Add huge mushrroms.
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@@ -1693,6 +1693,49 @@ def generate_special_texture(blockID, data):
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return generate_texture_tuple(img, blockID)
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if blockID == 99 or blockID == 100: # huge brown and red mushroom
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if blockID == 99: # brown
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cap = terrain_images[126]
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else: # red
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cap = terrain_images[125]
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stem = terrain_images[141]
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porous = terrain_images[142]
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if data == 0: # fleshy piece
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img = _build_full_block(porous, None, None, porous, porous)
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if data == 1: # north-east corner
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img = _build_full_block(cap, None, None, cap, porous)
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if data == 2: # east side
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img = _build_full_block(cap, None, None, porous, porous)
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if data == 3: # south-east corner
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img = _build_full_block(cap, None, None, porous, cap)
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if data == 4: # north side
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img = _build_full_block(cap, None, None, cap, porous)
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if data == 5: # top piece
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img = _build_full_block(cap, None, None, porous, porous)
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if data == 6: # south side
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img = _build_full_block(cap, None, None, cap, porous)
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if data == 7: # north-west corner
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img = _build_full_block(cap, None, None, cap, cap)
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if data == 8: # west side
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img = _build_full_block(cap, None, None, porous, cap)
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if data == 9: # south-west corner
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img = _build_full_block(cap, None, None, porous, cap)
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if data == 10: # stem
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img = _build_full_block(porous, None, None, stem, stem)
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return generate_texture_tuple(img, blockID)
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if blockID == 101 or blockID == 102: # iron bars and glass panes
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if blockID == 101:
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# iron bars
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@@ -1961,7 +2004,34 @@ def convert_data(blockID, data):
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elif (data & 0b0011) == 1: data = data & 0b1100 | 3
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elif (data & 0b0011) == 2: data = data & 0b1100 | 1
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elif (data & 0b0011) == 3: data = data & 0b1100 | 0
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if blockID == 99 or blockID == 100: # huge red and brown mushroom
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if _north == 'upper-left':
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if data == 1: data = 3
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elif data == 2: data = 6
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elif data == 3: data = 9
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elif data == 4: data = 2
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elif data == 6: data = 8
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elif data == 7: data = 1
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elif data == 8: data = 4
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elif data == 9: data = 7
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elif _north == 'upper-right':
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if data == 1: data = 9
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elif data == 2: data = 8
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elif data == 3: data = 7
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elif data == 4: data = 6
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elif data == 6: data = 4
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elif data == 7: data = 3
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elif data == 8: data = 2
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elif data == 9: data = 1
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elif _north == 'lower-right':
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if data == 1: data = 7
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elif data == 2: data = 4
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elif data == 3: data = 1
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elif data == 4: data = 2
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elif data == 6: data = 8
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elif data == 7: data = 9
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elif data == 8: data = 6
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elif data == 9: data = 3
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return data
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def tintTexture(im, c):
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@@ -2056,7 +2126,7 @@ def getBiomeData(worlddir, chunkX, chunkY):
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special_blocks = set([ 2, 6, 9, 17, 18, 20, 26, 23, 27, 28, 29, 31, 33,
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34, 35, 43, 44, 50, 51, 53, 54, 55, 58, 59, 61, 62,
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63, 64, 65, 66, 67, 68, 71, 75, 76, 79, 85, 86, 90,
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91, 92, 93, 94, 96, 101, 102, 108, 109])
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91, 92, 93, 94, 96, 99, 100, 101, 102, 108, 109])
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# this is a map of special blockIDs to a list of all
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# possible values for ancillary data that it might have.
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@@ -2104,6 +2174,8 @@ special_map[92] = range(6) # cake, eaten amount, (not implemented)
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special_map[93] = range(16) # OFF redstone repeater, orientation and delay
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special_map[94] = range(16) # ON redstone repeater, orientation and delay
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special_map[96] = range(8) # trapdoor, open, closed, orientation
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special_map[99] = range(11) # huge brown mushroom, side, corner, etc, piece
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special_map[100] = range(11) # huge red mushroom, side, corner, etc, piece
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special_map[101]= range(16) # iron bars, all the possible combination, uses pseudo data
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special_map[102]= range(16) # glass panes, all the possible combination, uses pseudo data
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special_map[108]= range(4) # red stairs, orientation
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