-
Notifications
You must be signed in to change notification settings - Fork 11
/
Copy pathcube_mcschematic.py
4162 lines (3405 loc) · 221 KB
/
cube_mcschematic.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
'''
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
"Licensor" shall mean the copyright owner or entity authorized by
the copyright owner that is granting the License.
"Legal Entity" shall mean the union of the acting entity and all
other entities that control, are controlled by, or are under common
control with that entity. For the purposes of this definition,
"control" means (i) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
exercising permissions granted by this License.
"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation
source, and configuration files.
"Object" form shall mean any form resulting from mechanical
transformation or translation of a Source form, including but
not limited to compiled object code, generated documentation,
and conversions to other media types.
"Work" shall mean the work of authorship, whether in Source or
Object form, made available under the License, as indicated by a
copyright notice that is included in or attached to the work
(an example is provided in the Appendix below).
"Derivative Works" shall mean any work, whether in Source or Object
form, that is based on (or derived from) the Work and for which the
editorial revisions, annotations, elaborations, or other modifications
represent, as a whole, an original work of authorship. For the purposes
of this License, Derivative Works shall not include works that remain
separable from, or merely link (or bind by name) to the interfaces of,
the Work and Derivative Works thereof.
"Contribution" shall mean any work of authorship, including
the original version of the Work and any modifications or additions
to that Work or Derivative Works thereof, that is intentionally
submitted to Licensor for inclusion in the Work by the copyright owner
or by an individual or Legal Entity authorized to submit on behalf of
the copyright owner. For the purposes of this definition, "submitted"
means any form of electronic, verbal, or written communication sent
to the Licensor or its representatives, including but not limited to
communication on electronic mailing lists, source code control systems,
and issue tracking systems that are managed by, or on behalf of, the
Licensor for the purpose of discussing and improving the Work, but
excluding communication that is conspicuously marked or otherwise
designated in writing by the copyright owner as "Not a Contribution."
"Contributor" shall mean Licensor and any individual or Legal Entity
on behalf of whom a Contribution has been received by Licensor and
subsequently incorporated within the Work.
2. Grant of Copyright License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
copyright license to reproduce, prepare Derivative Works of,
publicly display, publicly perform, sublicense, and distribute the
Work and such Derivative Works in Source or Object form.
3. Grant of Patent License. Subject to the terms and conditions of
this License, each Contributor hereby grants to You a perpetual,
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
(except as stated in this section) patent license to make, have made,
use, offer to sell, sell, import, and otherwise transfer the Work,
where such license applies only to those patent claims licensable
by such Contributor that are necessarily infringed by their
Contribution(s) alone or by combination of their Contribution(s)
with the Work to which such Contribution(s) was submitted. If You
institute patent litigation against any entity (including a
cross-claim or counterclaim in a lawsuit) alleging that the Work
or a Contribution incorporated within the Work constitutes direct
or contributory patent infringement, then any patent licenses
granted to You under this License for that Work shall terminate
as of the date such litigation is filed.
4. Redistribution. You may reproduce and distribute copies of the
Work or Derivative Works thereof in any medium, with or without
modifications, and in Source or Object form, provided that You
meet the following conditions:
(a) You must give any other recipients of the Work or
Derivative Works a copy of this License; and
(b) You must cause any modified files to carry prominent notices
stating that You changed the files; and
(c) You must retain, in the Source form of any Derivative Works
that You distribute, all copyright, patent, trademark, and
attribution notices from the Source form of the Work,
excluding those notices that do not pertain to any part of
the Derivative Works; and
(d) If the Work includes a "NOTICE" text file as part of its
distribution, then any Derivative Works that You distribute must
include a readable copy of the attribution notices contained
within such NOTICE file, excluding those notices that do not
pertain to any part of the Derivative Works, in at least one
of the following places: within a NOTICE text file distributed
as part of the Derivative Works; within the Source form or
documentation, if provided along with the Derivative Works; or,
within a display generated by the Derivative Works, if and
wherever such third-party notices normally appear. The contents
of the NOTICE file are for informational purposes only and
do not modify the License. You may add Your own attribution
notices within Derivative Works that You distribute, alongside
or as an addendum to the NOTICE text from the Work, provided
that such additional attribution notices cannot be construed
as modifying the License.
You may add Your own copyright statement to Your modifications and
may provide additional or different license terms and conditions
for use, reproduction, or distribution of Your modifications, or
for any such Derivative Works as a whole, provided Your use,
reproduction, and distribution of the Work otherwise complies with
the conditions stated in this License.
5. Submission of Contributions. Unless You explicitly state otherwise,
any Contribution intentionally submitted for inclusion in the Work
by You to the Licensor shall be under the terms and conditions of
this License, without any additional terms or conditions.
Notwithstanding the above, nothing herein shall supersede or modify
the terms of any separate license agreement you may have executed
with Licensor regarding such Contributions.
6. Trademarks. This License does not grant permission to use the trade
names, trademarks, service marks, or product names of the Licensor,
except as required for reasonable and customary use in describing the
origin of the Work and reproducing the content of the NOTICE file.
7. Disclaimer of Warranty. Unless required by applicable law or
agreed to in writing, Licensor provides the Work (and each
Contributor provides its Contributions) on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied, including, without limitation, any warranties or conditions
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
PARTICULAR PURPOSE. You are solely responsible for determining the
appropriateness of using or redistributing the Work and assume any
risks associated with Your exercise of permissions under this License.
8. Limitation of Liability. In no event and under no legal theory,
whether in tort (including negligence), contract, or otherwise,
unless required by applicable law (such as deliberate and grossly
negligent acts) or agreed to in writing, shall any Contributor be
liable to You for damages, including any direct, indirect, special,
incidental, or consequential damages of any character arising as a
result of this License or out of the use or inability to use the
Work (including but not limited to damages for loss of goodwill,
work stoppage, computer failure or malfunction, or any and all
other commercial damages or losses), even if such Contributor
has been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing
the Work or Derivative Works thereof, You may choose to offer,
and charge a fee for, acceptance of support, warranty, indemnity,
or other liability obligations and/or rights consistent with this
License. However, in accepting such obligations, You may act only
on Your own behalf and on Your sole responsibility, not on behalf
of any other Contributor, and only if You agree to indemnify,
defend, and hold each Contributor harmless for any liability
incurred by, or claims asserted against, such Contributor by reason
of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
APPENDIX: How to apply the Apache License to your work.
To apply the Apache License to your work, attach the following
boilerplate notice, with the fields enclosed by brackets "[]"
replaced with your own identifying information. (Don't include
the brackets!) The text should be enclosed in the appropriate
comment syntax for the file format. We also recommend that a
file or class name and description of purpose be included on the
same "printed page" as the copyright notice for easier
identification within third-party archives.
Copyright [2022] [Sloimay]
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
'''
'''
BY SLOIMAY 2022 :D
Based on Fearless' implementation that he took from someone else
that he doesn't remember the name of
Well now mschematic kinda grew out of hands so like now pretty much 20
lines out of the 2,000 is fearless' implementation lMFAO
Versions (last is current):
1 - 15/06/2022
- MCSchematic starts its journey, I only started logging what happened on version 8
so I have no idea how the first version looked like lmfAO
2 - 18/06/2022
3 - 28/06/2022
4 - 30/06/2022
5 - 10/08/2022
6 - 14/09/2022
7 - 17/09/2022
- New load feature :DDDDDDDDDDDDDDDDDDDD
- Also new fancy BlockDataDB
8 - 18/09/2022
- Made mcschematic 3 to 30 times faster while saving,
and 2 to 10 times faster while loading from a file!! :DDDD
- Also BlockDataDB overhaul!!
9 - 20/09/2022: The editing update!!!
- Added a lot of getters
- Changed the internals of MCSchematic for the blocks and blockPalettes to be
in a form of a MCStructure class, for easier editing
- editing tools added:
- schematic pasting into another schematic
- translation
- xyz scaling
- naive rotation (no rotation of block states)
- flip
10 - 25/09/2022: The big and cool update for big schematics!!
- Changed the "fromSS" method in classes in BlockDataDB because it
didn't work :skull emoji: python "self" keyword moment
- Fixed a bug in .setBlock where if you placed a blockEntity at a spot,
then a blockState in the same spot, the blockEntity data will still remain,
and could potentially also be returned by .getBlockDataAt()
- Went from using floor() to round() in transform methods like translate etc,
because it makes transforms such as rotate symmetric. Now what does that mean?
Basically rotate(14 degrees) and rotate(-14 degrees) are supposed to be a flipped
version of each other. But using floor() makes the rotated blocks have a snapping
bias towards -XYZ, so they end up not being the same. Whereas round() removes that bias.
- Also added the possibility of using non-ints anchor points in transform methods.
- Added generation methods:
- cuboidFilled
- cuboidHollow
- cuboidOutlined
- Added varint support!!! Before having more than 128 blockStates in the blockPalette of
a structure or schematic would make it not save correctly. That's because schem files
uses varint encoding and not "one byte is one block state", and "the next byte is another blockState".
Now for palettes under 128 in length, saving can be pretty quick. However if more, even for the
same size of schematics, it might be way, wayyy slower.
Also loading a schematic from disk also takes longer if the palette is more than 128 long.
As we need to decode each varint, we get faced with in the byte stream!
11 - 27/09/2022: the moar editing update??? :OOOOO
nope! It's the full release 1! More commonly known as "MCSchematic 11-Release"
- added horizontal rotation of block states when using the rotate() transform
- added horizontal flipping of block states when using the flip() transform
- added "getSubStructure()" and "getSubSchematic()" methods making you able to
get only a portion of a main schematic.
- added the "centerAround()" transformation which will center the structure at the inputted
anchor point as best as it can with integer coordinates
- added the "center()" transformation which will center the structure around 0, 0, 0 as
best as it can with integer coordinates
- fixed bug in .getBounds() where the xyzMins and Maxes would be initialized to 0, meaning
that for example if a structure was in the XYZ+ octant of the 3d space, it's minXYZ would
still be 0, 0, 0. Now initializing mins to -2^30 and maxes to 2^30, not sure how python
handles numbers close to the integer limit, if its gonna add bits to them or not, so I prefer
playing it safe and make sure they stay 32 bit numbers so that bounds computation can be as
fast as possible!
- Added docstrings for all "publicly" available methods! (this took 3 hours it was so boring help me)
- 11.2 : Fixed a bug that made schematics be billions of blocks long or have negative volume
if it is small enough and the right conditions are met bruh moment
- 11.4 : Added "MCStructure#blockStateIterator()", which is a generator made to iterate over every non-air
block of the structure.
'''
from enum import Enum
from typing import Union, Generator
import os
import math
import io
import itertools
from immutable_views import *
import nbtlib
from nbtlib import File
from nbtlib.tag import *
"""
Contains random static utils useful for mcschematic!
"""
class RandomUtils:
''''''
### --- Public static methods
@staticmethod
def getRotatedList(li: list, rotationCount: int) -> list:
"""
Rotates, or "barrel shifts" a list by the inputted amount.
Found on StackOverflow, by D.R:
https://stackoverflow.com/questions/2150108/efficient-way-to-rotate-a-list-in-python
:param li: The list to rotate
:param rotationCount: The number of rotations to do on the list, cannot be greater than the length
of the list, or less than minus the length of it.
:return: A new rotated list.
"""
return li[rotationCount:] + li[:rotationCount]
'''
'''
@staticmethod
def mathModulo(x: Union[int, float], y: Union[int, float]) -> Union[int, float]:
"""
Returns the math modulo of the inputed 2 numbers.
Python % operator don't behave like the
modulo operations in mathematics, so this method tries
to recreate it.
Algorithm from andrewmu here:
https://stackoverflow.com/questions/5385024/mod-in-java-produces-negative-numbers
:param x: X
:param y: Y
:return: The modulo of X by Y.
"""
result = x % y
if result < 0:
result += y
return result
### ---
"""
Class containing static methods to manipulate block states, like for
example rotating or flipping them.
"""
class MCBlockStateManipulator:
''''''
### --- Fields
# The possible horizontal rotations properties for a blockState. Also
# in order for ease of 90 degree turning.
_horizontalFacingPropertyRotationList: list[str] = ["north", "east", "south", "west"]
# The suffixes of blocks to detect with .endswith() and their rotation types
# we'll call the key the "endswith Id"
# When we want to use a complete blockId put ":" at the start, as every blockId
# is normalised to have "minecraft:" or at least have a ":" before the blockId.
# Format: (endswithId, rotType, isNotEndswithId)
# The "isNotEndswithId" list is here to prevent stuff like "mushroom_stem" interfering
# with "crimson_stem" which have 2 different rotation types
rotatableBlockIdSuffixToHorizontalRotationType: list[tuple[str, str]] = [
# All horizontal facing property IMPLEMENTED
("_stairs", "horizontal", []),
(":repeater", "horizontal", []),
(":comparator", "horizontal", []),
("_wall_torch", "horizontal", []),
(":wall_torch", "horizontal", []),
(":furnace", "horizontal", []),
(":smoker", "horizontal", []),
("_furnace", "horizontal", []),
(":chest", "horizontal", []),
("_chest", "horizontal", []),
(":tripwire_hook", "horizontal", []),
(":lectern", "horizontal", []),
(":jack_o_lantern", "horizontal", []),
(":carved_pumpkin", "horizontal", []),
(":ladder", "horizontal", []),
("_glazed_terracotta", "horizontal", []),
("_coral_wall_fan", "horizontal", []),
("_anvil", "horizontal", []),
("_wall_sign", "horizontal", []),
("_wall_head", "horizontal", []),
("_wall_skull", "horizontal", []),
("_fence_gate", "horizontal", []),
(":grindstone", "horizontal", []),
(":stone_cutter", "horizontal", []),
(":bell", "horizontal", []),
(":campfire", "horizontal", []),
("_campfire", "horizontal", []),
("_wall_banner", "horizontal", []),
(":loom", "horizontal", []),
(":lever", "horizontal", []),
("_button", "horizontal", []),
("_trapdoor", "horizontal", []),
("_door", "horizontal", []),
# All horizontal_down facing property (Horizontal facing + down) IMPLEMENTED
(":hopper", "horizontal_down", []),
# All horizontal_up_down facing property (Horizontal facing + up + down) IMPLEMENTED
(":end_rod", "horizontal_up_down", []),
("_shulker_box", "horizontal_up_down", []),
(":shulker_box", "horizontal_up_down", []),
(":shulker_box", "horizontal_up_down", []),
("_amethyst_bud", "horizontal_up_down", []),
(":amethyst_cluster", "horizontal_up_down", []),
(":barrel", "horizontal_up_down", []),
(":dropper", "horizontal_up_down", []),
(":dispenser", "horizontal_up_down", []),
(":observer", "horizontal_up_down", []),
(":piston", "horizontal_up_down", []),
("_piston", "horizontal_up_down", []),
(":lightning_rod", "horizontal_up_down", []),
("_command_block", "horizontal_up_down", []),
(":command_block", "horizontal_up_down", []),
# Axis based rotatable blocks IMPLEMENTED
("_log", "axis", []),
("_wood", "axis", []),
("_stem", "axis", [":mushroom_stem"]),
("_hyphae", "axis", []),
(":chain", "axis", []),
(":basalt", "axis", []),
(":polished_basalt", "axis", []),
("_pillar", "axis", []),
(":bone_block", "axis", []),
(":deepslate", "axis", []),
(":infected_deepslate", "axis", []),
("_froglight", "axis", []),
# Very specific case for 2 different block states IMPLEMENTED
("redstone_wire", "four_cardinal_direction_properties_that_defaults_to_none", []),
("_wall", "four_cardinal_direction_properties_that_defaults_to_none", []),
# Sign-like (with 16 rotations)
("_sign", "sign_like", []),
("_skull", "sign_like", []),
("_head", "sign_like", []),
("_banner", "sign_like", []),
# Glass-pane likes
(":glass_pane", "glass_pane_like", []),
("_fence", "glass_pane_like", []),
("_glass_pane", "glass_pane_like", []),
(":iron_bars", "glass_pane_like", []),
(":vine", "glass_pane_like", []),
(":glow_lichen", "glass_pane_like", []),
(":sculk_vein", "glass_pane_like", []),
(":mushroom_stem", "glass_pane_like", []),
("_mushroom_block", "glass_pane_like", []),
# Rails
(":rail", "rail", []),
("_rail", "rail", []),
]
### ---
### --- Public static methods
@classmethod
def getHorizontallyRotatedBlockState(cls, blockState: str, ninetyDegreeTurnCount: int) -> str:
"""
Returns a horizontally rotated version of the inputted blockState in increments of 90
degree turns defined by the .rotate() yaw transform.
:param blockState: The block state to rotate
:param ninetyDegreeTurnCount: The amount of 90 degree turns to do
:return: A rotated version of the inputted blockState.
"""
## Sort the blockState in blockStateBlockIds and blockStateProperties (or whats
## inside the "[ ]" )
blockStateBlockId = blockState
blockStateProperties = ""
if "[" in blockState:
blockStateBlockId = blockState[:blockState.find("[")]
blockStateProperties = blockState[blockState.find("["):]
## Normalize the blockStateBlockId to have "minecraft:" if there's no
## ":" prefix
if ":" not in blockStateBlockId:
blockStateBlockId = "minecraft:" + blockStateBlockId
## Create a rudimentary and very probably uncomplete property map
## of our blockStateProperties. Will be processed and then will
## be converted to string for our output blockState.
propertyMap = MCBlockStateManipulator.parseBlockStateProperties(blockStateProperties)
## Variable setups
# The turn count, which is a number between 0 and 3 representing how many
# 90 degree CCW turns we need
turnCount = RandomUtils.mathModulo(ninetyDegreeTurnCount, 4)
## Process / rotate the propertyMap
# Check what the rotation type of the endswith Id
rotationType = "Not found"
for endswithId, rotType, isNotEndswithId in cls.rotatableBlockIdSuffixToHorizontalRotationType:
if blockStateBlockId.endswith(endswithId):
# Check if the id we have is not in the banned endswithIds, if it is
# then this endswithId is wrong and we continue the main loop we're in
continueMainLoop = False
for bannedEndswithId in isNotEndswithId:
if blockStateBlockId.endswith(bannedEndswithId):
continueMainLoop = True
if continueMainLoop:
continue
# Since we found our rotation type, break as we don't wanna check for any other
rotationType = rotType
break
# -- Dispatch the rotation type to see which rotation we doin
# If we haven't found a rotation type, then we just return the blockState, since there's
# nothing to rotate
if rotationType == "Not found":
return blockState
# horizontal facing
if rotationType == "horizontal":
# Make sure that the property map has a facing property, if not,
# initialise it to "north" since it's the default value for the horizontal
# facing property
propertyMap.setdefault("facing", "north")
# To rotate horizontally we just need to rotate the facing
newFacing = cls.getRotatedHorizontalFacingProperty(propertyMap["facing"],
ninetyDegreeTurnCount)
# Put the new facing in the hashmap
propertyMap["facing"] = newFacing
# horizontal down facing which is basically hopper only lmfao
if rotationType == "horizontal_down":
# Make sure that the property map has a facing property, if not,
# initialise it to "down" since it's the default value for the horizontal + down
# facing property
propertyMap.setdefault("facing", "down")
# To rotate horizontally we just need to rotate the facing if it's not down
if propertyMap["facing"] != "down":
newFacing = cls.getRotatedHorizontalFacingProperty(propertyMap["facing"],
ninetyDegreeTurnCount)
# Put the new facing in the hashmap
propertyMap["facing"] = newFacing
if rotationType == "horizontal_up_down":
# Make sure that the property map has a facing property, if not,
# initialise it to "north" since it's the default value for the horizontal + up + down
# facing property
propertyMap.setdefault("facing", "north")
# To rotate horizontally we just need to rotate the facing if it's not down or up
if propertyMap["facing"] != "down" and propertyMap["facing"] != "up":
newFacing = cls.getRotatedHorizontalFacingProperty(propertyMap["facing"],
ninetyDegreeTurnCount)
# Put the new facing in the hashmap
propertyMap["facing"] = newFacing
# Axis blocks such as logs and stuff
if rotationType == "axis":
# axis default is y
propertyMap.setdefault("axis", "y")
# if facing is not y then rotate, because the y axis doesn't rotate when
# rotating on the xz plane!
if propertyMap["axis"] != "y":
# an even amount of 90 degree turns don't change the axis, only an
# odd amount does
if ninetyDegreeTurnCount % 2 == 1:
propertyMap["axis"] = "x" if propertyMap["axis"] == "z" else "z"
# funny code-golfer way of switching from x to z, or z to x lol
# propertyMap["facing"] = ["x", "z"][propertyMap["facing"] == "x"]
# Redstone wire and walls
if rotationType == "four_cardinal_direction_properties_that_defaults_to_none":
# Fill up the property map's needed potentially absent values, which are the side values.
# They are initialized to "none" if they don't exist
propertyMap.setdefault("north", "none")
propertyMap.setdefault("east", "none")
propertyMap.setdefault("south", "none")
propertyMap.setdefault("west", "none")
# To rotate a redstone wire we put the 4 cardinal directions' values in a
# list that we barrel shift depending on how many rotations
# Order: north, east, south, west
sideValues = [
propertyMap["north"],
propertyMap["east"],
propertyMap["south"],
propertyMap["west"]
]
# Rotate the list, minus sign because organising the sideValues in the
# NESW order which I will use a standard for convenience (ironic, I know),
# makes it so that rotating the list actually makes it rotate the other way
rotatedList = RandomUtils.getRotatedList(sideValues, -turnCount)
# Re-assing the properties now that we epicly rotateted
propertyMap["north"] = rotatedList[0]
propertyMap["east"] = rotatedList[1]
propertyMap["south"] = rotatedList[2]
propertyMap["west"] = rotatedList[3]
# Blocks like the sign's 16 rotations
if rotationType == "sign_like":
# rotation default is 0
propertyMap.setdefault("rotation", "0")
# calculate a new rotation, which is just the number of 90 degree
# turns times 4 then we need to modulo it to be between 0 and 15
propertyMap["rotation"] = str( (int(propertyMap["rotation"]) + 4 * ninetyDegreeTurnCount) % 16 )
# 4 cardinals that are booleans, might use up and down too but since we
# don't fiddle with those we fine!
if rotationType == "glass_pane_like":
# 4 cardinal directions defaults to false
propertyMap.setdefault("north", "false")
propertyMap.setdefault("east", "false")
propertyMap.setdefault("south", "false")
propertyMap.setdefault("west", "false")
# Rotate using the redstone implementation
sideValues: list[str] = [
propertyMap["north"],
propertyMap["east"],
propertyMap["south"],
propertyMap["west"]
]
# Rotate the list, minus sign because organising the sideValues in the
# NESW order which I will use a standard for convenience (ironic, I know),
# makes it so that rotating the list actually makes it rotate the other way
rotatedList = RandomUtils.getRotatedList(sideValues, -turnCount)
# Re-assing the properties now that we epicly rotateted
propertyMap["north"] = rotatedList[0]
propertyMap["east"] = rotatedList[1]
propertyMap["south"] = rotatedList[2]
propertyMap["west"] = rotatedList[3]
# rails FUN FUN FUN
if rotationType == "rail":
# for any rail, "shape" defaults to "north_south"
propertyMap.setdefault("shape", "north_south")
# setup
shapeProp = propertyMap["shape"]
# check if the rail is ascending, because we're gonna use the horizontal facing
# rotation algorithm if so!
if shapeProp.startswith("ascending_"):
# Only get the cardinal part of the shape property
facingOfAscension = shapeProp[shapeProp.find("_") + 1:]
# Put it through the horizontal facing alg
newFacingOfAscension = cls.getRotatedHorizontalFacingProperty(facingOfAscension,
ninetyDegreeTurnCount)
# Rebuild the shape prop
newShape = "ascending_" + newFacingOfAscension
# Set the prop
propertyMap["shape"] = newShape
else:
# The shape right now is in the form of "cardinalDir_cardinalDir"
# If the shapeProp is in an axis-type of shape, rotate the rail
# with the axis algorithm
if shapeProp == "north_south" or shapeProp == "east_west":
# Axis switch alg
if ninetyDegreeTurnCount % 2 == 1:
newShape = "north_south" if shapeProp == "east_west" else "east_west"
propertyMap["shape"] = newShape
else:
# We are rotating an angled rail which is kind of like rotating
# a redstone dust pointing in 2 directions that next to one another
# Treat those directions as "true"s and "false"s in a list that we're
# gonna rotate, like redstone wires
currentDirectionsFaced = shapeProp.split("_")
# side trues and falses!
sideValues: list[bool] = [
"north" in currentDirectionsFaced,
"east" in currentDirectionsFaced,
"south" in currentDirectionsFaced,
"west" in currentDirectionsFaced
]
# epic rotatéé
rotatedList = RandomUtils.getRotatedList(sideValues, -turnCount)
# The redstone wire algorithm stops here, because here we were supposed
# to put our result rotatedList inside the propertyMap but like, we just
# needed to rotate the map to rotate the shape itself, not 4 different
# properties!
# So right now we're gonna rebuild the shape. "north" and "south" comes
# first before "east" and "west"
# -- In the shape there's always either north or south, and either east or west.
# So if the north in rotated list is false, we know the rail is south then.
shapeFirstPart = "north" if rotatedList[0] else "south"
shapeSecondPart = "east" if rotatedList[1] else "west"
# Get the new shape and put it in the hashmap!
newShape = shapeFirstPart + "_" + shapeSecondPart
propertyMap["shape"] = newShape
## We've processed the block state, it's time to return
returnedBlockState = \
blockStateBlockId + MCBlockStateManipulator.propertyMapToBlockStatePropertiesString(propertyMap)
return returnedBlockState
@classmethod
def getHorizontallyFlippedBlockState(cls, blockState: str, flippingPlane: str) -> str:
"""
Returns a horizontally flipped version of the inputted blockState by the inputted flippingPlane.
:param blockState: The blockState to rotate
:param flippingPlane: The plane by which the blockState will be flipped by
:return: A flipped version of the inputted blockStaet by the inputted flippingPlane.
"""
## Sort the blockState in blockStateBlockIds and blockStateProperties (or whats
## inside the "[ ]" )
blockStateBlockId = blockState
blockStateProperties = ""
if "[" in blockState:
blockStateBlockId = blockState[:blockState.find("[")]
blockStateProperties = blockState[blockState.find("["):]
## Normalize the blockStateBlockId to have "minecraft:" if there's no
## ":" prefix
if ":" not in blockStateBlockId:
blockStateBlockId = "minecraft:" + blockStateBlockId
## Create a rudimentary and very probably uncomplete property map
## of our blockStateProperties. Will be processed and then will
## be converted to string for our output blockState.
propertyMap = MCBlockStateManipulator.parseBlockStateProperties(blockStateProperties)
## Process / flip the propertyMap
# Check the rotation type of the endswith Id
# Will be used to flip instead of rotating
rotationType = "Not found"
for endswithId, rotType, isNotEndswithId in cls.rotatableBlockIdSuffixToHorizontalRotationType:
if blockStateBlockId.endswith(endswithId):
# Check if the id we have is not in the banned endswithIds, if it is
# then this endswithId is wrong and we continue the main loop we're in
continueMainLoop = False
for bannedEndswithId in isNotEndswithId:
if blockStateBlockId.endswith(bannedEndswithId):
continueMainLoop = True
if continueMainLoop:
continue
# Since we found our rotation type, break as we don't wanna check for any other
rotationType = rotType
break
# -- Dispatch, the algorithms are kind of the same as the rotation ones,
# -- or at least the boilerplate code is, so I wont recomment it lol
# If we haven't found a rotation type, then we just return the blockState, since there's
# nothing to rotate
if rotationType == "Not found":
return blockState
# horizontal facing
if rotationType == "horizontal":
propertyMap.setdefault("facing", "north")
newFacing = cls.getHorizontallyFlippedFacingProperty(propertyMap["facing"],
flippingPlane)
propertyMap["facing"] = newFacing
# horizontal down facing which is basically hopper only lmfao
if rotationType == "horizontal_down":
propertyMap.setdefault("facing", "north")
# Check if not down, in which case we wouldn't be able to flip
if propertyMap["facing"] != "down":
newFacing = cls.getHorizontallyFlippedFacingProperty(propertyMap["facing"],
flippingPlane)
propertyMap["facing"] = newFacing
# horizontal down up facing
if rotationType == "horizontal_up_down":
propertyMap.setdefault("facing", "north")
# Check if not down or up, in which case we wouldn't flip anything
if propertyMap["facing"] != "down" and propertyMap["facing"] != "up":
newFacing = cls.getHorizontallyFlippedFacingProperty(propertyMap["facing"],
flippingPlane)
propertyMap["facing"] = newFacing
# Axis blocks such as logs and stuff
if rotationType == "axis":
# Epic fun fact, axis blocks don't change when flipped :exploding_head:
pass
# Redstone wire and walls, smaller version than the rotation one
# using for loops lol
if rotationType == "four_cardinal_direction_properties_that_defaults_to_none":
# Set the default for all facing directions
for facing in cls._horizontalFacingPropertyRotationList:
propertyMap.setdefault(facing, "none")
# Put the side values in the NESW order inside a list that we're gonna flip
sideValues = [ propertyMap[facing] for facing in cls._horizontalFacingPropertyRotationList ]
# Flip the side values
flippedSideValues = cls.getHorizontallyFlippedSideValueList(sideValues, flippingPlane)
# Put the flipped side values into the property map
for index, facing in enumerate(cls._horizontalFacingPropertyRotationList):
propertyMap[facing] = flippedSideValues[index]
# Blocks like the sign's 16 rotations
if rotationType == "sign_like":
propertyMap.setdefault("rotation", "0")
rotationAsInt = int(propertyMap["rotation"])
newRotationInt = rotationAsInt
# Depending on the flipping plane, reflect the rotation
# in a different way
if flippingPlane == "xy":
if rotationAsInt < 8:
newRotationInt = 8 - rotationAsInt
if rotationAsInt >= 8:
newRotationInt = 24 - rotationAsInt
if flippingPlane == "yz":
if 4 <= rotationAsInt < 12:
newRotationInt = 16 - rotationAsInt
else:
newRotationInt = 0 - rotationAsInt
# When we're done flipping, modulo the new rotation so that it's
# in range of 16
newRotationInt = RandomUtils.mathModulo(newRotationInt, 16)
# Put the new rotation inside the property map at the end
propertyMap["rotation"] = str(newRotationInt)
# 4 cardinals that are booleans, might use up and down too but since we
# don't fiddle with those we fine! Basically like redstone and walls but
# with default to "false" :o
if rotationType == "glass_pane_like":
# Set the default for all facing directions
for facing in cls._horizontalFacingPropertyRotationList:
propertyMap.setdefault(facing, "false")
# Put the side values in the NESW order inside a list that we're gonna flip
sideValues: list[str] = [propertyMap[facing] for facing in cls._horizontalFacingPropertyRotationList]
# Flip the side values
flippedSideValues = cls.getHorizontallyFlippedSideValueList(sideValues, flippingPlane)
# Put the flipped side values into the property map
for index, facing in enumerate(cls._horizontalFacingPropertyRotationList):
propertyMap[facing] = flippedSideValues[index]
# rails FUN FUN FUN
if rotationType == "rail":
# for any rail, "shape" defaults to "north_south"
propertyMap.setdefault("shape", "north_south")
# setup
shapeProp = propertyMap["shape"]
# check if the rail is ascending, because we're gonna use the horizontal facing
# rotation algorithm if so!
if shapeProp.startswith("ascending_"):
facingOfAscension = shapeProp[shapeProp.find("_") + 1:]
newFacingOfAscension = cls.getHorizontallyFlippedFacingProperty(facingOfAscension,
flippingPlane)
newShape = "ascending_" + newFacingOfAscension
propertyMap["shape"] = newShape
else:
# The shape right now is in the form of "cardinalDir_cardinalDir"
# If the shapeProp is in an axis-type of shape, flip the rail
# with the axis algorithm
if shapeProp == "north_south" or shapeProp == "east_west":
# Axis switch alg
# Again, flipping axis-type rotatable blocks won't change it
# at all!
pass
else:
# We are rotating an angled rail which is kind of like rotating
# a redstone dust pointing in 2 directions that next to one another
# Won't re-comment everything here
currentDirectionsFaced = shapeProp.split("_")
# side trues and falses!
sideValues: list[bool] = [
facing in currentDirectionsFaced for facing in cls._horizontalFacingPropertyRotationList
]
# epic flip
rotatedList = cls.getHorizontallyFlippedSideValueList(sideValues, flippingPlane)
shapeFirstPart = "north" if rotatedList[0] else "south"
shapeSecondPart = "east" if rotatedList[1] else "west"
# Get the new shape and put it in the hashmap!
newShape = shapeFirstPart + "_" + shapeSecondPart
propertyMap["shape"] = newShape
# Little hard coding for doors, when a schem is flipped, it looks like (though im not
# 100% sure it happens in all situations) that the hinge always switches
if blockStateBlockId.endswith("_door"):
propertyMap.setdefault("hinge", "left")
propertyMap["hinge"] = "right" if propertyMap["hinge"] == "left" else "left"
# Another little hard coding for stairs this time, it also looks like that
# the shape if anything other than straight (so outer_left|right or inner_left|right)
# always switches
if blockStateBlockId.endswith("_stairs"):
propertyMap.setdefault("shape", "straight")
shapeProp = propertyMap["shape"]
if shapeProp != "straight":
# We either got inner or outer left|right, so
# we only need to switch which way the shape points
shapeStart = shapeProp[ :shapeProp.find("_")]
shapeEnd = shapeProp[shapeProp.find("_")+1: ]
# Calc new shape end
newShapeEnd = "right" if shapeEnd == "left" else "left"
# Reconstruct new shape
newShape = shapeStart + "_" + newShapeEnd
# Put in property hashmap at the end, like a return
propertyMap["shape"] = newShape