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Code cleanup to simplify upstream merge

This commit is contained in:
Ryan Rector
2011-08-04 12:49:49 -06:00
parent 34e0cf0e20
commit 4ee15e8f44
9 changed files with 96 additions and 121 deletions

View File

@@ -511,10 +511,10 @@ def generate_texture_tuple(img, blockid):
blockmap list and specialblockmap dictionary."""
return (img.convert("RGB"), img.split()[3], generate_opaque_mask(img))
def generate_special_texture(blockID, data, north_direction):
def generate_special_texture(blockID, data):
"""Generates a special texture, such as a correctly facing minecraft track"""
data = convert_data(blockID, data, north_direction)
data = convert_data(blockID, data)
# blocks need to be handled here (and in chunk.py)
@@ -1680,37 +1680,37 @@ def generate_special_texture(blockID, data, north_direction):
return None
def convert_data(blockID, data, north_direction):
def convert_data(blockID, data):
if blockID == 26: # bed
#Masked to not clobber block head/foot info
if north_direction == 'upper-left':
if _north == 'upper-left':
if (data & 0b0011) == 0: data = data & 0b1100 | 1
elif (data & 0b0011) == 1: data = data & 0b1100 | 2
elif (data & 0b0011) == 2: data = data & 0b1100 | 3
elif (data & 0b0011) == 3: data = data & 0b1100 | 0
elif north_direction == 'upper-right':
elif _north == 'upper-right':
if (data & 0b0011) == 0: data = data & 0b1100 | 2
elif (data & 0b0011) == 1: data = data & 0b1100 | 3
elif (data & 0b0011) == 2: data = data & 0b1100 | 0
elif (data & 0b0011) == 3: data = data & 0b1100 | 1
elif north_direction == 'lower-right':
elif _north == 'lower-right':
if (data & 0b0011) == 0: data = data & 0b1100 | 3
elif (data & 0b0011) == 1: data = data & 0b1100 | 0
elif (data & 0b0011) == 2: data = data & 0b1100 | 1
elif (data & 0b0011) == 3: data = data & 0b1100 | 2
if blockID in (29, 33, 34): # sticky piston, piston, piston extension
#Masked to not clobber block head/foot info
if north_direction == 'upper-left':
if _north == 'upper-left':
if (data & 0b0111) == 2: data = data & 0b1000 | 5
elif (data & 0b0111) == 3: data = data & 0b1000 | 4
elif (data & 0b0111) == 4: data = data & 0b1000 | 2
elif (data & 0b0111) == 5: data = data & 0b1000 | 3
elif north_direction == 'upper-right':
elif _north == 'upper-right':
if (data & 0b0111) == 2: data = data & 0b1000 | 3
elif (data & 0b0111) == 3: data = data & 0b1000 | 2
elif (data & 0b0111) == 4: data = data & 0b1000 | 5
elif (data & 0b0111) == 5: data = data & 0b1000 | 4
elif north_direction == 'lower-right':
elif _north == 'lower-right':
if (data & 0b0111) == 2: data = data & 0b1000 | 4
elif (data & 0b0111) == 3: data = data & 0b1000 | 5
elif (data & 0b0111) == 4: data = data & 0b1000 | 3
@@ -1718,19 +1718,19 @@ def convert_data(blockID, data, north_direction):
if blockID in (27, 28, 66): # minetrack:
#Masked to not clobber powered rail on/off info
#Ascending and flat straight
if north_direction == 'upper-left':
if _north == 'upper-left':
if (data & 0b0111) == 0: data = data & 0b1000 | 1
elif (data & 0b0111) == 1: data = data & 0b1000 | 0
elif (data & 0b0111) == 2: data = data & 0b1000 | 5
elif (data & 0b0111) == 3: data = data & 0b1000 | 4
elif (data & 0b0111) == 4: data = data & 0b1000 | 2
elif (data & 0b0111) == 5: data = data & 0b1000 | 3
elif north_direction == 'upper-right':
elif _north == 'upper-right':
if (data & 0b0111) == 2: data = data & 0b1000 | 3
elif (data & 0b0111) == 3: data = data & 0b1000 | 2
elif (data & 0b0111) == 4: data = data & 0b1000 | 5
elif (data & 0b0111) == 5: data = data & 0b1000 | 4
elif north_direction == 'lower-right':
elif _north == 'lower-right':
if (data & 0b0111) == 0: data = data & 0b1000 | 1
elif (data & 0b0111) == 1: data = data & 0b1000 | 0
elif (data & 0b0111) == 2: data = data & 0b1000 | 4
@@ -1739,171 +1739,171 @@ def convert_data(blockID, data, north_direction):
elif (data & 0b0111) == 5: data = data & 0b1000 | 2
if blockID == 66: # normal minetrack only
#Corners
if north_direction == 'upper-left':
if _north == 'upper-left':
if data == 6: data = 7
elif data == 7: data = 8
elif data == 8: data = 6
elif data == 9: data = 9
elif north_direction == 'upper-right':
elif _north == 'upper-right':
if data == 6: data = 8
elif data == 7: data = 9
elif data == 8: data = 6
elif data == 9: data = 7
elif north_direction == 'lower-right':
elif _north == 'lower-right':
if data == 6: data = 9
elif data == 7: data = 6
elif data == 8: data = 8
elif data == 9: data = 7
if blockID in (50, 75, 76): # torch, off/on redstone torch
if north_direction == 'upper-left':
if _north == 'upper-left':
if data == 1: data = 3
elif data == 2: data = 4
elif data == 3: data = 2
elif data == 4: data = 1
elif north_direction == 'upper-right':
elif _north == 'upper-right':
if data == 1: data = 2
elif data == 2: data = 1
elif data == 3: data = 4
elif data == 4: data = 3
elif north_direction == 'lower-right':
elif _north == 'lower-right':
if data == 1: data = 4
elif data == 2: data = 3
elif data == 3: data = 1
elif data == 4: data = 2
if blockID in (53,67): # wooden and cobblestone stairs.
if north_direction == 'upper-left':
if _north == 'upper-left':
if data == 0: data = 2
elif data == 1: data = 3
elif data == 2: data = 1
elif data == 3: data = 0
elif north_direction == 'upper-right':
elif _north == 'upper-right':
if data == 0: data = 1
elif data == 1: data = 0
elif data == 2: data = 3
elif data == 3: data = 2
elif north_direction == 'lower-right':
elif _north == 'lower-right':
if data == 0: data = 3
elif data == 1: data = 2
elif data == 2: data = 0
elif data == 3: data = 1
if blockID in (61, 62, 23): # furnace and burning furnace
if north_direction == 'upper-left':
if _north == 'upper-left':
if data == 2: data = 5
elif data == 3: data = 4
elif data == 4: data = 2
elif data == 5: data = 3
elif north_direction == 'upper-right':
elif _north == 'upper-right':
if data == 2: data = 3
elif data == 3: data = 2
elif data == 4: data = 5
elif data == 5: data = 4
elif north_direction == 'lower-right':
elif _north == 'lower-right':
if data == 2: data = 4
elif data == 3: data = 5
elif data == 4: data = 3
elif data == 5: data = 2
if blockID == 63: # signposts
if north_direction == 'upper-left':
if _north == 'upper-left':
data = (data + 4) % 16
elif north_direction == 'upper-right':
elif _north == 'upper-right':
data = (data + 8) % 16
elif north_direction == 'lower-right':
elif _north == 'lower-right':
data = (data + 12) % 16
if blockID in (64,71): # wooden/iron door
#Masked to not clobber block top/bottom & swung info
if north_direction == 'upper-left':
if _north == 'upper-left':
if (data & 0b0011) == 0: data = data & 0b1100 | 1
elif (data & 0b0011) == 1: data = data & 0b1100 | 2
elif (data & 0b0011) == 2: data = data & 0b1100 | 3
elif (data & 0b0011) == 3: data = data & 0b1100 | 0
elif north_direction == 'upper-right':
elif _north == 'upper-right':
if (data & 0b0011) == 0: data = data & 0b1100 | 2
elif (data & 0b0011) == 1: data = data & 0b1100 | 3
elif (data & 0b0011) == 2: data = data & 0b1100 | 0
elif (data & 0b0011) == 3: data = data & 0b1100 | 1
elif north_direction == 'lower-right':
elif _north == 'lower-right':
if (data & 0b0011) == 0: data = data & 0b1100 | 3
elif (data & 0b0011) == 1: data = data & 0b1100 | 0
elif (data & 0b0011) == 2: data = data & 0b1100 | 1
elif (data & 0b0011) == 3: data = data & 0b1100 | 2
if blockID == 65: # ladder
if north_direction == 'upper-left':
if _north == 'upper-left':
if data == 2: data = 5
elif data == 3: data = 4
elif data == 4: data = 2
elif data == 5: data = 3
elif north_direction == 'upper-right':
elif _north == 'upper-right':
if data == 2: data = 3
elif data == 3: data = 2
elif data == 4: data = 5
elif data == 5: data = 4
elif north_direction == 'lower-right':
elif _north == 'lower-right':
if data == 2: data = 4
elif data == 3: data = 5
elif data == 4: data = 3
elif data == 5: data = 2
if blockID == 68: # wall sign
if north_direction == 'upper-left':
if _north == 'upper-left':
if data == 2: data = 5
elif data == 3: data = 4
elif data == 4: data = 2
elif data == 5: data = 3
elif north_direction == 'upper-right':
elif _north == 'upper-right':
if data == 2: data = 3
elif data == 3: data = 2
elif data == 4: data = 5
elif data == 5: data = 4
elif north_direction == 'lower-right':
elif _north == 'lower-right':
if data == 2: data = 4
elif data == 3: data = 5
elif data == 4: data = 3
elif data == 5: data = 2
if blockID in (86,91): # pumpkins, jack-o-lantern
if north_direction == 'upper-left':
if _north == 'upper-left':
if data == 0: data = 1
elif data == 1: data = 2
elif data == 2: data = 3
elif data == 3: data = 0
elif north_direction == 'upper-right':
elif _north == 'upper-right':
if data == 0: data = 2
elif data == 1: data = 3
elif data == 2: data = 0
elif data == 3: data = 1
elif north_direction == 'lower-right':
elif _north == 'lower-right':
if data == 0: data = 3
elif data == 1: data = 0
elif data == 2: data = 1
elif data == 3: data = 2
if blockID in (93, 94): # redstone repeaters, ON and OFF
#Masked to not clobber delay info
if north_direction == 'upper-left':
if _north == 'upper-left':
if (data & 0b0011) == 0: data = data & 0b1100 | 1
elif (data & 0b0011) == 1: data = data & 0b1100 | 2
elif (data & 0b0011) == 2: data = data & 0b1100 | 3
elif (data & 0b0011) == 3: data = data & 0b1100 | 0
elif north_direction == 'upper-right':
elif _north == 'upper-right':
if (data & 0b0011) == 0: data = data & 0b1100 | 2
elif (data & 0b0011) == 1: data = data & 0b1100 | 3
elif (data & 0b0011) == 2: data = data & 0b1100 | 0
elif (data & 0b0011) == 3: data = data & 0b1100 | 1
elif north_direction == 'lower-right':
elif _north == 'lower-right':
if (data & 0b0011) == 0: data = data & 0b1100 | 3
elif (data & 0b0011) == 1: data = data & 0b1100 | 0
elif (data & 0b0011) == 2: data = data & 0b1100 | 1
elif (data & 0b0011) == 3: data = data & 0b1100 | 2
if blockID == 96: # trapdoor
#Masked to not clobber opened/closed info
if north_direction == 'upper-left':
if _north == 'upper-left':
if (data & 0b0011) == 0: data = data & 0b1100 | 3
elif (data & 0b0011) == 1: data = data & 0b1100 | 2
elif (data & 0b0011) == 2: data = data & 0b1100 | 0
elif (data & 0b0011) == 3: data = data & 0b1100 | 1
elif north_direction == 'upper-right':
elif _north == 'upper-right':
if (data & 0b0011) == 0: data = data & 0b1100 | 1
elif (data & 0b0011) == 1: data = data & 0b1100 | 0
elif (data & 0b0011) == 2: data = data & 0b1100 | 3
elif (data & 0b0011) == 3: data = data & 0b1100 | 2
elif north_direction == 'lower-right':
elif _north == 'lower-right':
if (data & 0b0011) == 0: data = data & 0b1100 | 2
elif (data & 0b0011) == 1: data = data & 0b1100 | 3
elif (data & 0b0011) == 2: data = data & 0b1100 | 1
@@ -1957,7 +1957,12 @@ def getBiomeData(worlddir, chunkX, chunkY):
biomeX = chunkX // 32
biomeY = chunkY // 32
rots = 0
if _north == 'upper-right':
if _north == 'upper-left':
temp = biomeX
biomeX = biomeY
biomeY = -temp-1
rots = 3
elif _north == 'upper-right':
biomeX = -biomeX-1
biomeY = -biomeY-1
rots = 2
@@ -1966,11 +1971,6 @@ def getBiomeData(worlddir, chunkX, chunkY):
biomeX = -biomeY-1
biomeY = temp
rots = 1
elif _north == 'upper-left':
temp = biomeX
biomeX = biomeY
biomeY = -temp-1
rots = 3
biomeFile = "b.%d.%d.biome" % (biomeX, biomeY)
if biomeFile == currentBiomeFile:
@@ -2103,7 +2103,7 @@ def generate(path=None,texture_size=24,bgc = (26,26,26,0),north_direction='lower
specialblockmap = {}
for blockID in special_blocks:
for data in special_map[blockID]:
specialblockmap[(blockID, data)] = generate_special_texture(blockID, data, north_direction)
specialblockmap[(blockID, data)] = generate_special_texture(blockID, data)
if texture_size != 24:
# rescale biome textures.