Merge pull request #357 from Fenixin/new-blocks
Portals, beds, repeaters and TNT.
This commit is contained in:
6
chunk.py
6
chunk.py
@@ -114,9 +114,9 @@ def get_tileentity_data(level):
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return data
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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, 27, 28, 37, 38, 39, 40, 44, 50,
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51, 52, 53, 55, 59, 63, 64, 65, 66, 67, 68, 69, 70, 71,
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72, 74, 75, 76, 77, 78, 79, 81, 83, 85, 92])
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transparent_blocks = set([ 0, 6, 8, 9, 18, 20, 26, 27, 28, 37, 38, 39, 40, 44,
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50, 51, 52, 53, 55, 59, 63, 64, 65, 66, 67, 68, 69, 70,
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71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85, 90, 92])
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# This set holds block ids that are solid blocks
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solid_blocks = set([1, 2, 3, 4, 5, 7, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22,
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@@ -276,6 +276,8 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
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return final_data;
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} else if (state->block == 90) {
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return check_adjacent_blocks(state, x, y, z, state->block);
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}
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@@ -398,7 +400,7 @@ chunk_render(PyObject *self, PyObject *args) {
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PyObject *tmp;
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unsigned char ancilData = getArrayByte3D(blockdata_expanded, state.x, state.y, state.z);
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if ((state.block == 85) || (state.block == 9) || (state.block == 55) || (state.block == 54) || (state.block == 2)) {
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if ((state.block == 85) || (state.block == 9) || (state.block == 55) || (state.block == 54) || (state.block == 2) || (state.block == 90)) {
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ancilData = generate_pseudo_data(&state, ancilData);
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}
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@@ -177,7 +177,7 @@ rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *
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int increment=0;
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if (state->block == 44) // half-step
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increment=6;
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else if (state->block == 78) // snow
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else if ((state->block == 78) || (state->block == 93) || (state->block == 94)) // snow, redstone repeaters (on and off)
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increment=9;
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if ((state->x == 15) && (state->up_right_blocks != Py_None)) {
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241
textures.py
241
textures.py
@@ -273,9 +273,37 @@ def _build_full_block(top, side1, side2, side3, side4, bottom=None, blockID=None
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side3 is in the -x (bottom left, north)
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side4 is in the +y (bottom right, west)
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A non transparent block uses top, side 3 and side 4
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A non transparent block uses top, side 3 and side 4.
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If top is a tuple then first member is the top image and the second
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member is an increment (integer) from 0 to 12. This increment will
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used to crop the side images to look like a block and to paste all
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the images increment pixels lower. Using increment = 6 will create
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a half-block.
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NOTE: this method uses the top of the texture image (as done in
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minecraft with beds)
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"""
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increment = 0
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if isinstance(top, tuple):
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increment = top[1]
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crop_height = int(increment * 16./12.)
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top = top[0]
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if side1 != None:
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side1 = side1.copy()
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ImageDraw.Draw(side1).rectangle((0, 16 - crop_height,16,16),outline=(0,0,0,0),fill=(0,0,0,0))
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if side2 != None:
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side2 = side2.copy()
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ImageDraw.Draw(side2).rectangle((0, 16 - crop_height,16,16),outline=(0,0,0,0),fill=(0,0,0,0))
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if side3 != None:
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side3 = side3.copy()
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ImageDraw.Draw(side3).rectangle((0, 16 - crop_height,16,16),outline=(0,0,0,0),fill=(0,0,0,0))
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if side4 != None:
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side4 = side4.copy()
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ImageDraw.Draw(side4).rectangle((0, 16 - crop_height,16,16),outline=(0,0,0,0),fill=(0,0,0,0))
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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# first back sides
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@@ -288,7 +316,7 @@ def _build_full_block(top, side1, side2, side3, side4, bottom=None, blockID=None
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side1 = ImageEnhance.Brightness(side1).enhance(0.9)
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side1.putalpha(sidealpha)
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composite.alpha_over(img, side1, (0,0), side1)
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composite.alpha_over(img, side1, (0,0 + increment), side1)
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if side2 != None :
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@@ -299,7 +327,7 @@ def _build_full_block(top, side1, side2, side3, side4, bottom=None, blockID=None
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side2 = ImageEnhance.Brightness(side2).enhance(0.8)
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side2.putalpha(sidealpha2)
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composite.alpha_over(img, side2, (12,0), side2)
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composite.alpha_over(img, side2, (12,0 + increment), side2)
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if bottom != None :
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bottom = transform_image(bottom, blockID)
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@@ -314,7 +342,7 @@ def _build_full_block(top, side1, side2, side3, side4, bottom=None, blockID=None
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side3 = ImageEnhance.Brightness(side3).enhance(0.9)
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side3.putalpha(sidealpha)
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composite.alpha_over(img, side3, (0,6), side3)
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composite.alpha_over(img, side3, (0,6 + increment), side3)
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if side4 != None :
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side4 = transform_image_side(side4, blockID)
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@@ -325,11 +353,11 @@ def _build_full_block(top, side1, side2, side3, side4, bottom=None, blockID=None
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side4 = ImageEnhance.Brightness(side4).enhance(0.8)
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side4.putalpha(sidealpha)
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composite.alpha_over(img, side4, (12,6), side4)
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composite.alpha_over(img, side4, (12,6 + increment), side4)
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if top != None :
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top = transform_image(top, blockID)
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composite.alpha_over(img, top, (0,0), top)
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composite.alpha_over(img, top, (0, increment), top)
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return img
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@@ -346,13 +374,13 @@ def _build_blockimages():
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# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
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topids = [ -1, 1, 0, 2, 16, 4, -1, 17,205,205,237,237, 18, 19, 32, 33,
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# 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
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34, -1, 52, 48, 49,160,144, -1,176, 74, -1, -1, -1, -1, -1, -1, # Cloths are left out, sandstone (it has top, side, and bottom wich is ignored here), note block
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34, -1, 52, 48, 49,160,144, -1,176, 74, -1, -1, -1, -1, -1, -1,
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# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
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-1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 4, # Gold/iron blocks? Doublestep? TNT from above?
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-1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 9, 4,
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# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
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36, 37, -1, -1, 65, -1, -1, -1, 50, 24, -1, -1, 86, -1, -1, -1, # Torch from above? leaving out fire. Redstone wire? Crops/furnaces handled elsewhere. sign post
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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, 67, # door,ladder left out. Minecart rail orientation, redstone torches
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-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, 67,
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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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]
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@@ -516,6 +544,52 @@ def generate_special_texture(blockID, data):
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return (img.convert("RGB"), img.split()[3])
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if blockID == 26: # bed
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increment = 5
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left_face = None
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right_face = None
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if data & 0x8 == 0x8: # head of the bed
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top = terrain_images[135]
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if data & 0x00 == 0x00: # head pointing to West
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top = top.copy().rotate(270)
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left_face = terrain_images[151]
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right_face = terrain_images[152]
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if data & 0x01 == 0x01: # ... North
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top = top.rotate(270)
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left_face = terrain_images[152]
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right_face = terrain_images[151]
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if data & 0x02 == 0x02: # East
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top = top.rotate(180)
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left_face = terrain_images[151].transpose(Image.FLIP_LEFT_RIGHT)
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right_face = None
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if data & 0x03 == 0x03: # South
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right_face = None
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right_face = terrain_images[151].transpose(Image.FLIP_LEFT_RIGHT)
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else: # foot of the bed
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top = terrain_images[134]
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if data & 0x00 == 0x00: # head pointing to West
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top = top.rotate(270)
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left_face = terrain_images[150]
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right_face = None
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if data & 0x01 == 0x01: # ... North
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top = top.rotate(270)
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left_face = None
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right_face = terrain_images[150]
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if data & 0x02 == 0x02: # East
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top = top.rotate(180)
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left_face = terrain_images[150].transpose(Image.FLIP_LEFT_RIGHT)
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right_face = terrain_images[149].transpose(Image.FLIP_LEFT_RIGHT)
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if data & 0x03 == 0x03: # South
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left_face = terrain_images[149]
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right_face = terrain_images[150].transpose(Image.FLIP_LEFT_RIGHT)
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top = (top, increment)
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img = _build_full_block(top, None, None, left_face, right_face)
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return (img.convert("RGB"), img.split()[3])
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if blockID == 35: # wool
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if data == 0: # white
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top = side = terrain_images[64]
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@@ -1186,6 +1260,22 @@ def generate_special_texture(blockID, data):
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return (img.convert("RGB"), img.split()[3])
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if blockID == 90: # portal
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portaltexture = _load_image("portal.png")
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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side = transform_image_side(portaltexture)
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otherside = side.transpose(Image.FLIP_TOP_BOTTOM)
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if data in (1,4):
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composite.alpha_over(img, side, (5,4), side)
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if data in (2,8):
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composite.alpha_over(img, otherside, (5,4), otherside)
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return (img.convert("RGB"), img.split()[3])
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if blockID == 92: # cake! (without bites, at the moment)
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top = terrain_images[121]
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@@ -1207,9 +1297,124 @@ def generate_special_texture(blockID, data):
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composite.alpha_over(img, otherside, (10,12), otherside)
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composite.alpha_over(img, top, (0,8), top)
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#~ composite.alpha_over(img, side, (2,6), side)
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#~ composite.alpha_over(img, otherside, (10,6), otherside)
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#~ composite.alpha_over(img, top, (0,2), top)
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return (img.convert("RGB"), img.split()[3])
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if blockID in (93, 94): # redstone repeaters, ON and OFF
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# NOTE: this function uses the redstone torches generated above,
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# this must run after the function of the torches.
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top = terrain_images[131] if blockID == 93 else terrain_images[147]
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side = terrain_images[5]
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increment = 9
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if (data & 0x3) == 0: # pointing east
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pass
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if (data & 0x3) == 1: # pointing south
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top = top.rotate(270)
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if (data & 0x3) == 2: # pointing west
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top = top.rotate(180)
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if (data & 0x3) == 3: # pointing north
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top = top.rotate(90)
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img = _build_full_block( (top, increment), None, None, side, side)
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# paste redstone torches everywhere!
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t = specialblockmap[(75,5)] if blockID == 93 else specialblockmap[(76,5)]
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torch = t[0].copy() # textures are stored as tuples (RGB,A)
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torch.putalpha(t[1])
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# the torch is too tall for the repeater, crop the bottom.
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ImageDraw.Draw(torch).rectangle((0,16,24,24),outline=(0,0,0,0),fill=(0,0,0,0))
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# touch up the 3d effect with big rectangles, just in case, for other texture packs
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ImageDraw.Draw(torch).rectangle((0,24,10,15),outline=(0,0,0,0),fill=(0,0,0,0))
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ImageDraw.Draw(torch).rectangle((12,15,24,24),outline=(0,0,0,0),fill=(0,0,0,0))
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# torch positions for every redstone torch orientation.
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#
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# This is a horrible list of torch orientations. I tried to
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# obtain these orientations by rotating the positions for one
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# orientation, but pixel rounding is horrible and messes the
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# torches.
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if (data & 0x3) == 0: # pointing east
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if (data & 0xC) == 0: # one tick delay
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moving_torch = (1,1)
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static_torch = (-3,-1)
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elif (data & 0xC) == 4: # two ticks delay
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moving_torch = (2,2)
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static_torch = (-3,-1)
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elif (data & 0xC) == 8: # three ticks delay
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moving_torch = (3,2)
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static_torch = (-3,-1)
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elif (data & 0xC) == 12: # four ticks delay
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moving_torch = (4,3)
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static_torch = (-3,-1)
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elif (data & 0x3) == 1: # pointing south
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if (data & 0xC) == 0: # one tick delay
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moving_torch = (1,1)
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static_torch = (5,-1)
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elif (data & 0xC) == 4: # two ticks delay
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moving_torch = (2,0)
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static_torch = (5,-1)
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elif (data & 0xC) == 8: # three ticks delay
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moving_torch = (3,0)
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static_torch = (5,-1)
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elif (data & 0xC) == 12: # four ticks delay
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moving_torch = (4,-1)
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static_torch = (5,-1)
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elif (data & 0x3) == 2: # pointing west
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if (data & 0xC) == 0: # one tick delay
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moving_torch = (1,1)
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static_torch = (5,3)
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elif (data & 0xC) == 4: # two ticks delay
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moving_torch = (0,0)
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static_torch = (5,3)
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elif (data & 0xC) == 8: # three ticks delay
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moving_torch = (-1,0)
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static_torch = (5,3)
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elif (data & 0xC) == 12: # four ticks delay
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moving_torch = (-2,-1)
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static_torch = (5,3)
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elif (data & 0x3) == 3: # pointing north
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if (data & 0xC) == 0: # one tick delay
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moving_torch = (1,1)
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static_torch = (-3,3)
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elif (data & 0xC) == 4: # two ticks delay
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moving_torch = (2,0)
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static_torch = (-3,3)
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elif (data & 0xC) == 8: # three ticks delay
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moving_torch = (3,0)
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static_torch = (-3,3)
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elif (data & 0xC) == 12: # four ticks delay
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moving_torch = (4,-1)
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static_torch = (-3,3)
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# this paste order it's ok for east and south orientation
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# but it's wrong for north and west orientations. But using the
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# default texture pack the torches are small enough to no overlap.
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composite.alpha_over(img, torch, static_torch, torch)
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composite.alpha_over(img, torch, moving_torch, torch)
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return (img.convert("RGB"), img.split()[3])
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@@ -1290,9 +1495,9 @@ def getBiomeData(worlddir, chunkX, chunkY):
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# (when adding new blocks here and in generate_special_textures,
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# please, if possible, keep the ascending order of blockid value)
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special_blocks = set([ 2, 6, 9, 17, 18, 23, 27, 28, 35, 43, 44, 50, 51,
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53, 54, 55, 58, 59, 61, 62, 64, 65, 66, 67, 71, 75,
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76, 85, 86, 91, 92])
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special_blocks = set([ 2, 6, 9, 17, 18, 26, 23, 27, 28, 35, 43, 44, 50,
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51, 53, 54, 55, 58, 59, 61, 62, 64, 65, 66, 67, 71,
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75, 76, 85, 86, 90, 91, 92, 93, 94])
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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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@@ -1302,6 +1507,7 @@ special_map = {}
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special_map[6] = range(16) # saplings: usual, spruce, birch and future ones (rendered as usual saplings)
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special_map[9] = range(32) # water: spring,flowing, waterfall, and others (unknown) ancildata values, uses pseudo data
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special_map[17] = range(4) # wood: normal, birch and pine
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special_map[26] = range(12) # bed, orientation
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special_map[23] = range(6) # dispensers, orientation
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special_map[27] = range(14) # powered rail, orientation/slope and powered/unpowered
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special_map[28] = range(6) # detector rail, orientation/slope
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@@ -1326,8 +1532,11 @@ special_map[75] = (1,2,3,4,5) # off redstone torch, orientation
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special_map[76] = (1,2,3,4,5) # on redstone torch, orientation
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special_map[85] = range(17) # fences, all the possible combination, uses pseudo data
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special_map[86] = range(5) # pumpkin, orientation
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special_map[90] = (1,2,4,8) # portal, in 2 orientations, 4 cases, uses pseudo data
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special_map[91] = range(5) # jack-o-lantern, orientation
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special_map[92] = range(6) # cake!
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special_map[93] = range(16) # OFF redstone repeater, orientation and delay (delay not implemented)
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special_map[94] = range(16) # ON redstone repeater, orientation and delay (delay not implemented)
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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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BIN
textures/portal.png
Normal file
BIN
textures/portal.png
Normal file
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After Width: | Height: | Size: 672 B |
Reference in New Issue
Block a user