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@ -89,8 +89,9 @@ python3 Musicreater.py
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3. 感谢由 Charlie_Ping “查理平” 带来的bdx转换功能
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4. 感谢由 CMA_2401PT 带来的 BDXWorkShop 供本程序对于bdx操作的指导
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5. 感谢由 Miracle Plume “神羽” \<QQshenyu40403\>带来的羽音缭绕基岩版音色资源包
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6. 感谢广大群友为此程序提供的测试等支持
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7. 若您对我们有所贡献但您的名字没有显示在此列表中,请联系我!
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6. 感谢 Arthur Morgan 对本程序的排错提出了最大的支持
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7. 感谢广大群友为此程序提供的测试等支持
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8. 若您对我们有所贡献但您的名字没有显示在此列表中,请联系我!
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### 作者\<*金羿*\>(W-YI)联系方式
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15
README_en.md
15
README_en.md
@ -83,14 +83,15 @@ Musicreater - > function (package) - > the following four new functions
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### Thanks
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1. Thank [Fuckcraft](https://github.com/fuckcraft) (“鸣凤鸽子” ,etc) for the function of Creating the Websocket Server for Minecraft: Bedrock Edition.
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1. Thank [Fuckcraft](https://github.com/fuckcraft) *(“鸣凤鸽子” ,etc)* for the function of Creating the Websocket Server for Minecraft: Bedrock Edition.
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- *!! They have given me the rights to directly copy the lib into Musicreater*
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2. Thank 昀梦\<QQ1515399885\> for finding and correcting the bugs in the commands that *Musicreater* Created.
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3. Thank Charlie_Ping “查理平” for bdx convert funtion.
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4. Thank CMA_2401PT for BDXWorkShop as the .bdx structure's operation guide.
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5. Thank Miracle Plume “神羽” \<QQshenyu40403\> for the Miracle Plume Bedrock Edition Audio Resource Pack
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6. Thanks for a lot of groupmates who support me and help me to test the program.
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7. If you have give me some help but u haven't been in the list, please contact me.
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2. Thank *昀梦*\<QQ1515399885\> for finding and correcting the bugs in the commands that *Musicreater* Created.
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3. Thank *Charlie_Ping “查理平”* for bdx convert funtion.
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4. Thank *CMA_2401PT* for BDXWorkShop as the .bdx structure's operation guide.
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5. Thank *Miracle Plume “神羽”* \<QQshenyu40403\> for the Miracle Plume Bedrock Edition Audio Resource Pack
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6. Thank *Arthur Morgan* for his/her biggest support for Musicreater
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7. Thanks for a lot of groupmates who support me and help me to test the program.
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8. If you have give me some help but u haven't been in the list, please contact me.
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### Contact *Eilles(W-YI)*(金羿)
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@ -4,10 +4,6 @@ import brotli
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'''感谢由 Charlie_Ping “查理平” 带来的bdx转换代码'''
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# 诸葛亮与八卦阵帮忙修改语法 日期:---2022年1月19日
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# 统计:致命(三级)错误:0个;警告(二级)错误:0个;语法(一级)错误:7个
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class BdxConverter:
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__header = "BD@"
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__bin_header = b"BDX"
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@ -46,8 +42,8 @@ class BdxConverter:
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:return: list 给出的所有方块种类名称
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"""
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block_type = set()
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for block_ in self.blocks:
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block_type.add(block_["block_name"])
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for block in self.blocks:
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block_type.add(block["block_name"])
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block_type = list(block_type)
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return block_type
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@ -78,7 +74,6 @@ class BdxConverter:
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f.write(brotli.compress(_bytes))
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f.close()
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return
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def upload_blocks(self):
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"""
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计算差值
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@ -88,17 +83,17 @@ class BdxConverter:
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:return:
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"""
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_types = b""
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for block_ in self.blocks:
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for block in self.blocks:
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# print(f"当前方块:{block['block_name']}, 位置: {block['direction']}]")
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diff = self.move_pointer(self.direction, block_["direction"])
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diff = self.move_pointer(self.direction, block["direction"])
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_types += diff
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if block_["block_name"] in ["command_block",
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if block["block_name"] in ["command_block",
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"chain_command_block",
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"repeating_command_block"]:
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_types += self.obtain_command_block(block_)
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_types += self.obtain_command_block(block)
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else:
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_types += self.obtain_universal_block(block_)
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self.direction = block_["direction"]
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_types += self.obtain_universal_block(block)
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self.direction = block["direction"]
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return _types
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def move_pointer(self, direction: list, new_direction):
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@ -153,21 +148,21 @@ class BdxConverter:
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return pointer_type + num_byte
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return pointer_type
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def obtain_universal_block(self, block1):
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def obtain_universal_block(self, block):
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"""
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给定一个方块, 返回此方块在这个bdx中的id和方块data
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:param block1: {block_name: str,particular_value: int}
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:param block: {block_name: str,particular_value: int}
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:return: bytes
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"""
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block_id = b"\x07" + self.block_type.index(block1["block_name"]).to_bytes(2, byteorder="big", signed=False)
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particular_value = block1["particular_value"].to_bytes(2, byteorder="big", signed=False)
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block_id = b"\x07" + self.block_type.index(block["block_name"]).to_bytes(2, byteorder="big", signed=False)
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particular_value = block["particular_value"].to_bytes(2, byteorder="big", signed=False)
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block_header = block_id + particular_value
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return block_header
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def obtain_command_block(self, block1):
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def obtain_command_block(self, block):
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"""
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给定一个命令方块,返回命令方块各种数据
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:param block1: {
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:param block: {
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"direction": [x: int, y: int, z: int]
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"block_name": str,
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"particular_value": int,
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@ -184,24 +179,23 @@ class BdxConverter:
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:return: bytes of command_block
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"""
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block_id = b"\x1b" + self.block_type.index(block1["block_name"]).to_bytes(2, byteorder="big", signed=False)
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particular_value = block1["particular_value"].to_bytes(2, byteorder="big", signed=False)
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block_id = b"\x1b" + self.block_type.index(block["block_name"]).to_bytes(2, byteorder="big", signed=False)
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particular_value = block["particular_value"].to_bytes(2, byteorder="big", signed=False)
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block_header = block_id + particular_value
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for i in [
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block1["impluse"].to_bytes(4, byteorder="big", signed=False),
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bytes(block1["command"], encoding="utf-8") + b"\x00",
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bytes(block1["customName"], encoding="utf-8") + b"\x00",
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bytes(block1["lastOutput"], encoding="utf-8") + b"\x00",
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block1["tickdelay"].to_bytes(4, byteorder="big", signed=True),
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block1["executeOnFirstTick"].to_bytes(1, byteorder="big"),
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block1["trackOutput"].to_bytes(1, byteorder="big"),
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block1["conditional"].to_bytes(1, byteorder="big"),
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block1["needRedstone"].to_bytes(1, byteorder="big")
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block["impluse"].to_bytes(4, byteorder="big", signed=False),
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bytes(block["command"], encoding="utf-8") + b"\x00",
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bytes(block["customName"], encoding="utf-8") + b"\x00",
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bytes(block["lastOutput"], encoding="utf-8") + b"\x00",
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block["tickdelay"].to_bytes(4, byteorder="big", signed=True),
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block["executeOnFirstTick"].to_bytes(1, byteorder="big"),
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block["trackOutput"].to_bytes(1, byteorder="big"),
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block["conditional"].to_bytes(1, byteorder="big"),
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block["needRedstone"].to_bytes(1, byteorder="big")
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]:
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block_header += i
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return block_header
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if __name__ == '__main__':
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block = [{"direction": [-1, -1, -1], "block_name": "concrete", "particular_value": 5},
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{"direction": [1, 5, 1], "block_name": "stained_glass", "particular_value": 7},
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@ -92,7 +92,7 @@ def funSplit(bigFile, maxCmdLen: int = 10000):
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return parts
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# 注意!播放器应该为个人独立播放器,此处bug需要修改
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def makeFuncFiles(musicset, path='./'):
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"""在指定目录下生成函数文件"""
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from nmcsup.trans import Note2Cmd
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@ -139,6 +139,20 @@ def makeFuncFiles(musicset, path='./'):
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log("完成============================")
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def makeFunDir(musicset, path='./'):
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"""在指定目录下生成函数包文件夹"""
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import os
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@ -178,37 +192,38 @@ def makeFunDir(musicset, path='./'):
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log("完成============================")
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def makeNewFuncFiles(musicset, path='./'):
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def makeNewFuncFiles(musicset, path='./', isProsess:bool = False):
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"""在指定目录下生成函数文件"""
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from msctspt.transfer import newList_conversion_SinglePlayer
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commands = []
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starts = []
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starts.__len__()
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starts.append("scoreboard objectives add " + musicset['musics'][0]['set']['ScoreboardName'] + " dummy\n")
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starts.append("summon armor_stand " + musicset['musics'][0]['set']['EntityName'] + '\n')
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starts.append("scoreboard objectives setdisplay sidebar " + musicset['musics'][0]['set']['ScoreboardName'] + '\n')
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starts.append("scoreboard players set @e[type=armor_stand, name=\"" + musicset['musics'][0]['set']['EntityName'] +
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"\"] " + musicset['musics'][0]['set']['ScoreboardName'] + " 0" + '\n')
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# starts.append("summon armor_stand " + musicset['musics'][0]['set']['EntityName'] + '\n')
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# starts.append("scoreboard objectives setdisplay sidebar " + musicset['musics'][0]['set']['ScoreboardName'] + '\n')
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# starts.append("scoreboard players set @e[type=armor_stand, name=\"" + musicset['musics'][0]['set']['EntityName'] +"\"] " + musicset['musics'][0]['set']['ScoreboardName'] + " 0" + '\n')
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log("=========================正在在此处生成文件:" + path)
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commands.append("scoreboard players add @e[name=\"" + musicset['musics'][0]['set']['EntityName'] + "\"] " +
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musicset['musics'][0]['set']['ScoreboardName'] + " 1\n")
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# commands.append("scoreboard players add @e[name=\"" + musicset['musics'][0]['set']['EntityName'] + "\"] " + musicset['musics'][0]['set']['ScoreboardName'] + " 1\n")
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maxlen = -1
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for i in range(len(musicset['musics'])):
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log('写入第' + str(i) + '个数据')
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# commands.append("execute @e[name=\"" + musicset['musics'][i]['set']['EntityName'] + "\",scores={" +
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# musicset['musics'][i]['set']['ScoreboardName'] + "=1..10}] ~~~ title @a" + musicset['mainset']
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# [
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# 'PlayerSelect'] + " title " + musicset['mainset']['MusicTitle'] + "\n")
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# commands.append("execute @e[name=\"" + musicset['musics'][i]['set']['EntityName'] + "\",scores={" +
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# musicset['musics'][i]['set']['ScoreboardName'] + "=1..10}] ~~~ title @a" + musicset['mainset']
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# [
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# 'PlayerSelect'] + " subtitle 本函数乐曲由§b§l凌云§r§3函数音乐创建§r生成\n")
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if len(musicset['musics'][i]['notes']) > maxlen:
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maxlen = len(musicset['musics'][i]['notes'])
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with open(path + musicset['mainset']['MusicTitle'] + '_Part' + str(i) + '.mcfunction', 'w',
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encoding='UTF-8') as f:
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f.writelines(newList_conversion_SinglePlayer(musicset['musics'][i]['notes'],
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musicset['musics'][i]['set']['ScoreboardName']))
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musicset['musics'][i]['set']['ScoreboardName'],
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musicset['musics'][i]['set']['Instrument']))
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if musicset['mainset']['IsRepeat']:
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log("增加重复语句")
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for i in range(len(musicset['musics'])):
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@ -229,6 +244,19 @@ def makeNewFuncFiles(musicset, path='./'):
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log("完成============================")
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def makeNewFunDir(musicset, path='./'):
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"""在指定目录下生成函数包文件夹"""
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import os
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@ -25,7 +25,7 @@ def hans2pinyin(hans, style=3):
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return final
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def classList_conversion_SinglePlayer(List: list, ScoreboardName: str, Instrument: str, playerSelection: str = '',
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def classList_conversion_SinglePlayer(List: list, ScoreboardName: str, playerSelection: str = '',
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isProsess: bool = False) -> list:
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from bgArrayLib.compute import round_up
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from bgArrayLib.pitchStrConstant import pitch
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@ -44,7 +44,7 @@ def classList_conversion_SinglePlayer(List: list, ScoreboardName: str, Instrumen
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commands.append(
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f"execute @a{playerSelection} ~ ~ ~ execute @s[scores={{{ScoreboardName}="
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f"{str(round_up(i.time_position)).replace('.0', '')}}}] ~ ~{127 - i.velocity} "
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f"~ playsound {Instrument} @s ~ ~ ~ 1000 {pitch.get(str(i.pitch))} 1000\n")
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f"~ playsound {i.instrument} @s ~ ~ ~ 1000 {pitch.get(str(i.pitch))} 1000\n")
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if isProsess:
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commands.append(
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f"execute @a{playerSelection} ~ ~ ~ execute @s[scores={{{ScoreboardName}="
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BIN
测试用/铭刻时间的歌.mid
Normal file
BIN
测试用/铭刻时间的歌.mid
Normal file
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