Merge branch 'master' of git://github.com/brownan/Minecraft-Overviewer
This commit is contained in:
394
chunk.py
394
chunk.py
@@ -49,8 +49,13 @@ image
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def get_lvldata(filename, x, y):
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def get_lvldata(filename, x, y):
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"""Takes a filename and chunkcoords and returns the Level struct, which contains all the
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"""Takes a filename and chunkcoords and returns the Level struct, which contains all the
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level info"""
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level info"""
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d = nbt.load_from_region(filename, x, y)
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try:
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d = nbt.load_from_region(filename, x, y)
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except Exception, e:
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logging.warning("Error opening chunk (%i, %i) in %s. It may be corrupt. %s", x, y, filename, e)
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raise ChunkCorrupt(str(e))
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if not d: raise NoSuchChunk(x,y)
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if not d: raise NoSuchChunk(x,y)
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return d[1]['Level']
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return d[1]['Level']
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@@ -97,21 +102,6 @@ def get_tileentity_data(level):
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data = level['TileEntities']
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data = level['TileEntities']
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return data
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return data
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def iterate_chunkblocks(xoff,yoff):
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"""Iterates over the 16x16x128 blocks of a chunk in rendering order.
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Yields (x,y,z,imgx,imgy)
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x,y,z is the block coordinate in the chunk
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imgx,imgy is the image offset in the chunk image where that block should go
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"""
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for x in xrange(15,-1,-1):
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for y in xrange(16):
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imgx = xoff + x*12 + y*12
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imgy = yoff - x*6 + y*6 + 128*12 + 16*12//2
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for z in xrange(128):
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yield x,y,z,imgx,imgy
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imgy -= 12
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# This set holds blocks ids that can be seen through, for occlusion calculations
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# This set holds blocks ids that can be seen through, for occlusion calculations
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transparent_blocks = set([0, 6, 8, 9, 18, 20, 37, 38, 39, 40, 44, 50, 51, 52, 53, 55,
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transparent_blocks = set([0, 6, 8, 9, 18, 20, 37, 38, 39, 40, 44, 50, 51, 52, 53, 55,
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59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85])
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59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85])
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@@ -266,11 +256,8 @@ class ChunkRenderer(object):
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try:
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try:
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self._level = get_lvldata(self.regionfile, self.chunkX, self.chunkY)
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self._level = get_lvldata(self.regionfile, self.chunkX, self.chunkY)
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except NoSuchChunk, e:
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except NoSuchChunk, e:
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#logging.debug("Skipping non-existant chunk")
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logging.debug("Skipping non-existant chunk")
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raise
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raise
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except Exception, e:
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logging.warning("Error opening chunk file %s. It may be corrupt. %s", self.regionfile, e)
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raise ChunkCorrupt(str(e))
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return self._level
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return self._level
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level = property(_load_level)
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level = property(_load_level)
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@@ -689,197 +676,204 @@ class ChunkRenderer(object):
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if not img:
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if not img:
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img = Image.new("RGBA", (384, 1728), (38,92,255,0))
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img = Image.new("RGBA", (384, 1728), (38,92,255,0))
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for x,y,z,imgx,imgy in iterate_chunkblocks(xoff,yoff):
|
for x in xrange(15,-1,-1):
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blockid = blocks[x,y,z]
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for y in xrange(16):
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imgx = xoff + x*12 + y*12
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imgy = yoff - x*6 + y*6 + 128*12 + 16*12//2
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imgy += 12
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|
for z in xrange(128):
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imgy -= 12
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# the following blocks don't have textures that can be pre-computed from the blockid
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blockid = blocks[x,y,z]
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# alone. additional data is required.
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# TODO torches, redstone torches, crops, ladders, stairs,
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# levers, doors, buttons, and signs all need to be handled here (and in textures.py)
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## minecart track, crops, ladder, doors, etc.
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# the following blocks don't have textures that can be pre-computed from the blockid
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if blockid in textures.special_blocks:
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# alone. additional data is required.
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# also handle furnaces here, since one side has a different texture than the other
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# TODO torches, redstone torches, crops, ladders, stairs,
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ancilData = blockData_expanded[x,y,z]
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# levers, doors, buttons, and signs all need to be handled here (and in textures.py)
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try:
|
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if blockid in pseudo_ancildata_blocks:
|
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pseudo_ancilData = self.generate_pseudo_ancildata(x,y,z,blockid)
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ancilData = pseudo_ancilData
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t = textures.specialblockmap[(blockid, ancilData)]
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except KeyError:
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t = None
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|
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else:
|
## minecart track, crops, ladder, doors, etc.
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t = textures.blockmap[blockid]
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if blockid in textures.special_blocks:
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|
# also handle furnaces here, since one side has a different texture than the other
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|
ancilData = blockData_expanded[x,y,z]
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try:
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|
if blockid in pseudo_ancildata_blocks:
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|
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if not t:
|
pseudo_ancilData = self.generate_pseudo_ancildata(x,y,z,blockid)
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continue
|
ancilData = pseudo_ancilData
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t = textures.specialblockmap[(blockid, ancilData)]
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if self.world.useBiomeData:
|
except KeyError:
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# 16 : number of blocks in a chunk (in one direction)
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t = None
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# 32 : number of chunks in a region (and biome file) in one direction
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# so 16 * 32 == 512 : number of blocks in biome file, in one direction
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if blockid == 2: #grass
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index = biomeColorData[ ((startY*16)+y) * 512 + (startX*16) + x]
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c = textures.grasscolor[index]
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# only tint the top texture
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t = textures.prepareGrassTexture(c)
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elif blockid == 18: # leaves
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index = biomeColorData[ ((startY*16)+y) * 512 + (startX*16) + x]
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c = textures.foliagecolor[index]
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|
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t = textures.prepareLeafTexture(c)
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|
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# Check if this block is occluded
|
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if cave and (
|
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||||||
x == 0 and y != 15 and z != 127
|
|
||||||
):
|
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||||||
# If it's on the x face, only render if there's a
|
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# transparent block in the y+1 direction OR the z-1
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||||||
# direction
|
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if (
|
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blocks[x,y+1,z] not in transparent_blocks and
|
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blocks[x,y,z+1] not in transparent_blocks
|
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||||||
):
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continue
|
|
||||||
elif cave and (
|
|
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y == 15 and x != 0 and z != 127
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||||||
):
|
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# If it's on the facing y face, only render if there's
|
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# a transparent block in the x-1 direction OR the z-1
|
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# direction
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if (
|
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blocks[x-1,y,z] not in transparent_blocks and
|
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blocks[x,y,z+1] not in transparent_blocks
|
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||||||
):
|
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||||||
continue
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elif cave and (
|
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y == 15 and x == 0 and z != 127
|
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||||||
):
|
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# If it's on the facing edge, only render if what's
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# above it is transparent
|
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||||||
if (
|
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blocks[x,y,z+1] not in transparent_blocks
|
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||||||
):
|
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||||||
continue
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elif (left_blocks == None and right_blocks == None):
|
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# Normal block or not cave mode, check sides for
|
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# transparentcy or render if it's a border chunk.
|
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|
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if (
|
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x != 0 and y != 15 and z != 127 and
|
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blocks[x-1,y,z] not in transparent_blocks and
|
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blocks[x,y+1,z] not in transparent_blocks and
|
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blocks[x,y,z+1] not in transparent_blocks
|
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||||||
):
|
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continue
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||||||
|
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elif (left_blocks != None and right_blocks == None):
|
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|
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if (
|
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# If it has the left face covered check for
|
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# transparent blocks in left face
|
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y != 15 and z != 127 and
|
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(left_blocks[15,y,z] if x == 0 else blocks[x - 1,y,z]) not in transparent_blocks and
|
|
||||||
blocks[x,y+1,z] not in transparent_blocks and
|
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blocks[x,y,z+1] not in transparent_blocks
|
|
||||||
):
|
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||||||
continue
|
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||||||
|
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||||||
elif (left_blocks == None and right_blocks != None):
|
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||||||
|
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||||||
if (
|
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||||||
# If it has the right face covered check for
|
|
||||||
# transparent blocks in right face
|
|
||||||
x != 0 and z != 127 and
|
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||||||
blocks[x-1,y,z] not in transparent_blocks and
|
|
||||||
(right_blocks[x,0,z] if y == 15 else blocks[x,y + 1,z]) not in transparent_blocks and
|
|
||||||
blocks[x,y,z+1] not in transparent_blocks
|
|
||||||
):
|
|
||||||
continue
|
|
||||||
|
|
||||||
elif (
|
|
||||||
# If it's a interior chunk check for transparent blocks
|
|
||||||
# in the adjacent chunks.
|
|
||||||
z != 127 and
|
|
||||||
(left_blocks[15,y,z] if x == 0 else blocks[x - 1,y,z]) not in transparent_blocks and
|
|
||||||
(right_blocks[x,0,z] if y == 15 else blocks[x,y + 1,z]) not in transparent_blocks and
|
|
||||||
blocks[x,y,z+1] not in transparent_blocks
|
|
||||||
# Don't render if all sides aren't transparent
|
|
||||||
):
|
|
||||||
continue
|
|
||||||
|
|
||||||
# Draw the actual block on the image. For cave images,
|
|
||||||
# tint the block with a color proportional to its depth
|
|
||||||
if cave:
|
|
||||||
# no lighting for cave -- depth is probably more useful
|
|
||||||
composite.alpha_over(img, Image.blend(t[0],depth_colors[z],0.3), (imgx, imgy), t[1])
|
|
||||||
else:
|
|
||||||
if not self.world.lighting:
|
|
||||||
# no lighting at all
|
|
||||||
composite.alpha_over(img, t[0], (imgx, imgy), t[1])
|
|
||||||
elif blockid in transparent_blocks:
|
|
||||||
# transparent means draw the whole
|
|
||||||
# block shaded with the current
|
|
||||||
# block's light
|
|
||||||
black_coeff, _ = self.get_lighting_coefficient(x, y, z)
|
|
||||||
if self.world.spawn and black_coeff > 0.8 and blockid in solid_blocks and not (
|
|
||||||
blockid in nospawn_blocks or (
|
|
||||||
z != 127 and (blocks[x,y,z+1] in solid_blocks or blocks[x,y,z+1] in fluid_blocks)
|
|
||||||
)
|
|
||||||
):
|
|
||||||
composite.alpha_over(img, Image.blend(t[0], red_color, black_coeff), (imgx, imgy), t[1])
|
|
||||||
else:
|
else:
|
||||||
composite.alpha_over(img, Image.blend(t[0], black_color, black_coeff), (imgx, imgy), t[1])
|
t = textures.blockmap[blockid]
|
||||||
else:
|
|
||||||
# draw each face lit appropriately,
|
if not t:
|
||||||
# but first just draw the block
|
continue
|
||||||
composite.alpha_over(img, t[0], (imgx, imgy), t[1])
|
|
||||||
|
if self.world.useBiomeData:
|
||||||
# top face
|
# 16 : number of blocks in a chunk (in one direction)
|
||||||
black_coeff, face_occlude = self.get_lighting_coefficient(x, y, z + 1)
|
# 32 : number of chunks in a region (and biome file) in one direction
|
||||||
# Use red instead of black for spawnable blocks
|
# so 16 * 32 == 512 : number of blocks in biome file, in one direction
|
||||||
if self.world.spawn and black_coeff > 0.8 and blockid in solid_blocks and not (
|
if blockid == 2: #grass
|
||||||
blockid in nospawn_blocks or (
|
index = biomeColorData[ ((startY*16)+y) * 512 + (startX*16) + x]
|
||||||
z != 127 and (blocks[x,y,z+1] in solid_blocks or blocks[x,y,z+1] in fluid_blocks)
|
c = textures.grasscolor[index]
|
||||||
)
|
|
||||||
|
# only tint the top texture
|
||||||
|
t = textures.prepareGrassTexture(c)
|
||||||
|
elif blockid == 18: # leaves
|
||||||
|
index = biomeColorData[ ((startY*16)+y) * 512 + (startX*16) + x]
|
||||||
|
c = textures.foliagecolor[index]
|
||||||
|
|
||||||
|
t = textures.prepareLeafTexture(c)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
# Check if this block is occluded
|
||||||
|
if cave and (
|
||||||
|
x == 0 and y != 15 and z != 127
|
||||||
):
|
):
|
||||||
over_color = red_color
|
# If it's on the x face, only render if there's a
|
||||||
|
# transparent block in the y+1 direction OR the z-1
|
||||||
|
# direction
|
||||||
|
if (
|
||||||
|
blocks[x,y+1,z] not in transparent_blocks and
|
||||||
|
blocks[x,y,z+1] not in transparent_blocks
|
||||||
|
):
|
||||||
|
continue
|
||||||
|
elif cave and (
|
||||||
|
y == 15 and x != 0 and z != 127
|
||||||
|
):
|
||||||
|
# If it's on the facing y face, only render if there's
|
||||||
|
# a transparent block in the x-1 direction OR the z-1
|
||||||
|
# direction
|
||||||
|
if (
|
||||||
|
blocks[x-1,y,z] not in transparent_blocks and
|
||||||
|
blocks[x,y,z+1] not in transparent_blocks
|
||||||
|
):
|
||||||
|
continue
|
||||||
|
elif cave and (
|
||||||
|
y == 15 and x == 0 and z != 127
|
||||||
|
):
|
||||||
|
# If it's on the facing edge, only render if what's
|
||||||
|
# above it is transparent
|
||||||
|
if (
|
||||||
|
blocks[x,y,z+1] not in transparent_blocks
|
||||||
|
):
|
||||||
|
continue
|
||||||
|
elif (left_blocks == None and right_blocks == None):
|
||||||
|
# Normal block or not cave mode, check sides for
|
||||||
|
# transparentcy or render if it's a border chunk.
|
||||||
|
|
||||||
|
if (
|
||||||
|
x != 0 and y != 15 and z != 127 and
|
||||||
|
blocks[x-1,y,z] not in transparent_blocks and
|
||||||
|
blocks[x,y+1,z] not in transparent_blocks and
|
||||||
|
blocks[x,y,z+1] not in transparent_blocks
|
||||||
|
):
|
||||||
|
continue
|
||||||
|
|
||||||
|
elif (left_blocks != None and right_blocks == None):
|
||||||
|
|
||||||
|
if (
|
||||||
|
# If it has the left face covered check for
|
||||||
|
# transparent blocks in left face
|
||||||
|
y != 15 and z != 127 and
|
||||||
|
(left_blocks[15,y,z] if x == 0 else blocks[x - 1,y,z]) not in transparent_blocks and
|
||||||
|
blocks[x,y+1,z] not in transparent_blocks and
|
||||||
|
blocks[x,y,z+1] not in transparent_blocks
|
||||||
|
):
|
||||||
|
continue
|
||||||
|
|
||||||
|
elif (left_blocks == None and right_blocks != None):
|
||||||
|
|
||||||
|
if (
|
||||||
|
# If it has the right face covered check for
|
||||||
|
# transparent blocks in right face
|
||||||
|
x != 0 and z != 127 and
|
||||||
|
blocks[x-1,y,z] not in transparent_blocks and
|
||||||
|
(right_blocks[x,0,z] if y == 15 else blocks[x,y + 1,z]) not in transparent_blocks and
|
||||||
|
blocks[x,y,z+1] not in transparent_blocks
|
||||||
|
):
|
||||||
|
continue
|
||||||
|
|
||||||
|
elif (
|
||||||
|
# If it's a interior chunk check for transparent blocks
|
||||||
|
# in the adjacent chunks.
|
||||||
|
z != 127 and
|
||||||
|
(left_blocks[15,y,z] if x == 0 else blocks[x - 1,y,z]) not in transparent_blocks and
|
||||||
|
(right_blocks[x,0,z] if y == 15 else blocks[x,y + 1,z]) not in transparent_blocks and
|
||||||
|
blocks[x,y,z+1] not in transparent_blocks
|
||||||
|
# Don't render if all sides aren't transparent
|
||||||
|
):
|
||||||
|
continue
|
||||||
|
|
||||||
|
# Draw the actual block on the image. For cave images,
|
||||||
|
# tint the block with a color proportional to its depth
|
||||||
|
if cave:
|
||||||
|
# no lighting for cave -- depth is probably more useful
|
||||||
|
composite.alpha_over(img, Image.blend(t[0],depth_colors[z],0.3), (imgx, imgy), t[1])
|
||||||
else:
|
else:
|
||||||
over_color = black_color
|
if not self.world.lighting:
|
||||||
|
# no lighting at all
|
||||||
|
composite.alpha_over(img, t[0], (imgx, imgy), t[1])
|
||||||
|
elif blockid in transparent_blocks:
|
||||||
|
# transparent means draw the whole
|
||||||
|
# block shaded with the current
|
||||||
|
# block's light
|
||||||
|
black_coeff, _ = self.get_lighting_coefficient(x, y, z)
|
||||||
|
if self.world.spawn and black_coeff > 0.8 and blockid in solid_blocks and not (
|
||||||
|
blockid in nospawn_blocks or (
|
||||||
|
z != 127 and (blocks[x,y,z+1] in solid_blocks or blocks[x,y,z+1] in fluid_blocks)
|
||||||
|
)
|
||||||
|
):
|
||||||
|
composite.alpha_over(img, Image.blend(t[0], red_color, black_coeff), (imgx, imgy), t[1])
|
||||||
|
else:
|
||||||
|
composite.alpha_over(img, Image.blend(t[0], black_color, black_coeff), (imgx, imgy), t[1])
|
||||||
|
else:
|
||||||
|
# draw each face lit appropriately,
|
||||||
|
# but first just draw the block
|
||||||
|
composite.alpha_over(img, t[0], (imgx, imgy), t[1])
|
||||||
|
|
||||||
if not face_occlude:
|
# top face
|
||||||
composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[0]).enhance(black_coeff))
|
black_coeff, face_occlude = self.get_lighting_coefficient(x, y, z + 1)
|
||||||
|
# Use red instead of black for spawnable blocks
|
||||||
# left face
|
if self.world.spawn and black_coeff > 0.8 and blockid in solid_blocks and not (
|
||||||
black_coeff, face_occlude = self.get_lighting_coefficient(x - 1, y, z)
|
blockid in nospawn_blocks or (
|
||||||
if not face_occlude:
|
z != 127 and (blocks[x,y,z+1] in solid_blocks or blocks[x,y,z+1] in fluid_blocks)
|
||||||
composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[1]).enhance(black_coeff))
|
)
|
||||||
|
):
|
||||||
|
over_color = red_color
|
||||||
|
else:
|
||||||
|
over_color = black_color
|
||||||
|
|
||||||
# right face
|
if not face_occlude:
|
||||||
black_coeff, face_occlude = self.get_lighting_coefficient(x, y + 1, z)
|
composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[0]).enhance(black_coeff))
|
||||||
if not face_occlude:
|
|
||||||
composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[2]).enhance(black_coeff))
|
|
||||||
|
|
||||||
# Draw edge lines
|
# left face
|
||||||
if blockid in (44,): # step block
|
black_coeff, face_occlude = self.get_lighting_coefficient(x - 1, y, z)
|
||||||
increment = 6
|
if not face_occlude:
|
||||||
elif blockid in (78,): # snow
|
composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[1]).enhance(black_coeff))
|
||||||
increment = 9
|
|
||||||
else:
|
|
||||||
increment = 0
|
|
||||||
|
|
||||||
if blockid not in transparent_blocks or blockid in (78,): #special case snow so the outline is still drawn
|
# right face
|
||||||
draw = ImageDraw.Draw(img)
|
black_coeff, face_occlude = self.get_lighting_coefficient(x, y + 1, z)
|
||||||
if x != 15 and blocks[x+1,y,z] == 0:
|
if not face_occlude:
|
||||||
draw.line(((imgx+12,imgy+increment), (imgx+22,imgy+5+increment)), fill=(0,0,0), width=1)
|
composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[2]).enhance(black_coeff))
|
||||||
if y != 0 and blocks[x,y-1,z] == 0:
|
|
||||||
draw.line(((imgx,imgy+6+increment), (imgx+12,imgy+increment)), fill=(0,0,0), width=1)
|
# Draw edge lines
|
||||||
|
if blockid in (44,): # step block
|
||||||
|
increment = 6
|
||||||
|
elif blockid in (78,): # snow
|
||||||
|
increment = 9
|
||||||
|
else:
|
||||||
|
increment = 0
|
||||||
|
|
||||||
|
if blockid not in transparent_blocks or blockid in (78,): #special case snow so the outline is still drawn
|
||||||
|
draw = ImageDraw.Draw(img)
|
||||||
|
if x != 15 and blocks[x+1,y,z] == 0:
|
||||||
|
draw.line(((imgx+12,imgy+increment), (imgx+22,imgy+5+increment)), fill=(0,0,0), width=1)
|
||||||
|
if y != 0 and blocks[x,y-1,z] == 0:
|
||||||
|
draw.line(((imgx,imgy+6+increment), (imgx+12,imgy+increment)), fill=(0,0,0), width=1)
|
||||||
|
|
||||||
|
|
||||||
for entity in tileEntities:
|
for entity in tileEntities:
|
||||||
|
|||||||
11
gmap.py
11
gmap.py
@@ -71,6 +71,13 @@ def main():
|
|||||||
if not os.path.exists(worlddir):
|
if not os.path.exists(worlddir):
|
||||||
# world given is either world number, or name
|
# world given is either world number, or name
|
||||||
worlds = world.get_worlds()
|
worlds = world.get_worlds()
|
||||||
|
|
||||||
|
# if there are no worlds found at all, exit now
|
||||||
|
if not worlds:
|
||||||
|
parser.print_help()
|
||||||
|
print "\nInvalid world path"
|
||||||
|
sys.exit(1)
|
||||||
|
|
||||||
try:
|
try:
|
||||||
worldnum = int(worlddir)
|
worldnum = int(worlddir)
|
||||||
worlddir = worlds[worldnum]['path']
|
worlddir = worlds[worldnum]['path']
|
||||||
@@ -80,13 +87,13 @@ def main():
|
|||||||
worlddir = worlds[worlddir]['path']
|
worlddir = worlds[worlddir]['path']
|
||||||
except KeyError:
|
except KeyError:
|
||||||
# it's not a number, name, or path
|
# it's not a number, name, or path
|
||||||
print "Invalid world name or path"
|
|
||||||
parser.print_help()
|
parser.print_help()
|
||||||
|
print "Invalid world name or path"
|
||||||
sys.exit(1)
|
sys.exit(1)
|
||||||
except KeyError:
|
except KeyError:
|
||||||
# it was an invalid number
|
# it was an invalid number
|
||||||
print "Invalid world number"
|
|
||||||
parser.print_help()
|
parser.print_help()
|
||||||
|
print "Invalid world number"
|
||||||
sys.exit(1)
|
sys.exit(1)
|
||||||
|
|
||||||
if not options.cachedir:
|
if not options.cachedir:
|
||||||
|
|||||||
@@ -114,7 +114,7 @@ class QuadtreeGen(object):
|
|||||||
yradius >= worldobj.maxrow and -yradius <= worldobj.minrow:
|
yradius >= worldobj.maxrow and -yradius <= worldobj.minrow:
|
||||||
break
|
break
|
||||||
else:
|
else:
|
||||||
raise ValueError("Your map is waaaay too big!")
|
raise ValueError("Your map is waaaay too big! Use the '-z' or '--zoom' options.")
|
||||||
|
|
||||||
self.p = p
|
self.p = p
|
||||||
else:
|
else:
|
||||||
|
|||||||
Reference in New Issue
Block a user