def loadWorld(self, world): worldpath = os.path.expanduser(world) if os.path.exists(worldpath): self.level = mclevel.fromFile(worldpath) else: self.level = mclevel.loadWorld(world)
def find_marked_area(self): self.world = mclevel.loadWorld(self.level_name) #Load chunks and determine minimize indexes self.chunk_positions = list(self.world.allChunks) self.num_chunks = len(self.chunk_positions) #Just a little user feedback on the progress print "Processing level: " + self.level_name print "Scanning level for markers..." self.chunk_counter = 1 self.find_markers() print '100%'
def main(argv): print "* SAVE FILE DIR = \"" + saveFileDir +"\"" print "* SAVE(S) AVAILABLE = " for save in getAvailSave(): print save if len(argv) > 1: try: filename = os.path.join(saveFileDir, argv[1]) print "FULL FILENAME = \"" + filename +"\"" world = mclevel.loadWorld(argv[1]); print "* MAP SUCCESSFULLY LOADED *" print "SEED = " + str(world.RandomSeed) print "NUMBER OF LOADED CHUNKS = " + str(len(list(world.allChunks))) testModifyMap(world) # testCapacity(world) world.close() except IOError, e: print "ERROR = {0} {1}".format(type(e), e.strerror)
def openworld(name): if osp.isfile(name): return mclevel.fromFile(name, readonly=True) else: return mclevel.loadWorld(name)
""" import logging import os import sys from pymclevel import mclevel, box MC_DIR = "~/.minecraft/saves" if __name__ == "__main__": world = sys.argv[1] saves = os.path.expanduser(MC_DIR) worldpath = os.path.join(saves, world) # Creates a map if doesn't exist, else loads pre-existing map if not os.path.exists(worldpath): level = mclevel.MCInfdevOldLevel(worldpath, create=True) else: level = mclevel.loadWorld(worldpath) # Empty chunk dimensions chunk_box = box.BoundingBox((-32, 0, -32), (64, 64, 64)) level.createChunksInBox(chunk_box) # Diamond ore dblock = level.materials.blockWithID(57) dblock_box = box.BoundingBox(origin=(5,5,5), size=(1,1,1)) level.fillBlocks(dblock_box, dblock) level.saveInPlace()
import sys import unicodedata import re from pymclevel import mclevel from pymclevel import nbt from pymclevel.schematic import MCSchematic from pymclevel.box import BoundingBox from pymclevel.nbt import TAG_Compound, TAG_Byte, TAG_List, TAG_Int_Array, TAG_Short, TAG_String, TAG_Int from pymclevel.box import Vector def printf(format, *args): sys.stdout.write(format % args) #level = mclevel.fromFile("/home/mcarter/.minecraft/saves/MikeyWorld-Backup/") world1 = mclevel.loadWorld("Metazoa-Backup"); # The root tag must have a name, and so must any tag within a TAG_Compound #print level chunkPositions = list(world1.allChunks) #xPos, zPos = chunkPositions[10]; #print chunkPositions sorterArr = {} #-5 - -15 # 6 - 11 name_array = { (20 ,0): "Glass",