diff --git a/overviewer_core/src/iterate.c b/overviewer_core/src/iterate.c index eff653f..2b52cf0 100644 --- a/overviewer_core/src/iterate.c +++ b/overviewer_core/src/iterate.c @@ -183,7 +183,8 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) { data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f) | data; return data; } else if (state->block == 85) { /* fences */ - return check_adjacent_blocks(state, x, y, z, state->block); + /* check for fences AND fence gates */ + return check_adjacent_blocks(state, x, y, z, state->block) | check_adjacent_blocks(state, x, y, z, 107); } else if (state->block == 55) { /* redstone */ /* three addiotional bit are added, one for on/off state, and diff --git a/overviewer_core/textures.py b/overviewer_core/textures.py index e670186..709f766 100644 --- a/overviewer_core/textures.py +++ b/overviewer_core/textures.py @@ -1803,6 +1803,64 @@ def generate_special_texture(blockID, data): tex = transform_image_side(raw_texture) composite.alpha_over(img, tex, (12,0), tex) return generate_texture_tuple(img, blockID) + + if blockID == 107: + # create the closed gate side + gate_side = terrain_images[4].copy() + gate_side_draw = ImageDraw.Draw(gate_side) + gate_side_draw.rectangle((7,0,15,0),outline=(0,0,0,0),fill=(0,0,0,0)) + gate_side_draw.rectangle((7,4,9,6),outline=(0,0,0,0),fill=(0,0,0,0)) + gate_side_draw.rectangle((7,10,15,16),outline=(0,0,0,0),fill=(0,0,0,0)) + gate_side_draw.rectangle((0,12,15,16),outline=(0,0,0,0),fill=(0,0,0,0)) + gate_side_draw.rectangle((0,0,4,15),outline=(0,0,0,0),fill=(0,0,0,0)) + gate_side_draw.rectangle((14,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0)) + + # darken the sides slightly, as with the fences + sidealpha = gate_side.split()[3] + gate_side = ImageEnhance.Brightness(gate_side).enhance(0.9) + gate_side.putalpha(sidealpha) + + # create the other sides + mirror_gate_side = transform_image_side(gate_side.transpose(Image.FLIP_LEFT_RIGHT), blockID) + gate_side = transform_image_side(gate_side, blockID) + gate_other_side = gate_side.transpose(Image.FLIP_LEFT_RIGHT) + mirror_gate_other_side = mirror_gate_side.transpose(Image.FLIP_LEFT_RIGHT) + + # Create img to compose the fence gate + img = Image.new("RGBA", (24,24), bgcolor) + + if data & 0x4: + # opened + data = data & 0x3 + if data == 0: + composite.alpha_over(img, gate_side, (2,8), gate_side) + composite.alpha_over(img, gate_side, (13,3), gate_side) + elif data == 1: + composite.alpha_over(img, gate_other_side, (-1,3), gate_other_side) + composite.alpha_over(img, gate_other_side, (10,8), gate_other_side) + elif data == 2: + composite.alpha_over(img, mirror_gate_side, (-1,7), mirror_gate_side) + composite.alpha_over(img, mirror_gate_side, (10,2), mirror_gate_side) + elif data == 3: + composite.alpha_over(img, mirror_gate_other_side, (2,1), mirror_gate_other_side) + composite.alpha_over(img, mirror_gate_other_side, (13,7), mirror_gate_other_side) + else: + # closed + + # positions for pasting the fence sides, as with fences + pos_top_left = (2,3) + pos_top_right = (10,3) + pos_bottom_right = (10,7) + pos_bottom_left = (2,7) + + if data == 0 or data == 2: + composite.alpha_over(img, gate_other_side, pos_top_right, gate_other_side) + composite.alpha_over(img, mirror_gate_other_side, pos_bottom_left, mirror_gate_other_side) + elif data == 1 or data == 3: + composite.alpha_over(img, gate_side, pos_top_left, gate_side) + composite.alpha_over(img, mirror_gate_side, pos_bottom_right, mirror_gate_side) + + return generate_texture_tuple(img, blockID) return None @@ -2078,6 +2136,29 @@ def convert_data(blockID, data): elif data == 4: data = 2 elif data == 8: data = 4 elif data == 2: data = 1 + if blockID == 107: # fence gates + opened = False + if data & 0x4: + data = data & 0x3 + opened = True + 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 == 'upper-right': + if data == 0: data = 2 + elif data == 1: data = 3 + elif data == 2: data = 0 + elif data == 3: data = 1 + 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 opened: + data = data | 0x4 + return data def tintTexture(im, c): @@ -2172,8 +2253,8 @@ def getBiomeData(worlddir, chunkX, chunkY): special_blocks = set([ 2, 6, 9, 17, 18, 20, 26, 23, 27, 28, 29, 31, 33, 34, 35, 43, 44, 50, 51, 53, 54, 55, 58, 59, 61, 62, 63, 64, 65, 66, 67, 68, 71, 75, 76, 79, 85, 86, 90, - 91, 92, 93, 94, 96, 98, 99, 100, 101, 102, 106, 108, - 109]) + 91, 92, 93, 94, 96, 98, 99, 100, 101, 102, 106, 107, + 108, 109]) # this is a map of special blockIDs to a list of all # possible values for ancillary data that it might have. @@ -2234,6 +2315,7 @@ special_map[100] = range(11) # huge red mushroom, side, corner, etc, piece special_map[101]= range(16) # iron bars, all the possible combination, uses pseudo data special_map[102]= range(16) # glass panes, all the possible combination, uses pseudo data special_map[106] = (1,2,4,8) # vine, orientation +special_map[107] = range(8) # fence gates, orientation + open bit special_map[108]= range(4) # red stairs, orientation special_map[109]= range(4) # stonebrick stairs, orientation