Musicreater/msctspt/transfer.py

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2022-01-27 13:21:25 +00:00
"""音·创 的转换工具库"""
# 诸葛亮与八卦阵帮忙修改语法 日期:---2022年1月19日
# 统计致命三级错误0个警告二级错误4个--未解决1个语法一级错误302个
import amulet
from amulet.api.block import Block
from amulet.utils.world_utils import block_coords_to_chunk_coords as bc2cc
from amulet_nbt import TAG_String as ts
from nmcsup.log import log
def hans2pinyin(hans, style=3):
"""将汉字字符串转化为拼音字符串"""
from pypinyin import lazy_pinyin
result = lazy_pinyin(hans=hans, style=style)
final = ''
for i in result:
final += i
return final
def formCmdBlock(direction: list, command: str, particularValue: int, impluse: int, condition: bool = False,
needRedstone: bool = True, tickDelay: int = 0, customName: str = '', lastOutput: str = '',
executeOnFirstTick: bool = False, trackOutput: bool = True):
"""
使用指定项目返回指定的指令方块格式字典
:param trackOutput:
:param executeOnFirstTick:
:param lastOutput:
:param customName:
:param tickDelay:
:param needRedstone:
:param condition:
:param impluse:
:param particularValue:
:param command:
:param direction:
:return: 指令方块字典结构
"""
"""
:param block: {
"direction": [x: int, y: int, z: int] #方块位置
"block_name": str, #方块名称无需指定默认为command_block
"particular_value": int, #方块特殊值
"impluse": int, #方块类型0脉冲 1循环 2连锁 unsigned_int32
"command": str, #指令
"customName": str, #悬浮字
"lastOutput": str, #上次输出
"tickdelay": int, #方块延时 int32
"executeOnFirstTick": int, #执行第一个选项 1 bytes
"trackOutput": int, #是否输出 1 bytes
"conditional": int, #是否有条件 1 bytes
"needRedstone": int #是否需要红石 1 bytes
}
"""
return {"direction": direction,
"block_name": "command_block",
"particular_value": particularValue,
"impluse": impluse,
"command": command,
"customName": customName,
"lastOutput": lastOutput,
"tickdelay": tickDelay,
"executeOnFirstTick": executeOnFirstTick,
"trackOutput": trackOutput,
"conditional": condition,
"needRedstone": needRedstone
}
def note2bdx(filePath: str, dire: list, Notes: list, ScoreboardName: str, Instrument: str, PlayerSelect: str = '',
isProsess: bool = False, height: int = 200):
"""使用方法同Note2Cmd
:param 参数说明
filePath: 生成.bdx文件的位置
dire: 指令方块在地图中生成的起始位置相对位置
Notes: list[ list[ float我的世界playsound指令音调 , float延续时常单位s ] ] 格式存储的音符列表
例如Musicreater.py的(dataset[0]['musics'][NowMusic]['notes'])
ScoreboardName: 用于执行的计分板名称
Instrument: 播放的乐器
PlayerSelect: 执行的玩家选择器
isProsess: 是否显示进度条会很卡
height: 生成结构的最高高度
:return 返回一个BdxConverter类实际上没研究过同时在指定位置生成.bdx文件"""
# from msctspt.transfer import formCmdBlock
from nmcsup.trans import Note2Cmd
from msctspt.bdxOpera_CP import BdxConverter
cmd = Note2Cmd(Notes, ScoreboardName, Instrument, PlayerSelect, isProsess)
cdl = []
for i in cmd:
# e = True
try:
if (i[:i.index('#')].replace(' ', '') != '\n') and (i[:i.index('#')].replace(' ', '') != ''):
cdl.append(i[:i.index('#')])
# e = False
except: # ValueError
cdl.append(i)
# finally:
# if e is True:
# cdl.append(i)
i = 0
down = False
blocks = [formCmdBlock(dire, cdl.pop(0), 1, 1)]
dire[1] += 1
for j in cdl:
if dire[1] + i > height:
dire[0] += 1
i = 0
down = not down
if dire[1] + i == height:
blocks.append(formCmdBlock([dire[0], dire[1] + i, dire[2]], j, 5, 2, False, False))
else:
if down:
blocks.append(formCmdBlock([dire[0], dire[1] + i, dire[2]], j, 0, 2, False, False))
else:
blocks.append(formCmdBlock([dire[0], dire[1] + i, dire[2]], j, 1, 2, False, False))
i += 1
del i, cdl, down, cmd
return BdxConverter(filePath, 'Build by RyounMusicreater', blocks)
def note2webs(Notes: list, Instrument: str, speed: float = 5.0, PlayerSelect: str = '', isProsess: bool = False):
"""传入音符在oaclhost:8080上建立websocket服务器以供我的世界connect/wssever指令连接
:param 参数说明
Notes: list[ list[ float我的世界playsound指令音调 , float延续时常单位s ] ] 格式存储的音符列表
例如Musicreater.py的(dataset[0]['musics'][NowMusic]['notes'])
Instrument: 播放的乐器
speed: 用于控制播放速度数值越大播放速度越快相当于把一秒变为几拍
PlayerSelect: 执行的玩家选择器
isProsess: 是否显示进度条
:return None"""
import time
import fcwslib
# import asyncio
from nmcsup.log import log
from nmcsup.vers import VER
async def run_server(websocket): # , path
log('服务器连接创建')
await fcwslib.tellraw(websocket, '已连接服务器——音·创' + VER[1] + VER[0] + ' 作者:金羿(W-YI)')
length = len(Notes)
j = 1
for i in range(len(Notes)):
await fcwslib.send_command(websocket,
f'execute @a{PlayerSelect} ~ ~ ~ playsound {Instrument} @s ~ ~ ~ 1000 '
f'{Notes[i][0]} 1000')
if isProsess:
await fcwslib.send_command(websocket,
'execute @a' + PlayerSelect + ' ~ ~ ~ title @s actionbar §e▶ 播放中: §a' +
str(
j) + '/' + str(length) + ' || ' + str(int(j / length * 1000) / 10))
j += 1
time.sleep(Notes[i][1] / speed)
fcwslib.run_server(run_server)
def note2RSworld(world: str, startpos: list, notes: list, instrument: str, speed: float = 2.5,
posadder: list = [1, 0, 0], baseblock: str = 'stone'): # -> bool
"""传入音符,生成以音符盒存储的红石音乐
:param 参数说明
world: 地图文件的路径
startpos: list[int,int,int] 开始生成的坐标
notes: list[list[float,float]] list[ list[ float我的世界playsound指令音调 , float延续时常单位s ] ]
格式存储的音符列表 例如Musicreater.py的dataset[0]['musics'][NowMusic]['notes']
instrument: 播放的乐器
speed: 一拍占多少个中继器延迟(红石刻/rt)
posadder: list[int,int,int] 坐标增加规律即红石的延长时按照此增加规律增加坐标
baseblock: 在中继器下垫着啥方块呢~
:return 是否生成成功
"""
from msctspt.values import height2note, instuments
def formNoteBlock(note: int, instrument1: str = 'note.harp', powered: bool = False):
"""生成音符盒方块
:param powered:
:param instrument1:
:param note: 0~24
:return Block()"""
if powered:
powered = 'true'
else:
powered = 'false'
return Block('universal_minecraft', 'noteblock',
{"instrument": ts(instrument1.replace("note.", '')), 'note': ts(str(note)),
'powered': ts(powered)})
def formRepeater(delay: int, facing: str, locked: bool = False, powered: bool = False):
"""生成中继器方块
:param powered:
:param locked:
:param facing:
:param delay: 1~4
:return Block()"""
if powered:
powered = 'true'
else:
powered = 'false'
if locked:
locked = 'true'
else:
locked = 'false'
return Block('universal_minecraft', 'repeater',
{"delay": ts(str(delay)), 'facing': ts(facing), 'locked': ts(locked), 'powered': ts(powered)})
level = amulet.load_level(world)
def setblock(block: Block, pos: list):
"""pos : list[int,int,int]"""
cx, cz = bc2cc(pos[0], pos[2])
chunk = level.get_chunk(cx, cz, "minecraft:overworld")
offset_x, offset_z = pos[0] - 16 * cx, pos[2] - 16 * cz
chunk.blocks[offset_x, pos[1], offset_z] = level.block_palette.get_add_block(block)
chunk.changed = True
# 1拍 x 2.5 rt
def placeNoteBlock():
for i in notes:
error = True
try:
setblock(formNoteBlock(height2note[i[0]], instrument), [startpos[0], startpos[1] + 1, startpos[2]])
setblock(Block("universal_minecraft", instuments[i[0]][1]), startpos)
error = False
except ValueError:
log("无法放置音符:" + str(i) + '' + str(startpos))
setblock(Block("universal_minecraft", baseblock), startpos)
setblock(Block("universal_minecraft", baseblock), [startpos[0], startpos[1] + 1, startpos[2]])
finally:
if error is True:
log("无法放置音符:" + str(i) + '' + str(startpos))
setblock(Block("universal_minecraft", baseblock), startpos)
setblock(Block("universal_minecraft", baseblock), [startpos[0], startpos[1] + 1, startpos[2]])
delay = int(i[1] * speed + 0.5)
if delay <= 4:
startpos[0] += 1
setblock(formRepeater(delay, 'west'), [startpos[0], startpos[1] + 1, startpos[2]])
setblock(Block("universal_minecraft", baseblock), startpos)
else:
for j in range(int(delay / 4)):
startpos[0] += 1
setblock(formRepeater(4, 'west'), [startpos[0], startpos[1] + 1, startpos[2]])
setblock(Block("universal_minecraft", baseblock), startpos)
if delay % 4 != 0:
startpos[0] += 1
setblock(formRepeater(delay % 4, 'west'), [startpos[0], startpos[1] + 1, startpos[2]])
setblock(Block("universal_minecraft", baseblock), startpos)
startpos[0] += posadder[0]
startpos[1] += posadder[1]
startpos[2] += posadder[2]
# e = True
try:
placeNoteBlock()
# e = False
except: # ValueError
log("无法放置方块了,可能是因为区块未加载叭")
# finally:
# if e:
# log("无法放置方块了,可能是因为区块未加载叭")
level.save()
level.close()
class ryStruct:
def __init__(self, world: str) -> None:
self.RyStruct = dict()
self._world = world
self._level = amulet.load_level(world)
def reloadLevel(self):
# e = True
try:
self._level = amulet.load_level(self.world)
# e = False
except: # ValueError
log("无法重载地图")
# finally:
# if e:
# log("无法重载地图")
def closeLevel(self):
# e = True
try:
self._level.close()
# e = False
except: # ValueError
log("无法关闭地图")
# finally:
# if e:
# log("无法重载地图")
def world2Rys(self, startp: list, endp: list, includeAir: bool = False):
"""将世界转换为RyStruct字典注意此函数运行成功后将关闭地图若要打开需要运行 reloadLevel
:param startp: [x,y,z] 转化的起始坐标
:param endp : [x,y,z] 转换的终止坐标注意终止坐标需要大于起始坐标且最终结果包含终止坐标
:param includeAir : bool = False 是否包含空气即空气是否在生成之时覆盖地图内容
:return dict RyStruct """
level = self._level
for x in range(startp[0], endp[0] + 1):
for y in range(startp[1], endp[1] + 1):
for z in range(startp[2], endp[2] + 1):
RyStructBlock = dict()
cx, cz = bc2cc(x, z)
chunk = level.get_chunk(cx, cz, "minecraft:overworld")
universal_block = chunk.block_palette[chunk.blocks[x - 16 * cx, y, z - 16 * cz]]
if universal_block == Block("universal_minecraft", "air") and includeAir:
continue
universal_block_entity = chunk.block_entities.get((x, y, z), None)
RyStructBlock["block"] = str(universal_block)
RyStructBlock["blockEntity"] = str(universal_block_entity)
log("载入方块数据" + str(RyStructBlock))
self.RyStruct[(x, y, z)] = RyStructBlock
level.close()
return self.RyStruct
"""
RyStruct = {
(0,0,0) = {
"block": str 完整的方块结构
"blockEntity": str | 'None'
}
}
"""