Update chests to work with snapshot 12w21b. Add ender chests. Improve some comments.
This commit is contained in:
@@ -321,71 +321,46 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
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}
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}
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return final_data;
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return final_data;
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} else if (state-> block == 54) { /* chests */
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} else if (state->block == 54) { /* normal chests */
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/* the top 2 bits are used to store the type of chest
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/* Orientation is given by ancilData, pseudo data needed to
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* (single or double), the 2 bottom bits are used for
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* choose from single or double chest and the correct half of
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* orientation, look textures.py for more information. */
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* the chest. */
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/* Add two bits to ancilData to store single or double chest
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* and which half of the chest it is: bit 0x10 = second half
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* bit 0x8 = first half */
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/* if placed alone chests always face west, return 0 to make a
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unsigned char chest_data = 0, final_data = 0;
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* chest facing west */
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unsigned char chest_data = 0, air_data = 0, final_data = 0;
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/* search for chests */
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/* search for chests */
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chest_data = check_adjacent_blocks(state, x, y, z, 54);
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chest_data = check_adjacent_blocks(state, x, y, z, 54);
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/* search for air */
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if (chest_data == 1) { /* another chest in the upper-left */
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air_data = check_adjacent_blocks(state, x, y, z, 0);
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final_data = final_data | 0x10 | ancilData;
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if (chest_data == 1) { /* another chest in the east */
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} else if (chest_data == 2) { /* in the bottom-left */
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final_data = final_data | 0x8; /* only can face to north or south */
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final_data = final_data | 0x8 | ancilData;
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if ( (air_data & 0x2) == 2 ) {
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final_data = final_data | 0x1; /* facing north */
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} else {
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final_data = final_data | 0x3; /* facing south */
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}
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} else if (chest_data == 2) { /* in the north */
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} else if (chest_data == 4) { /*in the bottom-right */
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final_data = final_data | 0x4; /* only can face to east or west */
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final_data = final_data | 0x8 | ancilData;
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if ( !((air_data & 0x4) == 4) ) { /* 0 = west */
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final_data = final_data | 0x2; /* facing east */
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}
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} else if (chest_data == 4) { /*in the west */
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} else if (chest_data == 8) { /*in the upper-right */
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final_data = final_data | 0x4;
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final_data = final_data | 0x10 | ancilData;
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if ( (air_data & 0x2) == 2 ) {
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final_data = final_data | 0x1; /* facing north */
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} else {
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final_data = final_data | 0x3; /* facing south */
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}
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} else if (chest_data == 8) { /*in the south */
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final_data = final_data | 0x8;
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if ( !((air_data & 0x4) == 4) ) {
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final_data = final_data | 0x2; /* facing east */
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}
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} else if (chest_data == 0) {
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} else if (chest_data == 0) {
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/* Single chest, determine the orientation */
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/* Single chest, determine the orientation */
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if ( ((air_data & 0x8) == 0) && ((air_data & 0x2) == 2) ) { /* block in +x and no block in -x */
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final_data = ancilData;
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final_data = final_data | 0x1; /* facing north */
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} else if ( ((air_data & 0x2) == 0) && ((air_data & 0x8) == 8)) {
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final_data = final_data | 0x3;
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} else if ( ((air_data & 0x4) == 0) && ((air_data & 0x1) == 1)) {
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final_data = final_data | 0x2;
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} /* else, facing west, value = 0 */
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} else {
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} else {
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/* more than one adjacent chests! render as normal chest */
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/* more than one adjacent chests! That shouldn't be
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* possible! render as normal chest */
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return 0;
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return 0;
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}
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}
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return final_data;
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return final_data;
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} else if ((state->block == 101) || (state->block == 102)) {
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} else if ((state->block == 101) || (state->block == 102)) {
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/* iron bars and glass panes:
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/* iron bars and glass panes:
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* they seem to stick to almost everything but air, but
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* they seem to stick to almost everything but air,
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* not sure yet! Still a TODO! */
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* not sure yet! Still a TODO! */
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/* return check adjacent blocks with air, bit inverted */
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/* return check adjacent blocks with air, bit inverted */
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return check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f;
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return check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f;
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@@ -131,7 +131,7 @@ class Textures(object):
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# a list of subdirectories to search for a given file,
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# a list of subdirectories to search for a given file,
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# after the obvious '.'
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# after the obvious '.'
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search_dirs = ['anim', 'misc', 'environment']
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search_dirs = ['anim', 'misc', 'environment', 'item']
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search_zip_paths = [filename,] + [d + '/' + filename for d in search_dirs]
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search_zip_paths = [filename,] + [d + '/' + filename for d in search_dirs]
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def search_dir(base):
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def search_dir(base):
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"""Search the given base dir for filename, in search_dirs."""
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"""Search the given base dir for filename, in search_dirs."""
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@@ -1610,50 +1610,195 @@ def stairs(self, blockid, data):
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return img
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return img
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# normal and locked chest (locked was the one used in april fools' day)
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# normal, locked (used in april's fool day) and ender chests chests
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# uses pseudo-ancildata found in iterate.c
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@material(blockid=[54,95,130], data=range(30), transparent = True)
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@material(blockid=[54,95], data=range(12), solid=True)
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def chests(self, blockid, data):
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def chests(self, blockid, data):
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# First two bits of the pseudo data store if it's a single chest
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# the first 3 bits are the orientation as stored in minecraft,
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# or it's a double chest, first half or second half (left to right).
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# bits 0x8 and 0x10 indicate which half of the double chest is it.
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# The last two bits store the orientation.
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# No need for rotation stuff, uses pseudo data and rotates with the map
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# first, do the rotation if needed
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orientation_data = data & 7
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if self.rotation == 1:
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if orientation_data == 2: data = 5 | (data & 24)
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elif orientation_data == 3: data = 4 | (data & 24)
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elif orientation_data == 4: data = 2 | (data & 24)
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elif orientation_data == 5: data = 3 | (data & 24)
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elif self.rotation == 2:
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if orientation_data == 2: data = 3 | (data & 24)
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elif orientation_data == 3: data = 2 | (data & 24)
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elif orientation_data == 4: data = 5 | (data & 24)
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elif orientation_data == 5: data = 4 | (data & 24)
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elif self.rotation == 3:
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if orientation_data == 2: data = 4 | (data & 24)
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elif orientation_data == 3: data = 5 | (data & 24)
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elif orientation_data == 4: data = 3 | (data & 24)
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elif orientation_data == 5: data = 2 | (data & 24)
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if blockid in (95,130) and not data in [2,3,4,5]: return None
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# iterate.c will only return the ancil data (without pseudo
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# ancil data) for locked and ender chests, so only
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# ancilData = 2,3,4,5 are used for this blockids
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if data & 24 == 0:
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if blockid == 130: t = self.load_image("enderchest.png")
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else: t = self.load_image("chest.png")
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t.save("textura.png")
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# the textures is no longer in terrain.png, get it from
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# item/chest.png and get by cropping all the needed stuff
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if t.size != (64,64): t = t.resize((64,64), Image.ANTIALIAS)
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# top
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top = t.crop((14,0,28,14))
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top.load() # every crop need a load, crop is a lazy operation
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# see PIL manual
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img = Image.new("RGBA", (16,16), self.bgcolor)
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alpha_over(img,top,(1,1))
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top = img
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# front
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front_top = t.crop((14,14,28,19))
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front_top.load()
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front_bottom = t.crop((14,34,28,43))
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front_bottom.load()
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front_lock = t.crop((1,0,3,4))
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front_lock.load()
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front = Image.new("RGBA", (16,16), self.bgcolor)
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alpha_over(front,front_top, (1,1))
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alpha_over(front,front_bottom, (1,6))
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alpha_over(front,front_lock, (7,3))
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# left side
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# left side, right side, and back are esentially the same for
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# the default texture, we take it anyway just in case other
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# textures make use of it.
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side_l_top = t.crop((0,14,14,19))
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side_l_top.load()
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side_l_bottom = t.crop((0,34,14,43))
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side_l_bottom.load()
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side_l = Image.new("RGBA", (16,16), self.bgcolor)
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alpha_over(side_l,side_l_top, (1,1))
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alpha_over(side_l,side_l_bottom, (1,6))
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# right side
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side_r_top = t.crop((28,14,43,20))
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side_r_top.load()
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side_r_bottom = t.crop((28,33,42,43))
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side_r_bottom.load()
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side_r = Image.new("RGBA", (16,16), self.bgcolor)
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alpha_over(side_r,side_l_top, (1,1))
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alpha_over(side_r,side_l_bottom, (1,6))
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# back
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back_top = t.crop((42,14,56,18))
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back_top.load()
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back_bottom = t.crop((42,33,56,43))
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back_bottom.load()
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back = Image.new("RGBA", (16,16), self.bgcolor)
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alpha_over(back,side_l_top, (1,1))
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alpha_over(back,side_l_bottom, (1,6))
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top = self.terrain_images[25]
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side = self.terrain_images[26]
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if data & 12 == 0: # single chest
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front = self.terrain_images[27]
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back = self.terrain_images[26]
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elif data & 12 == 4: # double, first half
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front = self.terrain_images[41]
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back = self.terrain_images[57]
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elif data & 12 == 8: # double, second half
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front = self.terrain_images[42]
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back = self.terrain_images[58]
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else: # just in case
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front = self.terrain_images[25]
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side = self.terrain_images[25]
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back = self.terrain_images[25]
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if data & 3 == 0: # facing west
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img = self.build_full_block(top, None, None, side, front)
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elif data & 3 == 1: # north
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img = self.build_full_block(top, None, None, front, side)
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elif data & 3 == 2: # east
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img = self.build_full_block(top, None, None, side, back)
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elif data & 3 == 3: # south
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img = self.build_full_block(top, None, None, back, side)
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else:
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else:
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img = self.build_full_block(top, None, None, back, side)
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# large chest
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# the textures is no longer in terrain.png, get it from
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# item/chest.png and get all the needed stuff
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t = self.load_image("largechest.png")
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if t.size != (128,64): t = t.resize((128,64), Image.ANTIALIAS)
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# top
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top = t.crop((14,0,44,14))
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top.load()
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img = Image.new("RGBA", (32,16), self.bgcolor)
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alpha_over(img,top,(1,1))
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top = img
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# front
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front_top = t.crop((14,14,44,18))
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front_top.load()
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front_bottom = t.crop((14,33,44,43))
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front_bottom.load()
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front_lock = t.crop((1,0,3,5))
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front_lock.load()
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front = Image.new("RGBA", (32,16), self.bgcolor)
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alpha_over(front,front_top,(1,1))
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alpha_over(front,front_bottom,(1,5))
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alpha_over(front,front_lock,(15,3))
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# left side
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side_l_top = t.crop((0,14,14,18))
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side_l_top.load()
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side_l_bottom = t.crop((0,33,14,43))
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side_l_bottom.load()
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side_l = Image.new("RGBA", (16,16), self.bgcolor)
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alpha_over(side_l,side_l_top, (1,1))
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alpha_over(side_l,side_l_bottom,(1,5))
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# right side
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side_r_top = t.crop((44,14,58,18))
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side_r_top.load()
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side_r_bottom = t.crop((44,33,58,43))
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side_r_bottom.load()
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side_r = Image.new("RGBA", (16,16), self.bgcolor)
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alpha_over(side_r,side_r_top, (1,1))
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alpha_over(side_r,side_r_bottom,(1,5))
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# back
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back_top = t.crop((58,14,88,18))
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back_top.load()
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back_bottom = t.crop((58,33,88,43))
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back_bottom.load()
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back = Image.new("RGBA", (32,16), self.bgcolor)
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alpha_over(back,back_top,(1,1))
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alpha_over(back,back_bottom,(1,5))
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if data & 24 == 8: # double chest, first half
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top = top.crop((0,0,16,16))
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top.load()
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front = front.crop((0,0,16,16))
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front.load()
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back = back.crop((0,0,16,16))
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back.load()
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#~ side = side_l
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elif data & 24 == 16: # double, second half
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top = top.crop((16,0,32,16))
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top.load()
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front = front.crop((16,0,32,16))
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front.load()
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back = back.crop((16,0,32,16))
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back.load()
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#~ side = side_r
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else: # just in case
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return None
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# compose the final block
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img = Image.new("RGBA", (24,24), self.bgcolor)
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if data & 7 == 2: # north
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side = self.transform_image_side(side_r)
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alpha_over(img, side, (1,7))
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back = self.transform_image_side(back)
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alpha_over(img, back.transpose(Image.FLIP_LEFT_RIGHT), (11,7))
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front = self.transform_image_side(front)
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top = self.transform_image_top(top.rotate(180))
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alpha_over(img, top, (0,2))
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elif data & 7 == 3: # south
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side = self.transform_image_side(side_l)
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alpha_over(img, side, (1,7))
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front = self.transform_image_side(front).transpose(Image.FLIP_LEFT_RIGHT)
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top = self.transform_image_top(top.rotate(180))
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alpha_over(img, top, (0,2))
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alpha_over(img, front,(11,7))
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elif data & 7 == 4: # west
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side = self.transform_image_side(side_r)
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alpha_over(img, side.transpose(Image.FLIP_LEFT_RIGHT), (11,7))
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front = self.transform_image_side(front)
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alpha_over(img, front,(1,7))
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top = self.transform_image_top(top.rotate(270))
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alpha_over(img, top, (0,2))
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elif data & 7 == 5: # east
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back = self.transform_image_side(back)
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side = self.transform_image_side(side_l).transpose(Image.FLIP_LEFT_RIGHT)
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alpha_over(img, side, (11,7))
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alpha_over(img, back, (1,7))
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top = self.transform_image_top(top.rotate(270))
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alpha_over(img, top, (0,2))
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else: # just in case
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img = None
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||||||
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|
||||||
return img
|
return img
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user