"""音·创 的转换工具库""" 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 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: 指令方块字典结构 """ 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) : '''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: 以 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) :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: try: if (i[:i.index('#')].replace(' ','') != '\n') and(i[:i.index('#')].replace(' ','') != ''): cdl.append(i[:i.index('#')]) except: 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 > 200: dire[0]+=1 i=0 down = not down if dire[1]+i == 200 : 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,'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: 以 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)') if isProsess: length = len(Notes) j = 1; for i in range(len(Notes)): await fcwslib.send_command(websocket,'execute @a'+PlayerSelect+' ~ ~ ~ playsound '+Instrument+' @s ~ ~ ~ 1000 '+str(Notes[i][0])+' 1000') if isProsess: 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) 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 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]] 以 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,instrument:str='note.harp',powered:bool = False): '''生成音符盒方块 :param note: 0~24 :return Block()''' if powered: powered = 'true'; else: powered = 'false'; return Block('universal_minecraft','noteblock',{"instrument":ts(instrument.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 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: try : setblock(formNoteBlock(height2note[i[0]],instrument),[startpos[0],startpos[1]+1,startpos[2]]) setblock(Block("universal_minecraft",instuments[i[0]][1]),startpos) except : log("无法放置音符:"+str(i)+'于'+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 i 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] try: placeNoteBlock() except: 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): try: self._level = amulet.load_level(self.world) except: log("无法重载地图") def closeLevel(self): try: self._level.close() except: log("无法关闭地图") 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' } } '''