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level.py
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level.py
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'''
Created on Jul 22, 2011
@author: Rio
'''
from mclevelbase import *
import tempfile
from collections import defaultdict
class MCLevel(object):
""" MCLevel is an abstract class providing many routines to the different level types,
including a common copyEntitiesFrom built on class-specific routines, and
a dummy getChunk/allChunks for the finite levels.
MCLevel also provides compress and decompress methods that are used to load
NBT format levels, and expects subclasses to override shapeChunkData to
assign a shape to the Blocks and other arrays. The resulting arrays after
reshape must be indexed [x,z,y]
MCLevel subclasses must have Width, Length, and Height attributes. The first two are always zero for infinite levels.
Subclasses must also have Blocks, and optionally Data and BlockLight.
"""
###common to Creative, Survival and Indev. these routines assume
###self has Width, Height, Length, and Blocks
materials = classicMaterials;
isInfinite = False
compressedTag = None
root_tag = None
Height = None
Length = None
Width = None
players = ["Player"]
dimNo = 0;
parentWorld = None
world = None
@classmethod
def isLevel(cls, filename):
"""Tries to find out whether the given filename can be loaded
by this class. Returns True or False.
Subclasses should implement _isLevel, _isDataLevel, or _isTagLevel.
"""
if hasattr(cls, "_isLevel"):
return cls._isLevel(filename);
with file(filename) as f:
data = f.read();
if hasattr(cls, "_isDataLevel"):
return cls._isDataLevel(data);
if hasattr(cls, "_isTagLevel"):
try:
root_tag = nbt.load(filename, data)
except:
return False;
return cls._isTagLevel(root_tag);
return False
def getWorldBounds(self):
return BoundingBox((0, 0, 0), self.size)
@property
def displayName(self):
return os.path.basename(self.filename)
@property
def size(self):
"Returns the level's dimensions as a tuple (X,Y,Z)"
return (self.Width, self.Height, self.Length)
@property
def bounds(self):
return BoundingBox((0, 0, 0), self.size)
def packChunkData(self):
"""called before compression"""
pass
def unpackChunkData(self):
"""called when accessing attributes decorated with @unpack_first"""
pass
def shapeChunkData(self):
"""called during the default decompress(), should assign a shape to the
Blocks, Data, Light, SkyLight, HeightMap attributes if present """
pass
def close(self): pass
def compress(self): pass
def decompress(self):pass
def compressChunk(self, cx, cz): pass
def addEntity(self, entityTag): pass
def addEntities(self, entities): pass
def tileEntityAt(self, x, y, z): return None
def addTileEntity(self, entityTag): pass
def getEntitiesInBox(self, box): return []
def getTileEntitiesInBox(self, box): return []
def copyEntitiesFromIter(self, *args, **kw): yield;
@property
def loadedChunks(self):
return itertools.product(xrange(0, self.Width + 15 >> 4), xrange(0, self.Length + 15 >> 4))
@property
def presentChunks(self):
"""Returns self.allChunks for compatibility"""
return self.allChunks #backward compatibility
@property
def chunkCount(self):
return (self.Width + 15 >> 4) * (self.Length + 15 >> 4)
@property
def allChunks(self):
"""Returns a synthetic list of chunk positions (xPos, zPos), to fake
being a chunked level format."""
return self.loadedChunks
def getChunks(self, chunks=None):
""" pass a list of chunk coordinate tuples to get an iterator yielding
InfdevChunks. pass nothing for an iterator of every chunk in the level.
the chunks are automatically loaded."""
if chunks is None: chunks = self.allChunks;
return (self.getChunk(cx, cz) for (cx, cz) in chunks if self.containsChunk(cx, cz))
def _getFakeChunkEntities(self, cx, cz):
"""Returns Entities, TileEntities"""
return ([], [])
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"""
class FakeChunk:
def load(self):pass
def compress(self):pass
def __init__(self):pass
def chunkChanged(self):pass
@property
def materials(self): return self.world.materials
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 = self._getFakeChunkEntities(cx, cz)
f.root_tag = TAG_Compound();
return f
def getAllChunkSlices(self):
slices = (slice(None), slice(None), slice(None),)
box = self.bounds
x, y, z = box.origin
for cpos in self.allChunks:
xPos, zPos = cpos
try:
chunk = self.getChunk(xPos, zPos)
except (ChunkMalformed, ChunkNotPresent):
continue
yield (chunk, slices, (xPos * 16 - x, 0, zPos * 16 - z))
def getChunkSlices(self, box):
""" call this method to iterate through a large slice of the world by
visiting each chunk and indexing its data with a subslice.
this returns an iterator, which yields 3-tuples containing:
+ an InfdevChunk object,
+ a x,z,y triplet of slices that can be used to index the InfdevChunk's data arrays,
+ a x,y,z triplet representing the relative location of this subslice within the requested world slice.
Note the different order of the coordinates between the 'slices' triplet
and the 'offset' triplet. x,z,y ordering is used only
to index arrays, since it reflects the order of the blocks in memory.
In all other places, including an entity's 'Pos', the order is x,y,z.
"""
level = self
#when yielding slices of chunks on the edge of the box, adjust the
#slices by an offset
minxoff, minzoff = box.minx - (box.mincx << 4), box.minz - (box.mincz << 4);
maxxoff, maxzoff = box.maxx - (box.maxcx << 4) + 16, box.maxz - (box.maxcz << 4) + 16;
newMinY = 0
if box.miny < 0:
newMinY = -box.miny
miny = max(0, box.miny)
maxy = min(self.Height, box.maxy)
for cx in range(box.mincx, box.maxcx):
localMinX = 0
localMaxX = 16
if cx == box.mincx:
localMinX = minxoff
if cx == box.maxcx - 1:
localMaxX = maxxoff
newMinX = localMinX + (cx << 4) - box.minx
newMaxX = localMaxX + (cx << 4) - box.minx
for cz in range(box.mincz, box.maxcz):
localMinZ = 0
localMaxZ = 16
if cz == box.mincz:
localMinZ = minzoff
if cz == box.maxcz - 1:
localMaxZ = maxzoff
newMinZ = localMinZ + (cz << 4) - box.minz
newMaxZ = localMaxZ + (cz << 4) - box.minz
try:
ch = level.getChunk(cx, cz)
except ChunkNotPresent, e:
continue;
yield (ch,
(slice(localMinX, localMaxX), slice(localMinZ, localMaxZ), slice(miny, maxy)),
(newMinX, newMinY, newMinZ))
def containsPoint(self, x, y, z):
return (x >= 0 and x < self.Width and
y >= 0 and y < self.Height and
z >= 0 and z < self.Length)
def containsChunk(self, cx, cz):
#w+15 to allow non 16 aligned schematics
return (cx >= 0 and cx < (self.Width + 15 >> 4) and
cz >= 0 and cz < (self.Length + 15 >> 4))
def chunkIsLoaded(self, cx, cz):
return self.containsChunk(cx, cz)
def chunkIsCompressed(self, cx, cz):
return False
def chunkIsDirty(self, cx, cz):
return True
def fakeBlocksForChunk(self, cx, cz):
#return a 16x16xH block array for rendering. Alpha levels can
#just return the chunk data. other levels need to reorder the
#indices and return a slice of the blocks.
cxOff = cx << 4
czOff = cz << 4
b = self.Blocks[cxOff:cxOff + 16, czOff:czOff + 16, 0:self.Height, ];
#(w, l, h) = b.shape
#if w<16 or l<16:
# b = resize(b, (16,16,h) )
return b;
def fakeDataForChunk(self, cx, cz):
#Data is emulated for flexibility
cxOff = cx << 4
czOff = cz << 4
if hasattr(self, "Data"):
return self.Data[cxOff:cxOff + 16, czOff:czOff + 16, 0:self.Height, ];
else:
return zeros(shape=(16, 16, self.Height), dtype='uint8')
def skylightAt(self, *args):
return 15
def setSkylightAt(self, *args): pass
def setBlockDataAt(self, x, y, z, newdata): pass
def blockDataAt(self, x, y, z): return 0;
def blockLightAt(self, x, y, z): return 15;
def blockAt(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.Blocks[x, z, y]
def setBlockAt(self, x, y, z, blockID):
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.Blocks[x, z, y] = blockID
def blocksInRanges(self, origin, size):
# origin is (x,y,z), size is (w,h,l)
(x, y, z) = origin
(w, h, l) = size
# end = tuple([o+s for o,s in zip(origin,size)])
return self.Blocks[x:x + w, z:z + l, y:y + h]
def blockReplaceTable(self, blocksToReplace):
blocktable = zeros((256, 16), dtype='bool')
for b in blocksToReplace:
if b.hasAlternate:
blocktable[b.ID, b.blockData] = True
else:
blocktable[b.ID] = True
return blocktable
def fillBlocks(self, box, blockInfo, blocksToReplace=[]):
if box is None:
box = self.bounds
else:
box = box.intersect(self.bounds)
info(u"Filling blocks in {0} with {1}, replacing{2}".format(box, blockInfo, blocksToReplace))
slices = map(slice, box.origin, box.maximum)
blocks = self.Blocks[slices[0], slices[2], slices[1]]
if len(blocksToReplace):
blocktable = self.blockReplaceTable(blocksToReplace)
if hasattr(self, "Data"):
data = self.Data[slices[0], slices[2], slices[1]]
mask = blocktable[blocks, data]
data[mask] = blockInfo.blockData;
else:
mask = blocktable[blocks, 0]
blocks[mask] = blockInfo.ID;
else:
blocks[:] = blockInfo.ID;
if hasattr(self, "Data"):
self.Data[slices[0], slices[2], slices[1]] = blockInfo.blockData;
#self.saveInPlace();
classicWoolMask = zeros((256,), dtype='bool')
classicWoolMask[range(21, 37)] = True;
classicToAlphaWoolTypes = range(21) + [
0xE, #"Red", (21)
0x1, #"Orange",
0x4, #"Yellow",
0x5, #"Light Green",
0xD, #"Green",
0x9, #"Aqua",
0x3, #"Cyan",
0xB, #"Blue",
0xA, #"Purple",
0xA, #"Indigo",
0x2, #"Violet",
0x2, #"Magenta",
0x6, #"Pink",
0x7, #"Black",
0x8, #"Gray",
0x0, #"White",
]
classicToAlphaWoolTypes = array(classicToAlphaWoolTypes, dtype='uint8')
def convertBlocksFromLevel(self, sourceLevel, blocks, blockData):
convertedBlocks = sourceLevel.materials.conversionTables[self.materials][blocks]
if blockData is None:
blockData = zeros_like(convertedBlocks)
convertedBlockData = array(blockData)
if sourceLevel.materials is classicMaterials and self.materials is alphaMaterials:
woolMask = self.classicWoolMask[blocks]
woolBlocks = blocks[woolMask]
convertedBlockData[woolMask] = self.classicToAlphaWoolTypes[woolBlocks]
return convertedBlocks, convertedBlockData
def rotateLeft(self):
self.Blocks = swapaxes(self.Blocks, 1, 0)[:, ::-1, :]; #x=z; z=-x
pass;
def roll(self):
self.Blocks = swapaxes(self.Blocks, 2, 0)[:, :, ::-1]; #x=y; y=-x
pass
def flipVertical(self):
self.Blocks = self.Blocks[:, :, ::-1]; #y=-y
pass
def flipNorthSouth(self):
self.Blocks = self.Blocks[::-1, :, :]; #x=-x
pass
def flipEastWest(self):
self.Blocks = self.Blocks[:, ::-1, :]; #z=-z
pass
def copyBlocksFromFiniteToFinite(self, sourceLevel, sourceBox, destinationPoint, blocksToCopy):
# assume destinationPoint is entirely within this level, and the size of sourceBox fits entirely within it.
sourcex, sourcey, sourcez = map(slice, sourceBox.origin, sourceBox.maximum)
destCorner2 = map(lambda a, b:a + b, sourceBox.size, destinationPoint)
destx, desty, destz = map(slice, destinationPoint, destCorner2)
sourceData = None
if hasattr(sourceLevel, 'Data'):
sourceData = sourceLevel.Data[sourcex, sourcez, sourcey]
convertedSourceBlocks, convertedSourceData = self.convertBlocksFromLevel(sourceLevel, sourceLevel.Blocks[sourcex, sourcez, sourcey], sourceData)
blocks = self.Blocks[destx, destz, desty]
mask = slice(None, None)
if not (blocksToCopy is None):
typemask = zeros((256) , dtype='bool')
typemask[blocksToCopy] = True;
mask = typemask[convertedSourceBlocks]
blocks[mask] = convertedSourceBlocks[mask]
if hasattr(self, 'Data'):
data = self.Data[destx, destz, desty]
data[mask] = convertedSourceData[mask]
def copyBlocksFromInfinite(self, sourceLevel, sourceBox, destinationPoint, blocksToCopy):
if blocksToCopy is not None:
typemask = zeros((256) , dtype='bool')
typemask[blocksToCopy] = True;
for (chunk, slices, point) in sourceLevel.getChunkSlices(sourceBox):
point = map(lambda a, b:a + b, point, destinationPoint)
point = point[0], point[2], point[1]
mask = slice(None, None)
convertedSourceBlocks, convertedSourceData = self.convertBlocksFromLevel(sourceLevel, chunk.Blocks[slices], chunk.Data[slices])
destSlices = [slice(p, p + s.stop - s.start) for p, s in zip(point, slices) ]
blocks = self.Blocks[ destSlices ];
if blocksToCopy is not None:
mask = typemask[convertedSourceBlocks]
blocks[mask] = convertedSourceBlocks[mask]
if hasattr(self, 'Data'):
data = self.Data[ destSlices ];
data[mask] = convertedSourceData[mask]
#self.Data[ destSlices ][mask] = chunk.Data[slices][mask]
def adjustCopyParameters(self, sourceLevel, sourceBox, destinationPoint):
# if the destination box is outside the level, it and the source corners are moved inward to fit.
# ValueError is raised if the source corners are outside sourceLevel
(x, y, z) = map(int, destinationPoint)
sourceBox = BoundingBox(sourceBox.origin, sourceBox.size)
(lx, ly, lz) = sourceBox.size;
debug(u"Asked to copy {0} blocks \n\tfrom {1} in {3}\n\tto {2} in {4}" .format (ly * lz * lx, sourceBox, destinationPoint, sourceLevel, self))
#clip the source ranges to this level's edges. move the destination point as needed.
#xxx abstract this
if y < 0:
sourceBox.origin[1] -= y
sourceBox.size[1] += y
y = 0;
if y + sourceBox.size[1] > self.Height:
sourceBox.size[1] -= y + sourceBox.size[1] - self.Height
y = self.Height - sourceBox.size[1]
#for infinite levels, don't clip along those dimensions because the
#infinite copy func will just skip missing chunks
if self.Width != 0:
if x < 0:
sourceBox.origin[0] -= x
sourceBox.size[0] += x
x = 0;
if x + sourceBox.size[0] > self.Width:
sourceBox.size[0] -= x + sourceBox.size[0] - self.Width
#x=self.Width-sourceBox.size[0]
if self.Length != 0:
if z < 0:
sourceBox.origin[2] -= z
sourceBox.size[2] += z
z = 0;
if z + sourceBox.size[2] > self.Length:
sourceBox.size[2] -= z + sourceBox.size[2] - self.Length
#z=self.Length-sourceBox.size[2]
destinationPoint = (x, y, z)
return sourceBox, destinationPoint
def copyBlocksFrom(self, sourceLevel, sourceBox, destinationPoint, blocksToCopy=None, entities=True):
for i in self.copyBlocksFromIter(sourceLevel, sourceBox, destinationPoint, blocksToCopy, entities):
pass
def copyBlocksFromIter(self, sourceLevel, sourceBox, destinationPoint, blocksToCopy=None, entities=True):
if (not sourceLevel.isInfinite) and not(
sourceLevel.containsPoint(*sourceBox.origin) and
sourceLevel.containsPoint(*map(lambda x:x - 1, sourceBox.maximum))):
raise ValueError, "{0} cannot provide blocks between {1}".format(sourceLevel, sourceBox)
sourceBox, destinationPoint = self.adjustCopyParameters(sourceLevel, sourceBox, destinationPoint)
if min(sourceBox.size) <= 0:
print "Empty source box, aborting"
return;
info(u"Copying {0} blocks from {1} to {2}" .format (sourceBox.volume, sourceBox, destinationPoint))
if not (sourceLevel.isInfinite):
self.copyBlocksFromFiniteToFinite(sourceLevel, sourceBox, destinationPoint, blocksToCopy)
else:
self.copyBlocksFromInfinite(sourceLevel, sourceBox, destinationPoint, blocksToCopy)
for i in self.copyEntitiesFromIter(sourceLevel, sourceBox, destinationPoint, entities):
yield i
def saveInPlace(self):
self.saveToFile(self.filename);
def setPlayerPosition(self, pos, player="Player"):
pass;
def getPlayerPosition(self, player="Player"):
return (8, self.Height * 0.75, 8);
def getPlayerDimension(self, player="Player"): return 0;
def setPlayerDimension(self, d, player="Player"): return;
def setPlayerSpawnPosition(self, pos, player=None):
pass;
def playerSpawnPosition(self, player=None):
return self.getPlayerPosition();
def setPlayerOrientation(self, yp, player="Player"):
pass
def playerOrientation(self, player="Player"):
return (-45., 0.)
def generateLights(self, dirtyChunks=None):
pass;
def generateLightsIter(self, dirtyChunks=None):
yield 0
def adjustExtractionParameters(self, box):
x, y, z = box.origin
w, h, l = box.size
destX = destY = destZ = 0;
if y < 0:
destY -= y
h += y
y = 0;
if y >= self.Height: return;
if y + h >= self.Height:
h -= y + h - self.Height
y = self.Height - h
if h <= 0: return
if self.Width:
if x < 0:
w += x
destX -= x;
x = 0;
if x >= self.Width: return;
if x + w >= self.Width:
w = self.Width - x
if w <= 0: return
if z < 0:
l += z
destZ -= z;
z = 0;
if z >= self.Length: return;
if z + l >= self.Length:
l = self.Length - z
if l <= 0: return
box = BoundingBox ((x, y, z), (w, h, l))
return box, (destX, destY, destZ)
class EntityLevel(MCLevel):
"""Abstract subclass of MCLevel that adds default entity behavior"""
def copyEntitiesFromInfiniteIter(self, sourceLevel, sourceBox, destinationPoint, entities):
chunkCount = sourceBox.chunkCount
i = 0
copyOffset = map(lambda x, y:x - y, destinationPoint, sourceBox.origin)
e = t = 0
for (chunk, slices, point) in sourceLevel.getChunkSlices(sourceBox):
yield (i, chunkCount)
i += 1
if entities:
e += len(chunk.Entities)
for entityTag in chunk.Entities:
x, y, z = Entity.pos(entityTag)
if (x, y, z) not in sourceBox: continue
eTag = Entity.copyWithOffset(entityTag, copyOffset)
self.addEntity(eTag);
t += len(chunk.TileEntities)
for tileEntityTag in chunk.TileEntities:
x, y, z = TileEntity.pos(tileEntityTag)
if (x, y, z) not in sourceBox: continue
eTag = TileEntity.copyWithOffset(tileEntityTag, copyOffset)
self.addTileEntity(eTag)
info("Copied {0} entities, {1} tile entities".format(e, t))
def copyEntitiesFromIter(self, sourceLevel, sourceBox, destinationPoint, entities=True):
#assume coords have already been adjusted by copyBlocks
#if not self.hasEntities or not sourceLevel.hasEntities: return;
sourcePoint0 = sourceBox.origin;
sourcePoint1 = sourceBox.maximum;
if sourceLevel.isInfinite:
for i in self.copyEntitiesFromInfiniteIter(sourceLevel, sourceBox, destinationPoint, entities):
yield i
else:
entsCopied = 0;
tileEntsCopied = 0;
copyOffset = map(lambda x, y:x - y, destinationPoint, sourcePoint0)
if entities:
for entity in sourceLevel.getEntitiesInBox(sourceBox):
eTag = Entity.copyWithOffset(entity, copyOffset)
self.addEntity(eTag)
entsCopied += 1;
i = 0
for entity in sourceLevel.getTileEntitiesInBox(sourceBox):
i += 1
if i % 100 == 0:
yield
if not 'x' in entity: continue
eTag = TileEntity.copyWithOffset(entity, copyOffset)
try:
self.addTileEntity(eTag)
tileEntsCopied += 1;
except ChunkNotPresent:
pass
yield
info(u"Copied {0} entities, {1} tile entities".format(entsCopied, tileEntsCopied))
def getEntitiesInBox(self, box):
"""Returns a list of references to entities in this chunk, whose positions are within box"""
return [ent for ent in self.Entities if Entity.pos(ent) in box]
def getTileEntitiesInBox(self, box):
"""Returns a list of references to tile entities in this chunk, whose positions are within box"""
return [ent for ent in self.TileEntities if TileEntity.pos(ent) in box]
def removeEntitiesInBox(self, box):
newEnts = [];
for ent in self.Entities:
if Entity.pos(ent) in box:
continue;
newEnts.append(ent);
entsRemoved = len(self.Entities) - len(newEnts);
debug("Removed {0} entities".format(entsRemoved))
self.Entities.value[:] = newEnts
return entsRemoved
def removeTileEntitiesInBox(self, box):
if not hasattr(self, "TileEntities"): return;
newEnts = [];
for ent in self.TileEntities:
if TileEntity.pos(ent) in box:
continue;
newEnts.append(ent);
entsRemoved = len(self.TileEntities) - len(newEnts);
debug("Removed {0} tile entities".format(entsRemoved))
self.TileEntities.value[:] = newEnts
return entsRemoved
def addEntities(self, entities):
for e in entities:
self.addEntity(e)
def addEntity(self, entityTag):
assert isinstance(entityTag, TAG_Compound)
self.Entities.append(entityTag);
self._fakeEntities = None
def tileEntityAt(self, x, y, z):
entities = [];
for entityTag in self.TileEntities:
if TileEntity.pos(entityTag) == [x, y, z]:
entities.append(entityTag);
if len(entities) > 1:
info("Multiple tile entities found: {0}".format(entities))
if len(entities) == 0:
return None
return entities[0];
def addTileEntity(self, tileEntityTag):
assert isinstance(tileEntityTag, TAG_Compound)
def differentPosition(a):
return not ((tileEntityTag is a) or TileEntity.pos(a) == TileEntity.pos(tileEntityTag))
self.TileEntities.value[:] = filter(differentPosition, self.TileEntities);
self.TileEntities.append(tileEntityTag);
self._fakeEntities = None
_fakeEntities = None
def _getFakeChunkEntities(self, cx, cz):
"""distribute entities into sublists based on fake chunk position
_fakeEntities keys are (cx,cz) and values are (Entities, TileEntities)"""
if self._fakeEntities is None:
self._fakeEntities = defaultdict(lambda: ([], []))
for i, e in enumerate((self.Entities, self.TileEntities)):
for ent in e:
x, y, z = [Entity, TileEntity][i].pos(ent)
ecx, ecz = map(lambda x:(int(floor(x)) >> 4), (x, z))
self._fakeEntities[ecx, ecz][i].append(ent)
return self._fakeEntities[cx, cz]