Merge remote-tracking branch 'origin/master'
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@@ -42,7 +42,7 @@ A more advanced filter may also look at other entity fields, such as the sign te
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def goldFilter(poi):
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def goldFilter(poi):
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"Gold"
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"Gold"
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return poi['id'] == 'Sign' and (\
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return poi['id'] == 'Sign' and (\
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'gold' in poi['Text1] or
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'gold' in poi['Text1'] or
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'gold' in poi['Text2'])
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'gold' in poi['Text2'])
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This looks for the word 'gold' in either the first or second line of the signtext.
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This looks for the word 'gold' in either the first or second line of the signtext.
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@@ -66,6 +66,32 @@ rendered map. For example::
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Generating the POI Markers
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==========================
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genPOI.py
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---------
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In order to actually generate the markers and add them to your map, the script
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genPOI.py must be run. For example::
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genpoi.py --config=/path/to/your/config.file
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.. note::
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Markers will not be updated or added during a regular overviewer.py
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map render!
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This will generate the necessary JavaScript files needed in your config file's
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outputdir.
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Options
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-------
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genPOI.py has a single option:: --config. You should use the same configfile as
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used for your normal renders.
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.. _predefined_filter_functions:
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.. _predefined_filter_functions:
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Predefined Filter Functions
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Predefined Filter Functions
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@@ -290,7 +290,7 @@ class Textures(object):
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if hasattr(self, "lightcolor"):
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if hasattr(self, "lightcolor"):
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return self.lightcolor
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return self.lightcolor
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try:
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try:
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lightcolor = list(_load_image("light_normal.png").getdata())
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lightcolor = list(self.load_image("light_normal.png").getdata())
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except Exception:
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except Exception:
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logging.warning("Light color image could not be found.")
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logging.warning("Light color image could not be found.")
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lightcolor = None
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lightcolor = None
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@@ -759,8 +759,18 @@ def grass(self, blockid, data):
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block(blockid=3, top_index=2)
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block(blockid=3, top_index=2)
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# cobblestone
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# cobblestone
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block(blockid=4, top_index=16)
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block(blockid=4, top_index=16)
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# wooden plank
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block(blockid=5, top_index=4)
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# wooden planks
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@material(blockid=5, data=range(4), solid=True)
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def wooden_planks(self, blockid, data):
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if data == 0: # normal
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return self.build_block(self.terrain_images[4],self.terrain_images[4])
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if data == 1: # pine
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return self.build_block(self.terrain_images[198],self.terrain_images[198])
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if data == 2: # birch
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return self.build_block(self.terrain_images[214],self.terrain_images[214])
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if data == 3: # jungle wood
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return self.build_block(self.terrain_images[199],self.terrain_images[199])
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@material(blockid=6, data=range(16), transparent=True)
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@material(blockid=6, data=range(16), transparent=True)
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def saplings(self, blockid, data):
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def saplings(self, blockid, data):
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@@ -910,7 +920,16 @@ def furnaces(self, blockid, data):
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return self.build_full_block(top, None, None, side, side)
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return self.build_full_block(top, None, None, side, side)
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# sandstone
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# sandstone
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block(blockid=24, top_index=176, side_index=192)
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@material(blockid=24, data=range(3), solid=True)
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def wood(self, blockid, data):
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top = self.terrain_images[176]
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if data == 0: # normal
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return self.build_block(top, self.terrain_images[192])
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if data == 1: # hieroglyphic
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return self.build_block(top, self.terrain_images[229])
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if data == 2: # soft
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return self.build_block(top, self.terrain_images[230])
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# note block
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# note block
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block(blockid=25, top_index=74)
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block(blockid=25, top_index=74)
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