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indev.py
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indev.py
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'''
Created on Jul 22, 2011
@author: Rio
'''
"""
Indev levels:
TAG_Compound "MinecraftLevel"
{
TAG_Compound "Environment"
{
TAG_Short "SurroundingGroundHeight"// Height of surrounding ground (in blocks)
TAG_Byte "SurroundingGroundType" // Block ID of surrounding ground
TAG_Short "SurroundingWaterHeight" // Height of surrounding water (in blocks)
TAG_Byte "SurroundingWaterType" // Block ID of surrounding water
TAG_Short "CloudHeight" // Height of the cloud layer (in blocks)
TAG_Int "CloudColor" // Hexadecimal value for the color of the clouds
TAG_Int "SkyColor" // Hexadecimal value for the color of the sky
TAG_Int "FogColor" // Hexadecimal value for the color of the fog
TAG_Byte "SkyBrightness" // The brightness of the sky, from 0 to 100
}
TAG_List "Entities"
{
TAG_Compound
{
// One of these per entity on the map.
// These can change a lot, and are undocumented.
// Feel free to play around with them, though.
// The most interesting one might be the one with ID "LocalPlayer", which contains the player inventory
}
}
TAG_Compound "Map"
{
// To access a specific block from either byte array, use the following algorithm:
// Index = x + (y * Depth + z) * Width
TAG_Short "Width" // Width of the level (along X)
TAG_Short "Height" // Height of the level (along Y)
TAG_Short "Length" // Length of the level (along Z)
TAG_Byte_Array "Blocks" // An array of Length*Height*Width bytes specifying the block types
TAG_Byte_Array "Data" // An array of Length*Height*Width bytes with data for each blocks
TAG_List "Spawn" // Default spawn position
{
TAG_Short x // These values are multiplied by 32 before being saved
TAG_Short y // That means that the actual values are x/32.0, y/32.0, z/32.0
TAG_Short z
}
}
TAG_Compound "About"
{
TAG_String "Name" // Level name
TAG_String "Author" // Name of the player who made the level
TAG_Long "CreatedOn" // Timestamp when the level was first created
}
}
"""
from mclevelbase import *
log = logging.getLogger(__name__)
warn, error, info, debug = log.warn, log.error, log.info, log.debug
MinecraftLevel = "MinecraftLevel"
Environment = "Environment"
SurroundingGroundHeight = "SurroundingGroundHeight"
SurroundingGroundType = "SurroundingGroundType"
SurroundingWaterHeight = "SurroundingWaterHeight"
SurroundingWaterType = "SurroundingWaterType"
CloudHeight = "CloudHeight"
CloudColor = "CloudColor"
SkyColor = "SkyColor"
FogColor = "FogColor"
SkyBrightness = "SkyBrightness"
About = "About"
Name = "Name"
Author = "Author"
CreatedOn = "CreatedOn"
Spawn = "Spawn"
__all__ = ["MCIndevLevel"]
from level import EntityLevel, computeChunkHeightMap
class MCIndevLevel(EntityLevel):
""" IMPORTANT: self.Blocks and self.Data are indexed with [x,z,y] via axis
swapping to be consistent with infinite levels."""
materials = indevMaterials
def setPlayerSpawnPosition(self, pos, player=None):
assert len(pos) == 3
self.Spawn = array(pos)
def playerSpawnPosition(self, player=None):
return self.Spawn
def setPlayerPosition(self, pos, player="Ignored"):
for x in self.root_tag["Entities"]:
if x["id"].value == "LocalPlayer":
x["Pos"] = TAG_List([TAG_Float(p) for p in pos])
def getPlayerPosition(self, player="Ignored"):
for x in self.root_tag["Entities"]:
if x["id"].value == "LocalPlayer":
return array(map(lambda x:x.value, x["Pos"]))
def setPlayerOrientation(self, yp, player="Ignored"):
for x in self.root_tag["Entities"]:
if x["id"].value == "LocalPlayer":
x["Rotation"] = TAG_List([TAG_Float(p) for p in yp])
def getPlayerOrientation(self, player="Ignored"):
""" returns (yaw, pitch) """
for x in self.root_tag["Entities"]:
if x["id"].value == "LocalPlayer":
return array(map(lambda x:x.value, x["Rotation"]))
def setBlockDataAt(self, x, y, z, newdata):
if x < 0 or y < 0 or z < 0: return 0
if x >= self.Width or y >= self.Height or z >= self.Length: return 0;
self.Data[x, z, y] = (newdata & 0xf)
def blockDataAt(self, x, y, z):
if x < 0 or y < 0 or z < 0: return 0
if x >= self.Width or y >= self.Height or z >= self.Length: return 0;
return self.Data[x, z, y]
def blockLightAt(self, x, y, z):
if x < 0 or y < 0 or z < 0: return 0
if x >= self.Width or y >= self.Height or z >= self.Length: return 0;
return self.BlockLight[x, z, y]
def __repr__(self):
return u"MCIndevLevel({0}): {1}W {2}L {3}H".format(self.filename, self.Width, self.Length, self.Height)
@classmethod
def _isTagLevel(cls, root_tag):
return "MinecraftLevel" == root_tag.name
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] = 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] = TAG_List([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] = 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 = TAG_Compound()
p['id'] = TAG_String('LocalPlayer')
p['Pos'] = TAG_List([TAG_Float(0.), TAG_Float(64.), TAG_Float(0.)])
p['Rotation'] = TAG_List([TAG_Float(0.), 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"
# self.SurroundingGroundHeight = root_tag[Environment][SurroundingGroundHeight].value
# self.SurroundingGroundType = root_tag[Environment][SurroundingGroundType].value
# self.SurroundingWaterHeight = root_tag[Environment][SurroundingGroundHeight].value
# self.SurroundingWaterType = root_tag[Environment][SurroundingWaterType].value
# self.CloudHeight = root_tag[Environment][CloudHeight].value
# self.CloudColor = root_tag[Environment][CloudColor].value
# self.SkyColor = root_tag[Environment][SkyColor].value
# self.FogColor = root_tag[Environment][FogColor].value
# self.SkyBrightness = root_tag[Environment][SkyBrightness].value
# self.TimeOfDay = root_tag[Environment]["TimeOfDay"].value
#
#
# self.Name = self.root_tag[About][Name].value
# self.Author = self.root_tag[About][Author].value
# self.CreatedOn = self.root_tag[About][CreatedOn].value
def rotateLeft(self):
MCLevel.rotateLeft(self)
self.Data = swapaxes(self.Data, 1, 0)[:, ::-1, :] #x=y; y=-x
torchRotation = array([0, 4, 3, 1, 2, 5,
6, 7,
8, 9, 10, 11, 12, 13, 14, 15])
torchIndexes = (self.Blocks == self.materials.Torch.ID)
info(u"Rotating torches: {0}".format(len(torchIndexes.nonzero()[0])))
self.Data[torchIndexes] = torchRotation[self.Data[torchIndexes]]
def decodePos(self, v):
b = 10
m = (1 << b) - 1; return v & m, (v >> b) & m, (v >> (2 * b))
def encodePos(self, x, y, z):
b = 10
return x + (y << b) + (z << (2 * b))
def saveToFile(self, filename=None):
if filename == None: filename = self.filename;
if filename == None:
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 = TAG_Compound(name=Map)
mapTag[Width] = TAG_Short(self.Width)
mapTag[Height] = TAG_Short(self.Height)
mapTag[Length] = TAG_Short(self.Length)
mapTag[Blocks] = TAG_Byte_Array(self.Blocks)
mapTag[Data] = TAG_Byte_Array(self.Data)
self.Blocks = swapaxes(self.Blocks, 0, 2)
self.Data = swapaxes(self.Data, 0, 2)
mapTag[Spawn] = TAG_List([TAG_Short(i) for i in self.Spawn])
self.root_tag[Map] = mapTag
self.root_tag[Map]
#fix up Entities imported from Alpha worlds
def numbersToFloats(ent):
for attr in "Motion", "Pos":
if attr in ent:
ent[attr] = TAG_List([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"] = 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, e:
pass
try:
self.root_tag.saveGzipped(filename)
except:
os.rename(filename + ".old", filename)
try: os.remove(filename + ".old");
except Exception, e:
pass
self.BlockLight = self.Data & 0xf
self.Data >>= 4