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@@ -435,8 +435,10 @@ def _build_blockimages():
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36, 37, -1, -1, 65, -1, -1, -1, 50, 24, -1, -1, 86, -1, -1, -1,
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# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
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-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, -1,
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# 80 81 82 83 84 85 86 87 88 89 90 91
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66, 69, 72, 73, 75, -1,102,103,104,105,-1, 102 # clay?
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# 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95
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66, 69, 72, 73, 75, -1,102,103,104,105,-1, 102, -1, -1, -1, -1,
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# 96 97 98 99 100 101 102 103
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-1, -1, -1, -1, -1, -1, -1, 137,
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]
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# NOTE: For non-block textures, the sideid is ignored, but can't be -1
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@@ -452,8 +454,10 @@ def _build_blockimages():
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36, 37, -1, -1, 65, -1, -1,101, 50, 24, -1, -1, 86, -1, -1, -1,
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# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
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-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, -1,
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# 80 81 82 83 84 85 86 87 88 89 90 91
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66, 70, 72, 73, 74,-1 ,118,103,104,105, -1, 118
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# 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95
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66, 70, 72, 73, 74,-1 ,118,103,104,105, -1, 118,-1, -1, -1, -1,
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# 96 97 98 99 100 101 102 103
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-1, -1, -1, -1, -1, -1, -1, 136,
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]
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# This maps block id to the texture that goes on the side of the block
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@@ -845,13 +849,17 @@ def generate_special_texture(blockID, data):
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if data == 0: # stone slab
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top = terrain_images[6]
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side = terrain_images[5]
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if data == 1: # stone slab
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elif data == 1: # stone slab
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top = terrain_images[176]
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side = terrain_images[192]
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if data == 2: # wooden slab
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elif data == 2: # wooden slab
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top = side = terrain_images[4]
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if data == 3: # cobblestone slab
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elif data == 3: # cobblestone slab
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top = side = terrain_images[16]
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elif data == 4: # brick?
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top = side = terrain_images[7]
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elif data == 5: # stone brick?
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top = side = terrain_images[54]
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img = _build_block(top, side, blockID)
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return generate_texture_tuple(img, blockID)
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@@ -926,13 +934,16 @@ def generate_special_texture(blockID, data):
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return generate_texture_tuple(img, blockID)
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if blockID in (53,67): # wooden and cobblestone stairs.
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if blockID in (53,67, 108, 109): # wooden, stone brick, and cobblestone stairs.
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if blockID == 53: # wooden
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texture = terrain_images[4]
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elif blockID == 67: # cobblestone
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texture = terrain_images[16]
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elif blockID == 108: # red brick stairs
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texture = terrain_images[7]
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elif blockID == 109: # stone brick stairs
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texture = terrain_images[54]
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side = texture.copy()
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half_block_u = texture.copy() # up, down, left, right
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@@ -1682,6 +1693,118 @@ def generate_special_texture(blockID, data):
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return generate_texture_tuple(img, blockID)
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if blockID == 98: # normal, mossy and cracked stone brick
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if data == 0: # normal
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t = terrain_images[54]
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elif data == 1: # mossy
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t = terrain_images[100]
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else: # cracked
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t = terrain_images[101]
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img = _build_full_block(t, None, None, t, t)
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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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t = terrain_images[85]
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else:
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# glass panes
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t = terrain_images[49]
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left = t.copy()
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right = t.copy()
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# generate the four small pieces of the glass pane
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ImageDraw.Draw(right).rectangle((0,0,7,15),outline=(0,0,0,0),fill=(0,0,0,0))
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ImageDraw.Draw(left).rectangle((8,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
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up_left = transform_image_side(left)
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up_right = transform_image_side(right).transpose(Image.FLIP_TOP_BOTTOM)
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dw_right = transform_image_side(right)
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dw_left = transform_image_side(left).transpose(Image.FLIP_TOP_BOTTOM)
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# Create img to compose the texture
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img = Image.new("RGBA", (24,24), bgcolor)
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# +x axis points top right direction
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# +y axis points bottom right direction
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# First compose things in the back of the image,
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# then things in the front.
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if (data & 0b0001) == 1 or data == 0:
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composite.alpha_over(img,up_left, (6,3),up_left) # top left
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if (data & 0b1000) == 8 or data == 0:
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composite.alpha_over(img,up_right, (6,3),up_right) # top right
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if (data & 0b0010) == 2 or data == 0:
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composite.alpha_over(img,dw_left, (6,3),dw_left) # bottom left
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if (data & 0b0100) == 4 or data == 0:
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composite.alpha_over(img,dw_right, (6,3),dw_right) # bottom right
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return generate_texture_tuple(img, blockID)
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if blockID == 106: # vine
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img = Image.new("RGBA", (24,24), bgcolor)
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raw_texture = terrain_images[143]
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# print "vine is facing: %d" % data
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if data == 2: # south
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tex = transform_image_side(raw_texture)
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composite.alpha_over(img, tex, (0,6), tex)
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return generate_texture_tuple(img, blockID)
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if data == 1: # east
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tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
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composite.alpha_over(img, tex, (12,6), tex)
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return generate_texture_tuple(img, blockID)
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if data == 4: # west
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tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
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composite.alpha_over(img, tex, (0,0), tex)
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return generate_texture_tuple(img, blockID)
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if data == 8: # north
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tex = transform_image_side(raw_texture)
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composite.alpha_over(img, tex, (12,0), tex)
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return generate_texture_tuple(img, blockID)
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return None
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@@ -1775,7 +1898,7 @@ def convert_data(blockID, data):
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elif data == 2: data = 3
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elif data == 3: data = 1
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elif data == 4: data = 2
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if blockID in (53,67): # wooden and cobblestone stairs.
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if blockID in (53,67,108,109): # wooden and cobblestone stairs.
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if _north == 'upper-left':
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if data == 0: data = 2
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elif data == 1: data = 3
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@@ -1913,7 +2036,50 @@ 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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if blockID == 106: # vine
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if _north == 'upper-left':
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if data == 1: data = 2
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elif data == 4: data = 8
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elif data == 8: data = 1
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elif data == 2: data = 4
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elif _north == 'upper-right':
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if data == 1: data = 4
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elif data == 4: data = 1
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elif data == 8: data = 2
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elif data == 2: data = 8
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elif _north == 'lower-right':
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if data == 1: data = 8
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elif data == 4: data = 2
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elif data == 8: data = 4
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elif data == 2: data = 1
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return data
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def tintTexture(im, c):
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@@ -2008,7 +2174,8 @@ 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])
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91, 92, 93, 94, 96, 98, 99, 100, 101, 102, 106, 108,
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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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@@ -2027,8 +2194,8 @@ special_map[29] = (0,1,2,3,4,5,8,9,10,11,12,13) # sticky piston body, orientatio
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special_map[33] = (0,1,2,3,4,5,8,9,10,11,12,13) # normal piston body, orientation, pushed in/out
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special_map[34] = (0,1,2,3,4,5,8,9,10,11,12,13) # normal and sticky piston extension, orientation, sticky/normal
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special_map[35] = range(16) # wool, colored and white
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special_map[43] = range(4) # stone, sandstone, wooden and cobblestone double-slab
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special_map[44] = range(4) # stone, sandstone, wooden and cobblestone slab
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special_map[43] = range(6) # stone, sandstone, wooden and cobblestone double-slab
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special_map[44] = range(6) # stone, sandstone, wooden and cobblestone slab
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special_map[50] = (1,2,3,4,5) # torch, position in the block
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special_map[51] = range(16) # fire, position in the block (not implemented)
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special_map[53] = range(4) # wooden stairs, orientation
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@@ -2056,6 +2223,14 @@ 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[98] = range(3) # stone brick, normal, mossy and cracked
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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[106] = (1,2,4,8) # vine, orientation
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special_map[108]= range(4) # red stairs, orientation
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special_map[109]= range(4) # stonebrick stairs, orientation
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# grass and leaves are graysacle in terrain.png
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# we treat them as special so we can manually tint them
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@@ -2076,6 +2251,7 @@ biome_grass_texture = None
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biome_tall_grass_texture = None
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biome_tall_fern_texture = None
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biome_leaf_texture = None
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biome_vine_texture = None
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specialblockmap = None
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def generate(path=None,texture_size=24,bgc = (26,26,26,0),north_direction='lower-left'):
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@@ -2098,11 +2274,12 @@ def generate(path=None,texture_size=24,bgc = (26,26,26,0),north_direction='lower
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load_water()
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# generate biome (still grayscale) leaf, grass textures
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global biome_grass_texture, biome_leaf_texture, biome_tall_grass_texture, biome_tall_fern_texture
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global biome_grass_texture, biome_leaf_texture, biome_tall_grass_texture, biome_tall_fern_texture, biome_vine_texture
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biome_grass_texture = _build_block(terrain_images[0], terrain_images[38], 2)
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biome_leaf_texture = _build_block(terrain_images[52], terrain_images[52], 18)
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biome_tall_grass_texture = _build_block(terrain_images[39], terrain_images[39], 31)
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biome_tall_fern_texture = _build_block(terrain_images[56], terrain_images[56], 31)
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biome_vine_texture = _build_block(terrain_images[143], terrain_images[143], 106)
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# generate the special blocks
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global specialblockmap, special_blocks
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@@ -2117,6 +2294,7 @@ def generate(path=None,texture_size=24,bgc = (26,26,26,0),north_direction='lower
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biome_leaf_texture = biome_leaf_texture.resize(texture_dimensions, Image.ANTIALIAS)
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biome_tall_grass_texture = biome_tall_grass_texture.resize(texture_dimensions, Image.ANTIALIAS)
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biome_tall_fern_texture = biome_tall_fern_texture.resize(texture_dimensions, Image.ANTIALIAS)
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biome_vine_texture = biome_vine_texture.resize(texture_dimensions, Image.ANTIALIAS)
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# rescale the normal block images
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for i in range(len(blockmap)):
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