Compound()
    te['id'] = nbt.TAG_String('bed')
    te['x'] = nbt.TAG_Int(1)
    te['y'] = nbt.TAG_Int(5)
    te['z'] = nbt.TAG_Int(1)
    te['color'] = nbt.TAG_Int(15)
    chunk.TileEntities.append(te)
    chunk.save()

    #chunk = obj.getChunk(0,0)
    #print(chunk.Blocks[0,3,0])
    #print(chunk.TileEntities)
    #chunk.TileEntities.append({'test': 'value'})
    #chunk2 = obj2.getChunk(0,0)
    #print(chunk.TileEntities)
    #for i in xrange(16):
示例#25
0
    def save(self, filename=""):
        structure_tag = nbt.TAG_Compound()
        blocks_tag = nbt.TAG_List()
        palette_tag = nbt.TAG_List()
        entities_tag = nbt.TAG_List()

        palette = []

        if not self._author:
            self._author = "MCEdit-Unified v{}".format(RELEASE_TAG)

        structure_tag["author"] = nbt.TAG_String(self._author)
        if self._version:
            structure_tag["DataVersion"] = nbt.TAG_Int(self.Version)
        else:
            structure_tag["DataVersion"] = nbt.TAG_Int(
                self.SUPPORTED_VERSIONS[-1])

        structure_tag["size"] = nbt.TAG_List([
            nbt.TAG_Int(self.Size[0]),
            nbt.TAG_Int(self.Size[1]),
            nbt.TAG_Int(self.Size[2])
        ])

        blockstate_api = BlockstateAPI.material_map.get(
            self._mat, BlockstateAPI.material_map[alphaMaterials])
        for z in xrange(
                self._blocks.shape[2]
        ):  # For some reason, ndenumerate() didn't work, but this does
            for x in xrange(self._blocks.shape[0]):
                for y in xrange(self._blocks.shape[1]):

                    value = self._blocks[x, y, z]
                    name, properties = blockstate_api.idToBlockstate(*value)
                    blockstate = blockstate_api.stringifyBlockstate(
                        name, properties)

                    #if blockstate not in index_table:
                    #    index_table[blockstate] = len(index_table)
                    #index = index_table[blockstate]
                    if blockstate not in palette:
                        palette.append(blockstate)
                    index = palette.index(blockstate)

                    block = nbt.TAG_Compound()
                    block["state"] = nbt.TAG_Int(index)
                    block["pos"] = nbt.TAG_List(
                        [nbt.TAG_Int(x),
                         nbt.TAG_Int(y),
                         nbt.TAG_Int(z)])

                    if self._tile_entities[x, y, z]:
                        block["nbt"] = self._tile_entities[x, y, z]

                    blocks_tag.append(block)
        structure_tag["blocks"] = blocks_tag

        for blockstate in palette:
            name, properties = blockstate_api.deStringifyBlockstate(blockstate)

            state = nbt.TAG_Compound()
            state["Name"] = nbt.TAG_String(name)

            if properties:
                props = nbt.TAG_Compound()
                for (key, value) in properties.iteritems():
                    props[key] = nbt.TAG_String(value)
                state["Properties"] = props

            palette_tag.insert(palette.index(blockstate), state)
        structure_tag["palette"] = palette_tag

        for e in self._entities:
            entity = nbt.TAG_Compound()
            pos = e["Pos"]
            entity["pos"] = pos
            entity["nbt"] = e
            blockPos = nbt.TAG_List()
            for coord in pos:
                blockPos.append(nbt.TAG_Int(math.floor(coord.value)))
            entity["blockPos"] = blockPos

            entities_tag.append(entity)

        structure_tag["entities"] = entities_tag
        structure_tag.save(filename)
示例#26
0
    def __init__(self, shape=None, root_tag=None, filename=None, mats='Alpha'):
        """ shape is (x,y,z) for a new level's shape.  if none, takes
        root_tag as a TAG_Compound for an existing schematic file.  if
        none, tries to read the tag from filename.  if none, results
        are undefined. materials can be a MCMaterials instance, or one of
        "Classic", "Alpha", "Pocket" to indicate allowable blocks. The default
        is Alpha.

        block coordinate order in the file is y,z,x to use the same code as classic/indev levels.
        in hindsight, this was a completely arbitrary decision.

        the Entities and TileEntities are nbt.TAG_List objects containing TAG_Compounds.
        this makes it easy to copy entities without knowing about their insides.

        rotateLeft swaps the axes of the different arrays.  because of this, the Width, Height, and Length
        reflect the current dimensions of the schematic rather than the ones specified in the NBT structure.
        I'm not sure what happens when I try to re-save a rotated schematic.
        """

        if filename:
            self.filename = filename
            if None is root_tag and os.path.exists(filename):
                root_tag = nbt.load(filename)
        else:
            self.filename = None

        if mats in namedMaterials:
            self.materials = namedMaterials[mats]
        else:
            assert (isinstance(mats, MCMaterials))
            self.materials = mats

        if root_tag:
            self.root_tag = root_tag
            if "Materials" in root_tag:
                self.materials = namedMaterials[self.Materials]
            else:
                root_tag["Materials"] = nbt.TAG_String(self.materials.name)

            w = self.root_tag["Width"].value
            l = self.root_tag["Length"].value
            h = self.root_tag["Height"].value

            self._Blocks = self.root_tag["Blocks"].value.astype('uint16').reshape(h, l, w)  # _Blocks is y, z, x
            del self.root_tag["Blocks"]
            if "AddBlocks" in self.root_tag:
                # Use WorldEdit's "AddBlocks" array to load and store the 4 high bits of a block ID.
                # Unlike Minecraft's NibbleArrays, this array stores the first block's bits in the
                # 4 high bits of the first byte.

                size = (h * l * w)

                # If odd, add one to the size to make sure the adjacent slices line up.
                add = zeros(size + (size & 1), 'uint16')

                # Fill the even bytes with data
                add[::2] = self.root_tag["AddBlocks"].value

                # Copy the low 4 bits to the odd bytes
                add[1::2] = add[::2] & 0xf

                # Shift the even bytes down
                add[::2] >>= 4

                # Shift every byte up before merging it with Blocks
                add <<= 8
                self._Blocks |= add[:size].reshape(h, l, w)
                del self.root_tag["AddBlocks"]

            self.root_tag["Data"].value = self.root_tag["Data"].value.reshape(h, l, w)

            if "Biomes" in self.root_tag:
                self.root_tag["Biomes"].value.shape = (l, w)

        else:
            assert shape is not None
            root_tag = nbt.TAG_Compound(name="Schematic")
            root_tag["Height"] = nbt.TAG_Short(shape[1])
            root_tag["Length"] = nbt.TAG_Short(shape[2])
            root_tag["Width"] = nbt.TAG_Short(shape[0])

            root_tag["Entities"] = nbt.TAG_List()
            root_tag["TileEntities"] = nbt.TAG_List()
            root_tag["Materials"] = nbt.TAG_String(self.materials.name)

            self._Blocks = zeros((shape[1], shape[2], shape[0]), 'uint16')
            root_tag["Data"] = nbt.TAG_Byte_Array(zeros((shape[1], shape[2], shape[0]), uint8))

            root_tag["Biomes"] = nbt.TAG_Byte_Array(zeros((shape[2], shape[0]), uint8))

            self.root_tag = root_tag

        self.root_tag["Data"].value &= 0xF  # discard high bits
示例#27
0
文件: indev.py 项目: Lasbleic/GDMC
    def saveToFile(self, filename=None):
        if filename is None:
            filename = self.filename
        if filename is None:
            log.warn(u"Attempted to save an unnamed file in place")
            return  # you fool!

        self.Data <<= 4
        self.Data |= (self.BlockLight & 0xf)

        self.Blocks = swapaxes(self.Blocks, 0, 2)
        self.Data = swapaxes(self.Data, 0, 2)

        mapTag = nbt.TAG_Compound()
        mapTag["Width"] = nbt.TAG_Short(self.Width)
        mapTag["Height"] = nbt.TAG_Short(self.Height)
        mapTag["Length"] = nbt.TAG_Short(self.Length)
        mapTag["Blocks"] = nbt.TAG_Byte_Array(self.Blocks)
        mapTag["Data"] = nbt.TAG_Byte_Array(self.Data)

        self.Blocks = swapaxes(self.Blocks, 0, 2)
        self.Data = swapaxes(self.Data, 0, 2)

        mapTag[Spawn] = nbt.TAG_List([nbt.TAG_Short(i) for i in self.Spawn])

        self.root_tag["Map"] = mapTag

        self.Entities.append(self.LocalPlayer)
        # fix up Entities imported from Alpha worlds

        def numbersToFloats(ent):
            for attr in "Motion", "Pos":
                if attr in ent:
                    ent[attr] = nbt.TAG_List([nbt.TAG_Double(t.value) for t in ent[attr]])

        for ent in self.Entities:
            numbersToFloats(ent)

        # fix up TileEntities imported from Alpha worlds.
        for ent in self.TileEntities:
            if "Pos" not in ent and all(c in ent for c in 'xyz'):
                ent["Pos"] = nbt.TAG_Int(self.encodePos(ent['x'].value, ent['y'].value, ent['z'].value))
        # output_file = gzip.open(self.filename, "wb", compresslevel=1)
        try:
            os.rename(filename, filename + ".old")
        except Exception:
            pass

        try:
            self.root_tag.save(filename)
        except:
            os.rename(filename + ".old", filename)

        try:
            os.remove(filename + ".old")
        except Exception:
            pass

        self.Entities.remove(self.LocalPlayer)

        self.BlockLight = self.Data & 0xf

        self.Data >>= 4
示例#28
0
文件: indev.py 项目: Lasbleic/GDMC
    def __init__(self, root_tag=None, filename=""):
        self.Width = 0
        self.Height = 0
        self.Length = 0
        self.Blocks = array([], "uint8")
        self.Data = array([], "uint8")
        self.Spawn = (0, 0, 0)
        self.filename = filename

        if root_tag:

            self.root_tag = root_tag
            mapTag = root_tag["Map"]
            self.Width = mapTag["Width"].value
            self.Length = mapTag["Length"].value
            self.Height = mapTag["Height"].value

            mapTag["Blocks"].value.shape = (self.Height, self.Length, self.Width)

            self.Blocks = swapaxes(mapTag["Blocks"].value, 0, 2)

            mapTag["Data"].value.shape = (self.Height, self.Length, self.Width)

            self.Data = swapaxes(mapTag["Data"].value, 0, 2)

            self.BlockLight = self.Data & 0xf

            self.Data >>= 4

            self.Spawn = [mapTag[Spawn][i].value for i in range(3)]

            if "Entities" not in root_tag:
                root_tag["Entities"] = nbt.TAG_List()
            self.Entities = root_tag["Entities"]

            # xxx fixup Motion and Pos to match infdev format
            def numbersToDoubles(ent):
                for attr in "Motion", "Pos":
                    if attr in ent:
                        ent[attr] = nbt.TAG_List([nbt.TAG_Double(t.value) for t in ent[attr]])

            for ent in self.Entities:
                numbersToDoubles(ent)

            if "TileEntities" not in root_tag:
                root_tag["TileEntities"] = nbt.TAG_List()
            self.TileEntities = root_tag["TileEntities"]
            # xxx fixup TileEntities positions to match infdev format
            for te in self.TileEntities:
                pos = te["Pos"].value

                (x, y, z) = self.decodePos(pos)

                TileEntity.setpos(te, (x, y, z))

            localPlayerList = [tag for tag in root_tag["Entities"] if tag['id'].value == 'LocalPlayer']
            if len(localPlayerList) == 0:  # omen doesn't make a player entity
                playerTag = nbt.TAG_Compound()
                playerTag['id'] = nbt.TAG_String('LocalPlayer')
                playerTag['Pos'] = nbt.TAG_List([nbt.TAG_Float(0.), nbt.TAG_Float(64.), nbt.TAG_Float(0.)])
                playerTag['Rotation'] = nbt.TAG_List([nbt.TAG_Float(0.), nbt.TAG_Float(45.)])
                self.LocalPlayer = playerTag

            else:
                self.LocalPlayer = localPlayerList[0]

        else:
            log.info(u"Creating new Indev levels is not yet implemented.!")
            raise ValueError("Can't do that yet")
示例#29
0
    def __init__(self, root_tag=None, filename=""):
        self.Width = 0
        self.Height = 0
        self.Length = 0
        self.Blocks = array([], uint8)
        self.Data = array([], uint8)
        self.Spawn = (0, 0, 0)
        self.filename = filename

        if root_tag:

            self.root_tag = root_tag
            mapTag = root_tag[Map]
            self.Width = mapTag[Width].value
            self.Length = mapTag[Length].value
            self.Height = mapTag[Height].value

            mapTag[Blocks].value.shape = (self.Height, self.Length, self.Width)

            self.Blocks = swapaxes(mapTag[Blocks].value, 0, 2)

            mapTag[Data].value.shape = (self.Height, self.Length, self.Width)

            self.Data = swapaxes(mapTag[Data].value, 0, 2)

            self.BlockLight = self.Data & 0xf

            self.Data >>= 4

            self.Spawn = [mapTag[Spawn][i].value for i in range(3)]

            if not Entities in root_tag:
                root_tag[Entities] = nbt.TAG_List()
            self.Entities = root_tag[Entities]

            # xxx fixup Motion and Pos to match infdev format
            def numbersToDoubles(ent):
                for attr in "Motion", "Pos":
                    if attr in ent:
                        ent[attr] = nbt.TAG_List(
                            [nbt.TAG_Double(t.value) for t in ent[attr]])

            for ent in self.Entities:
                numbersToDoubles(ent)

            if not TileEntities in root_tag:
                root_tag[TileEntities] = nbt.TAG_List()
            self.TileEntities = root_tag[TileEntities]
            # xxx fixup TileEntities positions to match infdev format
            for te in self.TileEntities:
                pos = te["Pos"].value

                (x, y, z) = self.decodePos(pos)

                TileEntity.setpos(te, (x, y, z))

            if len(
                    filter(lambda x: x['id'].value == 'LocalPlayer',
                           root_tag[Entities])
            ) == 0:  # omen doesn't make a player entity
                p = nbt.TAG_Compound()
                p['id'] = nbt.TAG_String('LocalPlayer')
                p['Pos'] = nbt.TAG_List(
                    [nbt.TAG_Float(0.),
                     nbt.TAG_Float(64.),
                     nbt.TAG_Float(0.)])
                p['Rotation'] = nbt.TAG_List(
                    [nbt.TAG_Float(0.), nbt.TAG_Float(45.)])

                root_tag[Entities].append(p)
                # self.saveInPlace()

        else:
            info(u"Creating new Indev levels is not yet implemented.!")
            raise ValueError("Can't do that yet")
示例#30
0
    def __init__(self, shape=None, root_tag=None, filename=None, mats='Alpha'):
        """ shape is (x,y,z) for a new level's shape.  if none, takes
        root_tag as a TAG_Compound for an existing schematic file.  if
        none, tries to read the tag from filename.  if none, results
        are undefined. materials can be a MCMaterials instance, or one of
        "Classic", "Alpha", "Pocket" to indicate allowable blocks. The default
        is Alpha.

        block coordinate order in the file is y,z,x to use the same code as classic/indev levels.
        in hindsight, this was a completely arbitrary decision.

        the Entities and TileEntities are nbt.TAG_List objects containing TAG_Compounds.
        this makes it easy to copy entities without knowing about their insides.

        rotateLeft swaps the axes of the different arrays.  because of this, the Width, Height, and Length
        reflect the current dimensions of the schematic rather than the ones specified in the NBT structure.
        I'm not sure what happens when I try to re-save a rotated schematic.
        """

        # if(shape != None):
        #    self.setShape(shape)

        if filename:
            self.filename = filename
            if None is root_tag and os.path.exists(filename):
                root_tag = nbt.load(filename)
        else:
            self.filename = None

        if mats in namedMaterials:
            self.materials = namedMaterials[mats]
        else:
            assert (isinstance(mats, MCMaterials))
            self.materials = mats

        if root_tag:
            self.root_tag = root_tag
            if "Materials" in root_tag:
                self.materials = namedMaterials[self.Materials]
            else:
                root_tag["Materials"] = nbt.TAG_String(self.materials.name)
            self.shapeChunkData()

        else:
            assert shape is not None
            root_tag = nbt.TAG_Compound(name="Schematic")
            root_tag["Height"] = nbt.TAG_Short(shape[1])
            root_tag["Length"] = nbt.TAG_Short(shape[2])
            root_tag["Width"] = nbt.TAG_Short(shape[0])

            root_tag["Entities"] = nbt.TAG_List()
            root_tag["TileEntities"] = nbt.TAG_List()
            root_tag["Materials"] = nbt.TAG_String(self.materials.name)

            root_tag["Blocks"] = nbt.TAG_Byte_Array(
                zeros((shape[1], shape[2], shape[0]), uint8))
            root_tag["Data"] = nbt.TAG_Byte_Array(
                zeros((shape[1], shape[2], shape[0]), uint8))

            self.root_tag = root_tag

        self.packUnpack()
        self.root_tag["Data"].value &= 0xF  # discard high bits