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blockrotation.py
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blockrotation.py
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import materials
from materials import alphaMaterials
from numpy import arange, zeros
def genericVerticalFlip(cls):
rotation = arange(16, dtype='uint8')
if hasattr(cls, "Up") and hasattr(cls, "Down"):
rotation[cls.Up] = cls.Down
rotation[cls.Down] = cls.Up
if hasattr(cls, "TopNorth") and hasattr(cls, "TopWest") and hasattr(cls, "TopSouth") and hasattr(cls, "TopEast"):
rotation[cls.North] = cls.TopNorth
rotation[cls.West] = cls.TopWest
rotation[cls.South] = cls.TopSouth
rotation[cls.East] = cls.TopEast
rotation[cls.TopNorth] = cls.North
rotation[cls.TopWest] = cls.West
rotation[cls.TopSouth] = cls.South
rotation[cls.TopEast] = cls.East
return rotation
def genericRotation(cls):
rotation = arange(16, dtype='uint8')
rotation[cls.North] = cls.West
rotation[cls.West] = cls.South
rotation[cls.South] = cls.East
rotation[cls.East] = cls.North
if hasattr(cls, "TopNorth") and hasattr(cls, "TopWest") and hasattr(cls, "TopSouth") and hasattr(cls, "TopEast"):
rotation[cls.TopNorth] = cls.TopWest
rotation[cls.TopWest] = cls.TopSouth
rotation[cls.TopSouth] = cls.TopEast
rotation[cls.TopEast] = cls.TopNorth
return rotation
def genericEastWestFlip(cls):
rotation = arange(16, dtype='uint8')
rotation[cls.West] = cls.East
rotation[cls.East] = cls.West
if hasattr(cls, "TopWest") and hasattr(cls, "TopEast"):
rotation[cls.TopWest] = cls.TopEast
rotation[cls.TopEast] = cls.TopWest
return rotation
def genericNorthSouthFlip(cls):
rotation = arange(16, dtype='uint8')
rotation[cls.South] = cls.North
rotation[cls.North] = cls.South
if hasattr(cls, "TopNorth") and hasattr(cls, "TopSouth"):
rotation[cls.TopSouth] = cls.TopNorth
rotation[cls.TopNorth] = cls.TopSouth
return rotation
rotationClasses = []
def genericFlipRotation(cls):
cls.rotateLeft = genericRotation(cls)
cls.flipVertical = genericVerticalFlip(cls)
cls.flipEastWest = genericEastWestFlip(cls)
cls.flipNorthSouth = genericNorthSouthFlip(cls)
rotationClasses.append(cls)
return cls
class Torch:
blocktypes = [
alphaMaterials.Torch.ID,
alphaMaterials.RedstoneTorchOn.ID,
alphaMaterials.RedstoneTorchOff.ID,
]
South = 1
North = 2
West = 3
East = 4
genericFlipRotation(Torch)
class Ladder:
blocktypes = [alphaMaterials.Ladder.ID]
East = 2
West = 3
North = 4
South = 5
genericFlipRotation(Ladder)
class Stair:
blocktypes = [b.ID for b in alphaMaterials.AllStairs]
South = 0
North = 1
West = 2
East = 3
TopSouth = 4
TopNorth = 5
TopWest = 6
TopEast = 7
genericFlipRotation(Stair)
class HalfSlab:
blocktypes = [alphaMaterials.StoneSlab.ID]
StoneSlab = 0
SandstoneSlab = 1
WoodenSlab = 2
CobblestoneSlab = 3
BrickSlab = 4
StoneBrickSlab = 5
TopStoneSlab = 8
TopSandstoneSlab = 9
TopWoodenSlab = 10
TopCobblestoneSlab = 11
TopBrickSlab = 12
TopStoneBrickSlab = 13
HalfSlab.flipVertical = arange(16, dtype='uint8')
HalfSlab.flipVertical[HalfSlab.StoneSlab] = HalfSlab.TopStoneSlab
HalfSlab.flipVertical[HalfSlab.SandstoneSlab] = HalfSlab.TopSandstoneSlab
HalfSlab.flipVertical[HalfSlab.WoodenSlab] = HalfSlab.TopWoodenSlab
HalfSlab.flipVertical[HalfSlab.CobblestoneSlab] = HalfSlab.TopCobblestoneSlab
HalfSlab.flipVertical[HalfSlab.BrickSlab] = HalfSlab.TopBrickSlab
HalfSlab.flipVertical[HalfSlab.StoneBrickSlab] = HalfSlab.TopStoneBrickSlab
HalfSlab.flipVertical[HalfSlab.TopStoneSlab] = HalfSlab.StoneSlab
HalfSlab.flipVertical[HalfSlab.TopSandstoneSlab] = HalfSlab.SandstoneSlab
HalfSlab.flipVertical[HalfSlab.TopWoodenSlab] = HalfSlab.WoodenSlab
HalfSlab.flipVertical[HalfSlab.TopCobblestoneSlab] = HalfSlab.CobblestoneSlab
HalfSlab.flipVertical[HalfSlab.TopBrickSlab] = HalfSlab.BrickSlab
HalfSlab.flipVertical[HalfSlab.TopStoneBrickSlab] = HalfSlab.StoneBrickSlab
rotationClasses.append(HalfSlab)
class WallSign:
blocktypes = [alphaMaterials.WallSign.ID]
East = 2
West = 3
North = 4
South = 5
genericFlipRotation(WallSign)
class FurnaceDispenserChest:
blocktypes = [
alphaMaterials.Furnace.ID,
alphaMaterials.LitFurnace.ID,
alphaMaterials.Dispenser.ID,
alphaMaterials.Chest.ID,
]
East = 2
West = 3
North = 4
South = 5
genericFlipRotation(FurnaceDispenserChest)
class Pumpkin:
blocktypes = [
alphaMaterials.Pumpkin.ID,
alphaMaterials.JackOLantern.ID,
]
East = 0
South = 1
West = 2
North = 3
genericFlipRotation(Pumpkin)
class Rail:
blocktypes = [alphaMaterials.Rail.ID]
EastWest = 0
NorthSouth = 1
South = 2
North = 3
East = 4
West = 5
Northeast = 6
Southeast = 7
Southwest = 8
Northwest = 9
def generic8wayRotation(cls):
cls.rotateLeft = genericRotation(cls)
cls.rotateLeft[cls.Northeast] = cls.Northwest
cls.rotateLeft[cls.Southeast] = cls.Northeast
cls.rotateLeft[cls.Southwest] = cls.Southeast
cls.rotateLeft[cls.Northwest] = cls.Southwest
cls.flipEastWest = genericEastWestFlip(cls)
cls.flipEastWest[cls.Northeast] = cls.Northwest
cls.flipEastWest[cls.Northwest] = cls.Northeast
cls.flipEastWest[cls.Southwest] = cls.Southeast
cls.flipEastWest[cls.Southeast] = cls.Southwest
cls.flipNorthSouth = genericNorthSouthFlip(cls)
cls.flipNorthSouth[cls.Northeast] = cls.Southeast
cls.flipNorthSouth[cls.Southeast] = cls.Northeast
cls.flipNorthSouth[cls.Southwest] = cls.Northwest
cls.flipNorthSouth[cls.Northwest] = cls.Southwest
rotationClasses.append(cls)
generic8wayRotation(Rail)
Rail.rotateLeft[Rail.NorthSouth] = Rail.EastWest
Rail.rotateLeft[Rail.EastWest] = Rail.NorthSouth
def applyBit(apply):
def _applyBit(class_or_array):
if hasattr(class_or_array, "rotateLeft"):
for a in (class_or_array.flipEastWest,
class_or_array.flipNorthSouth,
class_or_array.rotateLeft):
apply(a)
else:
array = class_or_array
apply(array)
return _applyBit
@applyBit
def applyBit8(array):
array[8:16] = array[0:8] | 0x8
@applyBit
def applyBit4(array):
array[4:8] = array[0:4] | 0x4
array[12:16] = array[8:12] | 0x4
@applyBit
def applyBits48(array):
array[4:8] = array[0:4] | 0x4
array[8:16] = array[0:8] | 0x8
applyThrownBit = applyBit8
class PoweredDetectorRail(Rail):
blocktypes = [alphaMaterials.PoweredRail.ID, alphaMaterials.DetectorRail.ID]
PoweredDetectorRail.rotateLeft = genericRotation(PoweredDetectorRail)
PoweredDetectorRail.rotateLeft[PoweredDetectorRail.NorthSouth] = PoweredDetectorRail.EastWest
PoweredDetectorRail.rotateLeft[PoweredDetectorRail.EastWest] = PoweredDetectorRail.NorthSouth
PoweredDetectorRail.flipEastWest = genericEastWestFlip(PoweredDetectorRail)
PoweredDetectorRail.flipNorthSouth = genericNorthSouthFlip(PoweredDetectorRail)
applyThrownBit(PoweredDetectorRail)
rotationClasses.append(PoweredDetectorRail)
class Lever:
blocktypes = [alphaMaterials.Lever.ID]
ThrownBit = 0x8
South = 1
North = 2
West = 3
East = 4
EastWest = 5
NorthSouth = 6
Lever.rotateLeft = genericRotation(Lever)
Lever.rotateLeft[Lever.NorthSouth] = Lever.EastWest
Lever.rotateLeft[Lever.EastWest] = Lever.NorthSouth
Lever.flipEastWest = genericEastWestFlip(Lever)
Lever.flipNorthSouth = genericNorthSouthFlip(Lever)
applyThrownBit(Lever)
rotationClasses.append(Lever)
class Button:
blocktypes = [alphaMaterials.Button.ID, alphaMaterials.WoodenButton.ID]
PressedBit = 0x8
South = 1
North = 2
West = 3
East = 4
Button.rotateLeft = genericRotation(Button)
Button.flipEastWest = genericEastWestFlip(Button)
Button.flipNorthSouth = genericNorthSouthFlip(Button)
applyThrownBit(Button)
rotationClasses.append(Button)
class SignPost:
blocktypes = [alphaMaterials.Sign.ID]
#west is 0, increasing clockwise
rotateLeft = arange(16, dtype='uint8')
rotateLeft -= 4
rotateLeft &= 0xf
flipEastWest = arange(16, dtype='uint8')
flipNorthSouth = arange(16, dtype='uint8')
pass
rotationClasses.append(SignPost)
class Bed:
blocktypes = [alphaMaterials.Bed.ID]
West = 0
North = 1
East = 2
South = 3
genericFlipRotation(Bed)
applyBit8(Bed)
applyBit4(Bed)
class Door:
blocktypes = [
alphaMaterials.IronDoor.ID,
alphaMaterials.WoodenDoor.ID,
]
TopHalfBit = 0x8
SwungCCWBit = 0x4
Northeast = 0
Southeast = 1
Southwest = 2
Northwest = 3
rotateLeft = arange(16, dtype='uint8')
Door.rotateLeft[Door.Northeast] = Door.Northwest
Door.rotateLeft[Door.Southeast] = Door.Northeast
Door.rotateLeft[Door.Southwest] = Door.Southeast
Door.rotateLeft[Door.Northwest] = Door.Southwest
applyBit4(Door.rotateLeft)
#when flipping horizontally, swing the doors so they at least look the same
Door.flipEastWest = arange(16, dtype='uint8')
Door.flipEastWest[Door.Northeast] = Door.Northwest
Door.flipEastWest[Door.Northwest] = Door.Northeast
Door.flipEastWest[Door.Southwest] = Door.Southeast
Door.flipEastWest[Door.Southeast] = Door.Southwest
Door.flipEastWest[4:8] = Door.flipEastWest[0:4]
Door.flipEastWest[0:4] = Door.flipEastWest[4:8] | 0x4
Door.flipEastWest[8:16] = Door.flipEastWest[0:8] | 0x8
Door.flipNorthSouth = arange(16, dtype='uint8')
Door.flipNorthSouth[Door.Northeast] = Door.Southeast
Door.flipNorthSouth[Door.Northwest] = Door.Southwest
Door.flipNorthSouth[Door.Southwest] = Door.Northwest
Door.flipNorthSouth[Door.Southeast] = Door.Northeast
Door.flipNorthSouth[4:8] = Door.flipNorthSouth[0:4]
Door.flipNorthSouth[0:4] = Door.flipNorthSouth[4:8] | 0x4
Door.flipNorthSouth[8:16] = Door.flipNorthSouth[0:8] | 0x8
rotationClasses.append(Door)
class RedstoneRepeater:
blocktypes = [
alphaMaterials.RedstoneRepeaterOff.ID,
alphaMaterials.RedstoneRepeaterOn.ID,
]
East = 0
South = 1
West = 2
North = 3
genericFlipRotation(RedstoneRepeater)
#high bits of the repeater indicate repeater delay, and should be preserved
applyBits48(RedstoneRepeater)
class Trapdoor:
blocktypes = [alphaMaterials.Trapdoor.ID]
West = 0
East = 1
South = 2
North = 3
genericFlipRotation(Trapdoor)
applyOpenedBit = applyBit4
applyOpenedBit(Trapdoor)
class PistonBody:
blocktypes = [alphaMaterials.StickyPiston.ID, alphaMaterials.Piston.ID]
Down = 0
Up = 1
East = 2
West = 3
North = 4
South = 5
genericFlipRotation(PistonBody)
applyPistonBit = applyBit8
applyPistonBit(PistonBody)
class PistonHead(PistonBody):
blocktypes = [alphaMaterials.PistonHead.ID]
rotationClasses.append(PistonHead)
#Mushroom types:
#Value Description Textures
#0 Fleshy piece Pores on all sides
#1 Corner piece Cap texture on top, directions 1 (cloud direction) and 2 (sunrise)
#2 Side piece Cap texture on top and direction 2 (sunrise)
#3 Corner piece Cap texture on top, directions 2 (sunrise) and 3 (cloud origin)
#4 Side piece Cap texture on top and direction 1 (cloud direction)
#5 Top piece Cap texture on top
#6 Side piece Cap texture on top and direction 3 (cloud origin)
#7 Corner piece Cap texture on top, directions 0 (sunset) and 1 (cloud direction)
#8 Side piece Cap texture on top and direction 0 (sunset)
#9 Corner piece Cap texture on top, directions 3 (cloud origin) and 0 (sunset)
#10 Stem piece Stem texture on all four sides, pores on top and bottom
class HugeMushroom:
blocktypes = [alphaMaterials.HugeRedMushroom.ID, alphaMaterials.HugeBrownMushroom.ID]
Northeast = 1
East = 2
Southeast = 3
South = 6
Southwest = 9
West = 8
Northwest = 7
North = 4
generic8wayRotation(HugeMushroom)
class Vines:
blocktypes = [alphaMaterials.Vines.ID]
WestBit = 1
NorthBit = 2
EastBit = 4
SouthBit = 8
rotateLeft = arange(16, dtype='uint8')
flipEastWest = arange(16, dtype='uint8')
flipNorthSouth = arange(16, dtype='uint8')
#Hmm... Since each bit is a direction, we can rotate by shifting!
Vines.rotateLeft = 0xf & ((Vines.rotateLeft >> 1) | (Vines.rotateLeft << 3))
# Wherever each bit is set, clear it and set the opposite bit
EastWestBits = (Vines.EastBit | Vines.WestBit)
Vines.flipEastWest[(Vines.flipEastWest & EastWestBits) > 0] ^= EastWestBits
NorthSouthBits = (Vines.NorthBit | Vines.SouthBit)
Vines.flipNorthSouth[(Vines.flipNorthSouth & NorthSouthBits) > 0] ^= NorthSouthBits
rotationClasses.append(Vines)
class Anvil:
blocktypes = [alphaMaterials.Anvil.ID]
NorthSouth = 0
WestEast = 1
rotateLeft = arange(16, dtype='uint8')
flipEastWest = arange(16, dtype='uint8')
flipNorthSouth = arange(16, dtype='uint8')
rotateLeft[NorthSouth] = WestEast
rotateLeft[WestEast] = NorthSouth
rotationClasses.append(Anvil)
@genericFlipRotation
class FenceGate:
blocktypes = [alphaMaterials.FenceGate.ID]
South = 0
West = 1
North = 2
East = 3
@genericFlipRotation
class EnderPortal:
blocktypes = [alphaMaterials.EnderPortal.ID]
South = 0
West = 1
North = 2
East = 3
@genericFlipRotation
class CocoaPlant:
blocktypes = [alphaMaterials.CocoaPlant.ID]
North = 0
East = 1
South = 2
West = 3
applyBits48(CocoaPlant) # growth state
@genericFlipRotation
class TripwireHook:
blocktypes = [alphaMaterials.TripwireHook.ID]
South = 0
West = 1
North = 2
East = 3
applyBits48(TripwireHook) # activation/ready state
@genericFlipRotation
class MobHead:
blocktypes = [alphaMaterials.MobHead.ID]
North = 2
South = 3
East = 4
West = 5
@genericFlipRotation
class Hopper:
blocktypes = [alphaMaterials.Hopper.ID]
South = 2
North = 3
East = 4
West = 5
@genericFlipRotation
class RedstoneComparator:
blocktypes = [alphaMaterials.RedstoneComparatorInactive.ID, alphaMaterials.RedstoneComparatorActive.ID]
South = 0
West = 1
North = 2
East = 3
applyBits48(RedstoneComparator)
def masterRotationTable(attrname):
# compute a materials.id_limitx16 table mapping each possible blocktype/data combination to
# the resulting data when the block is rotated
table = zeros((materials.id_limit, 16), dtype='uint8')
table[:] = arange(16, dtype='uint8')
for cls in rotationClasses:
if hasattr(cls, attrname):
blocktable = getattr(cls, attrname)
for blocktype in cls.blocktypes:
table[blocktype] = blocktable
return table
def rotationTypeTable():
table = {}
for cls in rotationClasses:
for b in cls.blocktypes:
table[b] = cls
return table
class BlockRotation:
rotateLeft = masterRotationTable("rotateLeft")
flipEastWest = masterRotationTable("flipEastWest")
flipNorthSouth = masterRotationTable("flipNorthSouth")
flipVertical = masterRotationTable("flipVertical")
typeTable = rotationTypeTable()
def SameRotationType(blocktype1, blocktype2):
#use different default values for typeTable.get() to make it return false when neither blocktype is present
return BlockRotation.typeTable.get(blocktype1.ID) == BlockRotation.typeTable.get(blocktype2.ID, BlockRotation)
def FlipVertical(blocks, data):
data[:] = BlockRotation.flipVertical[blocks, data]
def FlipNorthSouth(blocks, data):
data[:] = BlockRotation.flipNorthSouth[blocks, data]
def FlipEastWest(blocks, data):
data[:] = BlockRotation.flipEastWest[blocks, data]
def RotateLeft(blocks, data):
data[:] = BlockRotation.rotateLeft[blocks, data]