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schematic.py
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schematic.py
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'''
Created on Jul 22, 2011
@author: Rio
'''
import atexit
from contextlib import closing
import os
import shutil
import zipfile
from logging import getLogger
import blockrotation
from box import BoundingBox
import infiniteworld
from level import MCLevel, EntityLevel
from materials import alphaMaterials, MCMaterials, namedMaterials
from mclevelbase import exhaust
import nbt
from numpy import array, swapaxes, uint8, zeros, resize
log = getLogger(__name__)
__all__ = ['MCSchematic', 'INVEditChest']
class MCSchematic (EntityLevel):
materials = alphaMaterials
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
def saveToFile(self, filename=None):
""" save to file named filename, or use self.filename. XXX NOT THREAD SAFE AT ALL. """
if filename is None:
filename = self.filename
if filename is None:
raise IOError("Attempted to save an unnamed schematic in place")
self.Materials = self.materials.name
self.root_tag["Blocks"] = nbt.TAG_Byte_Array(self._Blocks.astype('uint8'))
add = self._Blocks >> 8
if add.any():
# WorldEdit AddBlocks compatibility.
# The first 4-bit value is stored in the high bits of the first byte.
# Increase odd size by one to align slices.
packed_add = zeros(add.size + (add.size & 1), 'uint8')
packed_add[:add.size] = add.ravel()
# Shift even bytes to the left
packed_add[::2] <<= 4
# Merge odd bytes into even bytes
packed_add[::2] |= packed_add[1::2]
# Save only the even bytes, now that they contain the odd bytes in their lower bits.
packed_add = packed_add[0::2]
self.root_tag["AddBlocks"] = nbt.TAG_Byte_Array(packed_add)
with open(filename, 'wb') as chunkfh:
self.root_tag.save(chunkfh)
del self.root_tag["Blocks"]
self.root_tag.pop("AddBlocks", None)
def __str__(self):
return "MCSchematic(shape={0}, materials={2}, filename=\"{1}\")".format(self.size, self.filename or "", self.Materials)
# these refer to the blocks array instead of the file's height because rotation swaps the axes
# this will have an impact later on when editing schematics instead of just importing/exporting
@property
def Length(self):
return self.Blocks.shape[1]
@property
def Width(self):
return self.Blocks.shape[0]
@property
def Height(self):
return self.Blocks.shape[2]
@property
def Blocks(self):
return swapaxes(self._Blocks, 0, 2)
@property
def Data(self):
return swapaxes(self.root_tag["Data"].value, 0, 2)
@property
def Entities(self):
return self.root_tag["Entities"]
@property
def TileEntities(self):
return self.root_tag["TileEntities"]
@property
def Materials(self):
return self.root_tag["Materials"].value
@Materials.setter
def Materials(self, val):
if "Materials" not in self.root_tag:
self.root_tag["Materials"] = nbt.TAG_String()
self.root_tag["Materials"].value = val
@property
def Biomes(self):
return swapaxes(self.root_tag["Biomes"].value, 0, 1)
@classmethod
def _isTagLevel(cls, root_tag):
return "Schematic" == root_tag.name
def _update_shape(self):
root_tag = self.root_tag
shape = self.Blocks.shape
root_tag["Height"] = nbt.TAG_Short(shape[2])
root_tag["Length"] = nbt.TAG_Short(shape[1])
root_tag["Width"] = nbt.TAG_Short(shape[0])
def rotateLeft(self):
self._fakeEntities = None
self._Blocks = swapaxes(self._Blocks, 1, 2)[:, ::-1, :] # x=z; z=-x
if "Biomes" in self.root_tag:
self.root_tag["Biomes"].value = swapaxes(self.root_tag["Biomes"].value, 0, 1)[::-1, :]
self.root_tag["Data"].value = swapaxes(self.root_tag["Data"].value, 1, 2)[:, ::-1, :] # x=z; z=-x
self._update_shape()
blockrotation.RotateLeft(self.Blocks, self.Data)
log.info("Relocating entities...")
for entity in self.Entities:
for p in "Pos", "Motion":
if p == "Pos":
zBase = self.Length
else:
zBase = 0.0
newX = entity[p][2].value
newZ = zBase - entity[p][0].value
entity[p][0].value = newX
entity[p][2].value = newZ
entity["Rotation"][0].value -= 90.0
if entity["id"].value in ("Painting", "ItemFrame"):
x, z = entity["TileX"].value, entity["TileZ"].value
newx = z
newz = self.Length - x - 1
entity["TileX"].value, entity["TileZ"].value = newx, newz
entity["Dir"].value = (entity["Dir"].value + 1) % 4
for tileEntity in self.TileEntities:
if not 'x' in tileEntity:
continue
newX = tileEntity["z"].value
newZ = self.Length - tileEntity["x"].value - 1
tileEntity["x"].value = newX
tileEntity["z"].value = newZ
def roll(self):
" xxx rotate stuff - destroys biomes"
self.root_tag.pop('Biomes', None)
self._fakeEntities = None
self._Blocks = swapaxes(self._Blocks, 2, 0)[:, :, ::-1] # x=y; y=-x
self.root_tag["Data"].value = swapaxes(self.root_tag["Data"].value, 2, 0)[:, :, ::-1]
self._update_shape()
def flipVertical(self):
" xxx delete stuff "
self._fakeEntities = None
blockrotation.FlipVertical(self.Blocks, self.Data)
self._Blocks = self._Blocks[::-1, :, :] # y=-y
self.root_tag["Data"].value = self.root_tag["Data"].value[::-1, :, :]
def flipNorthSouth(self):
if "Biomes" in self.root_tag:
self.root_tag["Biomes"].value = self.root_tag["Biomes"].value[::-1, :]
self._fakeEntities = None
blockrotation.FlipNorthSouth(self.Blocks, self.Data)
self._Blocks = self._Blocks[:, :, ::-1] # x=-x
self.root_tag["Data"].value = self.root_tag["Data"].value[:, :, ::-1]
northSouthPaintingMap = [0, 3, 2, 1]
log.info("N/S Flip: Relocating entities...")
for entity in self.Entities:
entity["Pos"][0].value = self.Width - entity["Pos"][0].value
entity["Motion"][0].value = -entity["Motion"][0].value
entity["Rotation"][0].value -= 180.0
if entity["id"].value in ("Painting", "ItemFrame"):
entity["TileX"].value = self.Width - entity["TileX"].value
entity["Dir"].value = northSouthPaintingMap[entity["Dir"].value]
for tileEntity in self.TileEntities:
if not 'x' in tileEntity:
continue
tileEntity["x"].value = self.Width - tileEntity["x"].value - 1
def flipEastWest(self):
if "Biomes" in self.root_tag:
self.root_tag["Biomes"].value = self.root_tag["Biomes"].value[:, ::-1]
self._fakeEntities = None
blockrotation.FlipEastWest(self.Blocks, self.Data)
self._Blocks = self._Blocks[:, ::-1, :] # z=-z
self.root_tag["Data"].value = self.root_tag["Data"].value[:, ::-1, :]
eastWestPaintingMap = [2, 1, 0, 3]
log.info("E/W Flip: Relocating entities...")
for entity in self.Entities:
entity["Pos"][2].value = self.Length - entity["Pos"][2].value
entity["Motion"][2].value = -entity["Motion"][2].value
entity["Rotation"][0].value -= 180.0
if entity["id"].value in ("Painting", "ItemFrame"):
entity["TileZ"].value = self.Length - entity["TileZ"].value
entity["Dir"].value = eastWestPaintingMap[entity["Dir"].value]
for tileEntity in self.TileEntities:
tileEntity["z"].value = self.Length - tileEntity["z"].value - 1
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]
@classmethod
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
def getChunk(self, cx, cz):
chunk = super(MCSchematic, self).getChunk(cx, cz)
if "Biomes" in self.root_tag:
x = cx << 4
z = cz << 4
chunk.Biomes = self.Biomes[x:x + 16, z:z + 16]
return chunk
class INVEditChest(MCSchematic):
Width = 1
Height = 1
Length = 1
Blocks = array([[[alphaMaterials.Chest.ID]]], 'uint8')
Data = array([[[0]]], 'uint8')
Entities = nbt.TAG_List()
Materials = alphaMaterials
@classmethod
def _isTagLevel(cls, root_tag):
return "Inventory" in root_tag
def __init__(self, root_tag, filename):
if filename:
self.filename = filename
if None is root_tag:
try:
root_tag = nbt.load(filename)
except IOError as e:
log.info("Failed to load file {0}".format(e))
raise
else:
assert root_tag, "Must have either root_tag or filename"
self.filename = None
for item in list(root_tag["Inventory"]):
slot = item["Slot"].value
if slot < 9 or slot >= 36:
root_tag["Inventory"].remove(item)
else:
item["Slot"].value -= 9 # adjust for different chest slot indexes
self.root_tag = root_tag
@property
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")
class ZipSchematic (infiniteworld.MCInfdevOldLevel):
def __init__(self, filename, create=False):
self.zipfilename = filename
tempdir = tempfile.mktemp("schematic")
if create is False:
zf = zipfile.ZipFile(filename)
zf.extractall(tempdir)
zf.close()
super(ZipSchematic, self).__init__(tempdir, create)
atexit.register(shutil.rmtree, self.worldFolder.filename, True)
try:
schematicDat = nbt.load(self.worldFolder.getFilePath("schematic.dat"))
self.Width = schematicDat['Width'].value
self.Height = schematicDat['Height'].value
self.Length = schematicDat['Length'].value
if "Materials" in schematicDat:
self.materials = namedMaterials[schematicDat["Materials"].value]
except Exception as e:
print("Exception reading schematic.dat, skipping: {0!r}".format(e))
self.Width = 0
self.Length = 0
def __del__(self):
shutil.rmtree(self.worldFolder.filename, True)
def saveInPlace(self):
self.saveToFile(self.zipfilename)
def saveToFile(self, filename):
super(ZipSchematic, self).saveInPlace()
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)) as z:
for root, dirs, files in os.walk(basedir):
# NOTE: ignore empty directories
for fn in files:
absfn = os.path.join(root, fn)
zfn = absfn[len(basedir) + len(os.sep):] # XXX: relative path
z.write(absfn, zfn)
def getWorldBounds(self):
return BoundingBox((0, 0, 0), (self.Width, self.Height, self.Length))
@classmethod
def _isLevel(cls, filename):
return zipfile.is_zipfile(filename)
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)
def extractSchematicFrom(sourceLevel, box, entities=True):
return exhaust(extractSchematicFromIter(sourceLevel, box, entities))
def extractSchematicFromIter(sourceLevel, box, entities=True):
p = sourceLevel.adjustExtractionParameters(box)
if p is None:
yield None
return
newbox, destPoint = p
tempSchematic = MCSchematic(shape=box.size, mats=sourceLevel.materials)
for i in tempSchematic.copyBlocksFromIter(sourceLevel, newbox, destPoint, entities=entities, biomes=True):
yield i
yield tempSchematic
MCLevel.extractSchematic = extractSchematicFrom
MCLevel.extractSchematicIter = extractSchematicFromIter
MCLevel.adjustExtractionParameters = adjustExtractionParameters
import tempfile
def extractZipSchematicFrom(sourceLevel, box, zipfilename=None, entities=True):
return exhaust(extractZipSchematicFromIter(sourceLevel, box, zipfilename, entities))
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.zip")
atexit.register(shutil.rmtree, zipfilename, True)
p = sourceLevel.adjustExtractionParameters(box)
if p is None:
return
sourceBox, destPoint = p
destPoint = (0, 0, 0)
tempSchematic = ZipSchematic(zipfilename, create=True)
tempSchematic.materials = sourceLevel.materials
for i in tempSchematic.copyBlocksFromIter(sourceLevel, sourceBox, destPoint, entities=entities, create=True, biomes=True):
yield i
tempSchematic.Width, tempSchematic.Height, tempSchematic.Length = sourceBox.size
tempSchematic.saveInPlace() # lights not needed for this format - crashes minecraft though
yield tempSchematic
MCLevel.extractZipSchematic = extractZipSchematicFrom
MCLevel.extractZipSchematicIter = extractZipSchematicFromIter
def extractAnySchematic(level, box):
return exhaust(level.extractAnySchematicIter(box))
def extractAnySchematicIter(level, box):
if box.chunkCount < infiniteworld.MCInfdevOldLevel.loadedChunkLimit:
for i in level.extractSchematicIter(box):
yield i
else:
for i in level.extractZipSchematicIter(box):
yield i
MCLevel.extractAnySchematic = extractAnySchematic
MCLevel.extractAnySchematicIter = extractAnySchematicIter