809 lines
26 KiB
Python
809 lines
26 KiB
Python
# This file is part of the Minecraft Overviewer.
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#
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# Minecraft Overviewer is free software: you can redistribute it and/or
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# modify it under the terms of the GNU General Public License as published
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# by the Free Software Foundation, either version 3 of the License, or (at
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# your option) any later version.
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#
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# Minecraft Overviewer is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
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# Public License for more details.
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#
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# You should have received a copy of the GNU General Public License along
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# with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
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import sys
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import imp
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import os
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import os.path
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import zipfile
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from cStringIO import StringIO
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import math
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from random import randint
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import numpy
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from PIL import Image, ImageEnhance, ImageOps, ImageDraw
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import logging
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import functools
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import util
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import composite
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##
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## useful global variables
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##
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# user-provided path given by --texture-path
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_find_file_local_path = None
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# image background color to use
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bgcolor = None
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# an array of the textures in terrain.png, split up
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terrain_images = None
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##
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## Helpers for opening textures
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##
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def _find_file(filename, mode="rb", verbose=False):
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"""Searches for the given file and returns an open handle to it.
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This searches the following locations in this order:
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* the textures_path given in the config file (if present)
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* The program dir (same dir as overviewer.py)
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* The overviewer_core/data/textures dir
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* On Darwin, in /Applications/Minecraft
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* Inside minecraft.jar, which is looked for at these locations
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* On Windows, at %APPDATA%/.minecraft/bin/minecraft.jar
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* On Darwin, at $HOME/Library/Application Support/minecraft/bin/minecraft.jar
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* at $HOME/.minecraft/bin/minecraft.jar
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"""
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if _find_file_local_path:
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path = os.path.join(_find_file_local_path, filename)
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if os.path.exists(path):
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if verbose: logging.info("Found %s in '%s'", filename, path)
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return open(path, mode)
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programdir = util.get_program_path()
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path = os.path.join(programdir, filename)
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if os.path.exists(path):
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if verbose: logging.info("Found %s in '%s'", filename, path)
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return open(path, mode)
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path = os.path.join(programdir, "overviewer_core", "data", "textures", filename)
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if os.path.exists(path):
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return open(path, mode)
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elif hasattr(sys, "frozen") or imp.is_frozen("__main__"):
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# windows special case, when the package dir doesn't exist
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path = os.path.join(programdir, "textures", filename)
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if os.path.exists(path):
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if verbose: logging.info("Found %s in '%s'", filename, path)
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return open(path, mode)
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if sys.platform == "darwin":
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path = os.path.join("/Applications/Minecraft", filename)
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if os.path.exists(path):
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if verbose: logging.info("Found %s in '%s'", filename, path)
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return open(path, mode)
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# Find minecraft.jar.
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jarpaths = []
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if "APPDATA" in os.environ:
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jarpaths.append( os.path.join(os.environ['APPDATA'], ".minecraft",
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"bin", "minecraft.jar"))
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if "HOME" in os.environ:
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jarpaths.append(os.path.join(os.environ['HOME'], "Library",
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"Application Support", "minecraft","bin","minecraft.jar"))
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jarpaths.append(os.path.join(os.environ['HOME'], ".minecraft", "bin",
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"minecraft.jar"))
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jarpaths.append(os.path.join(programdir,"minecraft.jar"))
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jarpaths.append(os.path.join(os.getcwd(), "minecraft.jar"))
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if _find_file_local_path:
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jarpaths.append(os.path.join(_find_file_local_path, "minecraft.jar"))
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for jarpath in jarpaths:
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if os.path.exists(jarpath):
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jar = zipfile.ZipFile(jarpath)
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for jarfilename in [filename, 'misc/' + filename, 'environment/' + filename]:
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try:
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if verbose: logging.info("Found %s in '%s'", jarfilename, jarpath)
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return jar.open(jarfilename)
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except (KeyError, IOError), e:
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pass
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raise IOError("Could not find the file `{0}'. You can either place it in the same place as overviewer.py, use --textures-path, or install the Minecraft client.".format(filename))
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def _load_image(filename):
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"""Returns an image object"""
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fileobj = _find_file(filename)
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buffer = StringIO(fileobj.read())
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return Image.open(buffer).convert("RGBA")
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def _split_terrain(terrain):
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"""Builds and returns a length 256 array of each 16x16 chunk of texture"""
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textures = []
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(terrain_width, terrain_height) = terrain.size
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texture_resolution = terrain_width / 16
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for y in xrange(16):
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for x in xrange(16):
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left = x*texture_resolution
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upper = y*texture_resolution
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right = left+texture_resolution
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lower = upper+texture_resolution
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region = terrain.transform(
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(16, 16),
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Image.EXTENT,
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(left,upper,right,lower),
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Image.BICUBIC)
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textures.append(region)
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return textures
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##
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## Image Transformation Functions
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##
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def transform_image_top(img):
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"""Takes a PIL image and rotates it left 45 degrees and shrinks the y axis
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by a factor of 2. Returns the resulting image, which will be 24x12 pixels
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"""
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# Resize to 17x17, since the diagonal is approximately 24 pixels, a nice
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# even number that can be split in half twice
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img = img.resize((17, 17), Image.ANTIALIAS)
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# Build the Affine transformation matrix for this perspective
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transform = numpy.matrix(numpy.identity(3))
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# Translate up and left, since rotations are about the origin
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transform *= numpy.matrix([[1,0,8.5],[0,1,8.5],[0,0,1]])
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# Rotate 45 degrees
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ratio = math.cos(math.pi/4)
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#transform *= numpy.matrix("[0.707,-0.707,0;0.707,0.707,0;0,0,1]")
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transform *= numpy.matrix([[ratio,-ratio,0],[ratio,ratio,0],[0,0,1]])
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# Translate back down and right
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transform *= numpy.matrix([[1,0,-12],[0,1,-12],[0,0,1]])
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# scale the image down by a factor of 2
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transform *= numpy.matrix("[1,0,0;0,2,0;0,0,1]")
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transform = numpy.array(transform)[:2,:].ravel().tolist()
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newimg = img.transform((24,12), Image.AFFINE, transform)
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return newimg
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def transform_image_side(img):
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"""Takes an image and shears it for the left side of the cube (reflect for
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the right side)"""
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# Size of the cube side before shear
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img = img.resize((12,12), Image.ANTIALIAS)
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# Apply shear
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transform = numpy.matrix(numpy.identity(3))
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transform *= numpy.matrix("[1,0,0;-0.5,1,0;0,0,1]")
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transform = numpy.array(transform)[:2,:].ravel().tolist()
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newimg = img.transform((12,18), Image.AFFINE, transform)
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return newimg
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def transform_image_slope(img):
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"""Takes an image and shears it in the shape of a slope going up
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in the -y direction (reflect for +x direction). Used for minetracks"""
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# Take the same size as trasform_image_side
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img = img.resize((12,12), Image.ANTIALIAS)
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# Apply shear
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transform = numpy.matrix(numpy.identity(3))
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transform *= numpy.matrix("[0.75,-0.5,3;0.25,0.5,-3;0,0,1]")
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transform = numpy.array(transform)[:2,:].ravel().tolist()
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newimg = img.transform((24,24), Image.AFFINE, transform)
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return newimg
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def transform_image_angle(img, angle):
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"""Takes an image an shears it in arbitrary angle with the axis of
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rotation being vertical.
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WARNING! Don't use angle = pi/2 (or multiplies), it will return
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a blank image (or maybe garbage).
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NOTE: angle is in the image not in game, so for the left side of a
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block angle = 30 degree.
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"""
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# Take the same size as trasform_image_side
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img = img.resize((12,12), Image.ANTIALIAS)
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# some values
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cos_angle = math.cos(angle)
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sin_angle = math.sin(angle)
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# function_x and function_y are used to keep the result image in the
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# same position, and constant_x and constant_y are the coordinates
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# for the center for angle = 0.
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constant_x = 6.
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constant_y = 6.
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function_x = 6.*(1-cos_angle)
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function_y = -6*sin_angle
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big_term = ( (sin_angle * (function_x + constant_x)) - cos_angle* (function_y + constant_y))/cos_angle
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# The numpy array is not really used, but is helpful to
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# see the matrix used for the transformation.
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transform = numpy.array([[1./cos_angle, 0, -(function_x + constant_x)/cos_angle],
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[-sin_angle/(cos_angle), 1., big_term ],
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[0, 0, 1.]])
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transform = tuple(transform[0]) + tuple(transform[1])
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newimg = img.transform((24,24), Image.AFFINE, transform)
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return newimg
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def build_block(top, side):
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"""From a top texture and a side texture, build a block image.
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top and side should be 16x16 image objects. Returns a 24x24 image
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"""
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img = Image.new("RGBA", (24,24), bgcolor)
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original_texture = top.copy()
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top = transform_image_top(top)
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if not side:
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composite.alpha_over(img, top, (0,0), top)
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return img
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side = transform_image_side(side)
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otherside = side.transpose(Image.FLIP_LEFT_RIGHT)
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# Darken the sides slightly. These methods also affect the alpha layer,
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# so save them first (we don't want to "darken" the alpha layer making
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# the block transparent)
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sidealpha = side.split()[3]
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side = ImageEnhance.Brightness(side).enhance(0.9)
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side.putalpha(sidealpha)
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othersidealpha = otherside.split()[3]
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otherside = ImageEnhance.Brightness(otherside).enhance(0.8)
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otherside.putalpha(othersidealpha)
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composite.alpha_over(img, top, (0,0), top)
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composite.alpha_over(img, side, (0,6), side)
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composite.alpha_over(img, otherside, (12,6), otherside)
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# Manually touch up 6 pixels that leave a gap because of how the
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# shearing works out. This makes the blocks perfectly tessellate-able
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for x,y in [(13,23), (17,21), (21,19)]:
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# Copy a pixel to x,y from x-1,y
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img.putpixel((x,y), img.getpixel((x-1,y)))
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for x,y in [(3,4), (7,2), (11,0)]:
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# Copy a pixel to x,y from x+1,y
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img.putpixel((x,y), img.getpixel((x+1,y)))
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return img
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def build_full_block(top, side1, side2, side3, side4, bottom=None):
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"""From a top texture, a bottom texture and 4 different side textures,
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build a full block with four differnts faces. All images should be 16x16
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image objects. Returns a 24x24 image. Can be used to render any block.
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side1 is in the -y face of the cube (top left, east)
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side2 is in the +x (top right, south)
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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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If top is a tuple then first item is the top image and the second
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item is an increment (integer) from 0 to 16 (pixels in the
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original minecraft texture). This increment will be used to crop the
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side images and to paste the top image increment pixels lower, so if
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you use an increment of 8, it willll draw a half-block.
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NOTE: this method uses the bottom of the texture image (as done in
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minecraft with beds and cackes)
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"""
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increment = 0
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if isinstance(top, tuple):
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increment = int(round((top[1] / 16.)*12.)) # range increment in the block height in pixels (half texture size)
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crop_height = increment
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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, 0,16,crop_height),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, 0,16,crop_height),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, 0,16,crop_height),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, 0,16,crop_height),outline=(0,0,0,0),fill=(0,0,0,0))
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img = Image.new("RGBA", (24,24), bgcolor)
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# first back sides
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if side1 != None :
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side1 = transform_image_side(side1)
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side1 = side1.transpose(Image.FLIP_LEFT_RIGHT)
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# Darken this side.
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sidealpha = side1.split()[3]
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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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if side2 != None :
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side2 = transform_image_side(side2)
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# Darken this side.
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sidealpha2 = side2.split()[3]
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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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if bottom != None :
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bottom = transform_image_top(bottom)
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composite.alpha_over(img, bottom, (0,12), bottom)
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# front sides
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if side3 != None :
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side3 = transform_image_side(side3)
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# Darken this side
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sidealpha = side3.split()[3]
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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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if side4 != None :
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side4 = transform_image_side(side4)
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side4 = side4.transpose(Image.FLIP_LEFT_RIGHT)
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# Darken this side
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sidealpha = side4.split()[3]
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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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if top != None :
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top = transform_image_top(top)
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composite.alpha_over(img, top, (0, increment), top)
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return img
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def build_sprite(side):
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"""From a side texture, create a sprite-like texture such as those used
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for spiderwebs or flowers."""
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img = Image.new("RGBA", (24,24), bgcolor)
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side = transform_image_side(side)
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otherside = side.transpose(Image.FLIP_LEFT_RIGHT)
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composite.alpha_over(img, side, (6,3), side)
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composite.alpha_over(img, otherside, (6,3), otherside)
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return img
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def generate_opaque_mask(img):
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""" Takes the alpha channel of the image and generates a mask
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(used for lighting the block) that deprecates values of alpha
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smallers than 50, and sets every other value to 255. """
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alpha = img.split()[3]
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return alpha.point(lambda a: int(min(a, 25.5) * 10))
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def tintTexture(im, c):
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# apparently converting to grayscale drops the alpha channel?
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i = ImageOps.colorize(ImageOps.grayscale(im), (0,0,0), c)
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i.putalpha(im.split()[3]); # copy the alpha band back in. assuming RGBA
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return i
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def generate_texture_tuple(img):
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""" This takes an image and returns the needed tuple for the
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blockmap dictionary."""
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if img is None:
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return None
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return (img, generate_opaque_mask(img))
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##
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## Biomes
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##
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currentBiomeFile = None
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currentBiomeData = None
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grasscolor = None
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foliagecolor = None
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watercolor = None
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_north = None
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def prepareBiomeData(worlddir):
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global grasscolor, foliagecolor, watercolor
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# skip if the color files are already loaded
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if grasscolor and foliagecolor:
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return
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biomeDir = os.path.join(worlddir, "biomes")
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if not os.path.exists(biomeDir):
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raise Exception("biomes not found")
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# try to find the biome color images. If _find_file can't locate them
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# then try looking in the EXTRACTEDBIOMES folder
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try:
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grasscolor = list(_load_image("grasscolor.png").getdata())
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foliagecolor = list(_load_image("foliagecolor.png").getdata())
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# don't force the water color just yet
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# since the biome extractor doesn't know about it
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try:
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watercolor = list(_load_image("watercolor.png").getdata())
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except IOError:
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pass
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except IOError:
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try:
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grasscolor = list(Image.open(os.path.join(biomeDir,"grasscolor.png")).getdata())
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foliagecolor = list(Image.open(os.path.join(biomeDir,"foliagecolor.png")).getdata())
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except Exception:
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# clear anything that managed to get set
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grasscolor = None
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foliagecolor = None
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watercolor = None
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def getBiomeData(worlddir, chunkX, chunkY):
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'''Opens the worlddir and reads in the biome color information
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from the .biome files. See also:
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http://www.minecraftforum.net/viewtopic.php?f=25&t=80902
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'''
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global currentBiomeFile, currentBiomeData
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global _north
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biomeX = chunkX // 32
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biomeY = chunkY // 32
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rots = 0
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if _north == 'upper-left':
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temp = biomeX
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biomeX = biomeY
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biomeY = -temp-1
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rots = 3
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elif _north == 'upper-right':
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biomeX = -biomeX-1
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biomeY = -biomeY-1
|
|
rots = 2
|
|
elif _north == 'lower-right':
|
|
temp = biomeX
|
|
biomeX = -biomeY-1
|
|
biomeY = temp
|
|
rots = 1
|
|
|
|
biomeFile = "b.%d.%d.biome" % (biomeX, biomeY)
|
|
if biomeFile == currentBiomeFile:
|
|
return currentBiomeData
|
|
|
|
try:
|
|
with open(os.path.join(worlddir, "biomes", biomeFile), "rb") as f:
|
|
rawdata = f.read()
|
|
# make sure the file size is correct
|
|
if not len(rawdata) == 512 * 512 * 2:
|
|
raise Exception("Biome file %s is not valid." % (biomeFile,))
|
|
data = numpy.reshape(numpy.rot90(numpy.reshape(
|
|
numpy.frombuffer(rawdata, dtype=numpy.dtype(">u2")),
|
|
(512,512)),rots), -1)
|
|
except IOError:
|
|
data = None
|
|
pass # no biome data
|
|
|
|
currentBiomeFile = biomeFile
|
|
currentBiomeData = data
|
|
return data
|
|
|
|
##
|
|
## Color Light
|
|
##
|
|
|
|
lightcolor = None
|
|
lightcolor_checked = False
|
|
def loadLightColor():
|
|
global lightcolor, lightcolor_checked
|
|
|
|
if not lightcolor_checked:
|
|
lightcolor_checked = True
|
|
try:
|
|
lightcolor = list(_load_image("light_normal.png").getdata())
|
|
except Exception:
|
|
logging.warning("Light color image could not be found.")
|
|
lightcolor = None
|
|
return lightcolor
|
|
|
|
##
|
|
## The big one: generate() and associated framework
|
|
##
|
|
|
|
# placeholders that are generated in generate()
|
|
texture_dimensions = None
|
|
blockmap_generators = {}
|
|
blockmap = {}
|
|
biome_grass_texture = None
|
|
|
|
transparent_blocks = set([0,])
|
|
solid_blocks = set()
|
|
fluid_blocks = set()
|
|
nospawn_blocks = set()
|
|
|
|
# the material registration decorator
|
|
def material(blockid=[], data=[0], **kwargs):
|
|
# mapping from property name to the set to store them in
|
|
properties = {"transparent" : transparent_blocks, "solid" : solid_blocks, "fluid" : fluid_blocks, "nospawn" : nospawn_blocks}
|
|
|
|
# make sure blockid and data are iterable
|
|
try:
|
|
iter(blockid)
|
|
except:
|
|
blockid = [blockid,]
|
|
try:
|
|
iter(data)
|
|
except:
|
|
data = [data,]
|
|
|
|
def inner_material(func):
|
|
global blockmap_generators
|
|
|
|
# create a wrapper function with a known signature
|
|
@functools.wraps(func)
|
|
def func_wrapper(blockid, data, north):
|
|
try:
|
|
return func(blockid, data, north)
|
|
except TypeError:
|
|
return func(blockid, data)
|
|
|
|
for block in blockid:
|
|
# set the property sets appropriately
|
|
for prop in properties:
|
|
if kwargs.get(prop, False):
|
|
properties[prop].update([block])
|
|
|
|
# populate blockmap_generators with our function
|
|
for d in data:
|
|
blockmap_generators[(block, d)] = func_wrapper
|
|
|
|
return func_wrapper
|
|
return inner_material
|
|
|
|
# shortcut function for pure blocks, default to solid
|
|
def block(blockid=[], top_index=None, side_index=None, **kwargs):
|
|
new_kwargs = {'solid' : True}
|
|
new_kwargs.update(kwargs)
|
|
|
|
if top_index is None:
|
|
raise ValueError("top_index was not provided")
|
|
|
|
if side_index is None:
|
|
side_index = top_index
|
|
|
|
@material(blockid=blockid, **new_kwargs)
|
|
def inner_block(unused_id, unused_data):
|
|
return build_block(terrain_images[top_index], terrain_images[side_index])
|
|
return inner_block
|
|
|
|
def generate(path=None,texture_size=24,bgc = (26,26,26,0),north_direction='lower-left'):
|
|
global _find_file_local_path
|
|
global bgcolor
|
|
global texture_dimensions
|
|
global _north
|
|
bgcolor = bgc
|
|
_find_file_local_path = path
|
|
_north = north_direction
|
|
texture_dimensions = (texture_size, texture_size)
|
|
|
|
# This maps terainids to 16x16 images
|
|
global terrain_images
|
|
terrain_images = _split_terrain(_load_image("terrain.png"))
|
|
|
|
# generate biome grass mask
|
|
global biome_grass_texture
|
|
biome_grass_texture = build_block(terrain_images[0], terrain_images[38])
|
|
|
|
# generate the blocks
|
|
global blockmap, blockmap_generators
|
|
blockmap = {}
|
|
for blockid, data in blockmap_generators:
|
|
texgen = blockmap_generators[(blockid, data)]
|
|
tex = texgen(blockid, data, north_direction)
|
|
blockmap[(blockid, data)] = generate_texture_tuple(tex)
|
|
|
|
if texture_size != 24:
|
|
# rescale biome textures.
|
|
biome_grass_texture = biome_grass_texture.resize(texture_dimensions, Image.ANTIALIAS)
|
|
|
|
# rescale the special block images
|
|
for blockid, data in iter(blockmap):
|
|
block = blockmap[(blockid,data)]
|
|
if block != None:
|
|
block = block[0]
|
|
scaled_block = block.resize(texture_dimensions, Image.ANTIALIAS)
|
|
blockmap[(blockid,data)] = generate_texture_tuple(scaled_block, blockid)
|
|
|
|
##
|
|
## and finally: actual texture definitions
|
|
##
|
|
|
|
# stone
|
|
block(blockid=1, top_index=1)
|
|
|
|
@material(blockid=2, data=range(11)+[0x10,], solid=True)
|
|
def grass(blockid, data):
|
|
# 0x10 bit means SNOW
|
|
side_img = terrain_images[3]
|
|
if data & 0x10:
|
|
side_img = terrain_images[68]
|
|
img = build_block(terrain_images[0], side_img)
|
|
if not data & 0x10:
|
|
global biome_grass_texture
|
|
composite.alpha_over(img, biome_grass_texture, (0, 0), biome_grass_texture)
|
|
return img
|
|
|
|
# dirt
|
|
block(blockid=3, top_index=2)
|
|
# cobblestone
|
|
block(blockid=4, top_index=16)
|
|
# wooden plank
|
|
block(blockid=5, top_index=4)
|
|
|
|
@material(blockid=6, data=range(16), transparent=True)
|
|
def saplings(blockid, data):
|
|
# usual saplings
|
|
tex = terrain_images[15]
|
|
|
|
if data & 0x3 == 1: # spruce sapling
|
|
tex = terrain_images[63]
|
|
if data & 0x3 == 2: # birch sapling
|
|
tex = terrain_images[79]
|
|
|
|
return build_sprite(tex)
|
|
|
|
# bedrock
|
|
block(blockid=7, top_index=17)
|
|
|
|
@material(blockid=8, data=range(16), fluid=True, transparent=True)
|
|
def water(blockid, data):
|
|
watertex = _load_image("water.png")
|
|
return build_block(watertex, watertex)
|
|
|
|
# other water, glass, and ice (no inner surfaces)
|
|
# uses pseudo-ancildata found in iterate.c
|
|
@material(blockid=[9, 20, 79], data=range(32), transparent=True, nospawn=True)
|
|
def no_inner_surfaces(blockid, data):
|
|
if blockid == 9:
|
|
texture = _load_image("water.png")
|
|
elif blockid == 20:
|
|
texture = terrain_images[49]
|
|
else:
|
|
texture = terrain_images[67]
|
|
|
|
if (data & 0b10000) == 16:
|
|
top = texture
|
|
else:
|
|
top = None
|
|
|
|
if (data & 0b0001) == 1:
|
|
side1 = texture # top left
|
|
else:
|
|
side1 = None
|
|
|
|
if (data & 0b1000) == 8:
|
|
side2 = texture # top right
|
|
else:
|
|
side2 = None
|
|
|
|
if (data & 0b0010) == 2:
|
|
side3 = texture # bottom left
|
|
else:
|
|
side3 = None
|
|
|
|
if (data & 0b0100) == 4:
|
|
side4 = texture # bottom right
|
|
else:
|
|
side4 = None
|
|
|
|
# if nothing shown do not draw at all
|
|
if top is None and side3 is None and side4 is None:
|
|
return None
|
|
|
|
img = build_full_block(top,None,None,side3,side4)
|
|
return img
|
|
|
|
@material(blockid=[10, 11], data=range(16), fluid=True, transparent=False)
|
|
def lava(blockid, data):
|
|
lavatex = _load_image("lava.png")
|
|
return build_block(lavatex, lavatex)
|
|
|
|
# sand
|
|
block(blockid=12, top_index=18)
|
|
# gravel
|
|
block(blockid=13, top_index=19)
|
|
# gold ore
|
|
block(blockid=14, top_index=32)
|
|
# iron ore
|
|
block(blockid=15, top_index=33)
|
|
# coal ore
|
|
block(blockid=16, top_index=34)
|
|
|
|
@material(blockid=17, data=range(3), solid=True)
|
|
def wood(blockid, data):
|
|
top = terrain_images[21]
|
|
if data == 0: # normal
|
|
return build_block(top, terrain_images[20])
|
|
if data == 1: # birch
|
|
return build_block(top, terrain_images[116])
|
|
if data == 2: # pine
|
|
return build_block(top, terrain_images[117])
|
|
|
|
@material(blockid=18, data=range(16), transparent=True, solid=True)
|
|
def leaves(blockid, data):
|
|
t = terrain_images[52]
|
|
if data == 1:
|
|
# pine!
|
|
t = terrain_images[132]
|
|
return build_block(t, t)
|
|
|
|
# sponge
|
|
block(blockid=19, top_index=48)
|
|
# lapis lazuli ore
|
|
block(blockid=21, top_index=160)
|
|
# lapis lazuli block
|
|
block(blockid=22, top_index=144)
|
|
|
|
# dispensers, furnaces, and burning furnaces
|
|
@material(blockid=[23, 61, 62], data=range(6), solid=True)
|
|
def furnaces(blockid, data, north):
|
|
# first, do the north rotation if needed
|
|
if north == 'upper-left':
|
|
if data == 2: data = 5
|
|
elif data == 3: data = 4
|
|
elif data == 4: data = 2
|
|
elif data == 5: data = 3
|
|
elif north == 'upper-right':
|
|
if data == 2: data = 3
|
|
elif data == 3: data = 2
|
|
elif data == 4: data = 5
|
|
elif data == 5: data = 4
|
|
elif north == 'lower-right':
|
|
if data == 2: data = 4
|
|
elif data == 3: data = 5
|
|
elif data == 4: data = 3
|
|
elif data == 5: data = 2
|
|
|
|
top = terrain_images[62]
|
|
side = terrain_images[45]
|
|
|
|
if blockid == 61:
|
|
front = terrain_images[44]
|
|
elif blockid == 62:
|
|
front = terrain_images[61]
|
|
elif blockid == 23:
|
|
front = terrain_images[46]
|
|
|
|
if data == 3: # pointing west
|
|
return build_full_block(top, None, None, side, front)
|
|
elif data == 4: # pointing north
|
|
return build_full_block(top, None, None, front, side)
|
|
else: # in any other direction the front can't be seen
|
|
return build_full_block(top, None, None, side, side)
|
|
|
|
# sandstone
|
|
block(blockid=24, top_index=176, side_index=192)
|
|
# note block
|
|
block(blockid=25, top_index=74)
|