mirror of
https://github.com/TriM-Organization/Musicreater.git
synced 2024-11-11 01:27:35 +08:00
569 lines
23 KiB
Python
569 lines
23 KiB
Python
"""音·创 的转换工具库"""
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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:4个--未解决1个;语法(一级)错误:302个
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# 可序列化对象,即可迭代对象
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from typing import Iterable
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import amulet
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from amulet.api.block import Block
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from amulet.utils.world_utils import block_coords_to_chunk_coords as bc2cc
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from amulet_nbt import TAG_String as ts
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from msctLib.log import log
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def hans2pinyin(hans, style=3):
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"""将汉字字符串转化为拼音字符串"""
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from pypinyin import lazy_pinyin
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result = lazy_pinyin(hans=hans, style=style)
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final = ''
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for i in result:
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final += i
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return final
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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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from bgArrayLib.instrumentConstant import instrument_list
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commands = []
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length = len(List)
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j = 1
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for k in range(len(List)):
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i = List[k][0]
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try:
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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 note.{instrument_list.get(str(i.instrument))} @s ~ ~ ~ "
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f"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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f"{str(round_up(i.time_position)).replace('.0', '')}}}] ~ ~ ~ "
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f"title @s actionbar §e▶ 播放中: §a{j}/{length} || {int(j / length * 1000) / 10}\n")
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j += 1
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except Exception:
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pass
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# a += List[i][1]
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# commands.append("\n\n# 凌云我的世界开发团队 x 凌云软件开发团队 : W-YI(金羿)\n")
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return commands
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def newList_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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commands = []
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length = len(List)
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j = 1
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print(List)
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for k in range(len(List)):
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i = List[k][0]
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print(i)
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print(type(i))
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try:
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if i.instrument > 119:
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pass
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else:
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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 {i.instrument}{i.CD}.{i.pitch} @s ~ ~ ~ 1000 1.0 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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f"{str(round_up(i.time_position)).replace('.0', '')}}}] ~ ~ ~ "
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f"title @s actionbar §e▶ 播放中: §a{j}/{length} || {int(j / length * 1000) / 10}\n")
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j += 1
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except:
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pass
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# a += List[i][1]
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# commands.append("\n\n# 凌云我的世界开发团队 x 凌云软件开发团队 : W-YI(金羿)\n")
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print(commands)
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return commands
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def classList_conversion(List: list, ScoreboardName: str, isProsess: bool = False) -> list:
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from bgArrayLib.compute import round_up
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commands = []
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length = len(List)
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j = 1
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print(List)
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for k in range(len(List)):
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i = List[k][0]
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print(i)
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print(type(i))
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try:
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if i.instrument > 119:
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pass
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else:
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commands.append("execute @e[scores={" +
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ScoreboardName + "=" + str(round_up(i.time_position)).replace(".0", "") + "}] ~ ~" +
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str(127 - i.velocity) +
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" ~ playsound " +
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str(i.instrument) +
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str(i.CD) + "." +
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str(i.pitch)
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+ " @a ~ ~ ~ 1000 1.0 1000\n")
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if isProsess:
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commands.append("execute @a"" ~ ~ ~ execute @s[scores={" + ScoreboardName + "=" +
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str(round_up(i.time_position)).replace(".0", "") +
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"}] ~ ~ ~ title @s actionbar §e▶ 播放中: §a" +
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str(j) + "/" + str(length) + " || " + str(int(j / length * 1000) / 10) + "\n")
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j += 1
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except AttributeError:
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pass
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# a += List[i][1]
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# commands.append("\n\n# 凌云我的世界开发团队 x 凌云软件开发团队 : W-YI(金羿)\n")
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print(commands)
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return commands
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def formCmdBlock(direction: Iterable, command: str, particularValue: int, impluse: int = 0, condition: bool = False,
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needRedstone: bool = True, tickDelay: int = 0, customName: str = '', lastOutput: str = '',
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executeOnFirstTick: bool = False, trackOutput: bool = True):
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"""
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使用指定项目返回指定的指令方块格式字典
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:param direction: `list[x: int, y: int, z: int]`
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方块位置
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:param command: `str`
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指令
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:param particularValue:
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方块特殊值,即朝向
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:0 下 无条件
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:1 上 无条件
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:2 z轴负方向 无条件
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:3 z轴正方向 无条件
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:4 x轴负方向 无条件
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:5 x轴正方向 无条件
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:6 下 无条件
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:7 下 无条件
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:8 下 有条件
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:9 上 有条件
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:10 z轴负方向 有条件
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:11 z轴正方向 有条件
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:12 x轴负方向 有条件
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:13 x轴正方向 有条件
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:14 下 有条件
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:14 下 有条件
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注意!此处特殊值中的条件会被下面condition参数覆写
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:param impluse: `int 0|1|2`
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方块类型
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0脉冲 1循环 2连锁
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:param condition: `bool`
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是否有条件
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:param needRedstone: `bool`
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是否需要红石
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:param tickDelay: `int`
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执行延时
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:param customName: `str`
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悬浮字
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:param lastOutput: `str`
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上次输出字符串,注意此处需要留空
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:param executeOnFirstTick: `bool`
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执行第一个已选项(循环指令方块是否激活后立即执行,若为False,则从激活时起延迟后第一次执行)
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:param trackOutput: `bool`
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是否输出
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:return: 指令方块字典结构,如下
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"""
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'''
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:param block: {
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"direction": [x: int, y: int, z: int] #方块位置
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"block_name": str, #方块名称(无需指定,默认为command_block)
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"particular_value": int, #方块特殊值
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"impluse": int, #方块类型0脉冲 1循环 2连锁 unsigned_int32
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"command": str, #指令
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"customName": str, #悬浮字
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"lastOutput": str, #上次输出
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"tickdelay": int, #方块延时 int32
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"executeOnFirstTick": int, #执行第一个选项 1 bytes
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"trackOutput": int, #是否输出 1 bytes
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"conditional": int, #是否有条件 1 bytes
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"needRedstone": int #是否需要红石 1 bytes
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}
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'''
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return {"direction": direction,
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"block_name": "command_block",
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"particular_value": particularValue,
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"impluse": impluse,
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"command": command,
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"customName": customName,
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"lastOutput": lastOutput,
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"tickdelay": tickDelay,
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"executeOnFirstTick": executeOnFirstTick,
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"trackOutput": trackOutput,
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"conditional": condition,
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"needRedstone": needRedstone
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}
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def note2bdx(filePath: str, dire: list, Notes: list, ScoreboardName: str, Instrument: str,
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PlayerSelect: str = '', isProsess: bool = False, height: int = 200):
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"""使用方法同Note2Cmd
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:param 参数说明:
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filePath: 生成.bdx文件的位置
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dire: 指令方块在地图中生成的起始位置(相对位置)
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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
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例如Musicreater.py的(dataset[0]['musics'][NowMusic]['notes'])
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ScoreboardName: 用于执行的计分板名称
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Instrument: 播放的乐器
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PlayerSelect: 执行的玩家选择器
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isProsess: 是否显示进度条(会很卡)
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height: 生成结构的最高高度
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:return 返回一个BdxConverter类,同时在指定位置生成.bdx文件"""
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from nmcsup.trans import Note2Cmd
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from msctspt.bdxOpera_CP import BdxConverter
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cmd = Note2Cmd(Notes, ScoreboardName, Instrument, PlayerSelect, isProsess)
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cdl = []
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for i in cmd:
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if '#' in i:
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if (i[:i.index('#')].replace(' ', '') != '\n') and (i[:i.index('#')].replace(' ', '') != ''):
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cdl.append(i[:i.index('#')])
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else:
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cdl.append(i)
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i = 0
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down = False
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blocks = [formCmdBlock(dire, cdl.pop(0), 1, 1)]
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dire[1] += 1
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for j in cdl:
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if dire[1] + i > height:
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dire[0] += 1
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i = 0
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down = not down
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if dire[1] + i == height:
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blocks.append(formCmdBlock([dire[0], dire[1] + i, dire[2]], j, 5, 2, False, False))
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else:
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if down:
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blocks.append(formCmdBlock([dire[0], dire[1] + i, dire[2]], j, 0, 2, False, False))
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else:
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blocks.append(formCmdBlock([dire[0], dire[1] + i, dire[2]], j, 1, 2, False, False))
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i += 1
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del i, cdl, down, cmd
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return BdxConverter(filePath, 'Build by RyounMusicreater', blocks)
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def music2cmdBlocks(direction: Iterable, music: dict, isProsess: bool = False, height: int = 200,
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isSquare: bool = False):
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"""使用方法同Note2Cmd
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:param 参数说明:
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filePath: 生成.bdx文件的位置
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dire: 指令方块在地图中生成的起始位置(相对位置)
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music: 详见 Musicreater.py - dataset[0]
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isProsess: 是否显示进度条(会很卡)
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height: 生成结构的最高高度
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isSquare: 生成的结构是否需要遵循生成正方形原则
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:return 返回一个列表,其中包含了音乐生成的所有的指令方块数据"""
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from msctspt.threadOpera import NewThread
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allblocks = []
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'''需要放置的方块'''
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baseDire = direction
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direction = list(direction)
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def trackDealing(direction,track):
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print('=========DEBUG=========音轨起方块:', direction)
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blocks = []
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cmdList = classList_conversion_SinglePlayer(track['notes'], track['set']['ScoreboardName'],
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music['mainset']['PlayerSelect'], isProsess)
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if len(cmdList) == 0:
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return []
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elif cmdList is []:
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return []
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dire = direction.copy()
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down = False
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'''当前是否为向下的阶段?'''
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# 开头的指令方块
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blocks.append(formCmdBlock(dire,
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f"scoreboard players add @a{music['mainset']['PlayerSelect']} "
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f"{track['set']['ScoreboardName']} 1",
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1, 1))
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dire[1] += 1
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blocks.append(formCmdBlock(dire, cmdList.pop(0), 2, needRedstone=False))
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dire[1] += 1
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# :0 下 无条件
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# :1 上 无条件
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# :2 z轴负方向 无条件
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# :3 z轴正方向 无条件
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# :4 x轴负方向 无条件
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# :5 x轴正方向 无条件
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for cmd in cmdList:
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print('=========DEBUG=========方块:', dire)
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blocks.append(formCmdBlock(dire, cmd, 5 if (down is False and dire[1] == height + direction[1]) or (
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down and dire[1] == direction[1] + 1) else 0 if down else 1, 2, needRedstone=False))
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if down:
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if dire[1] > direction[1] + 1:
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dire[1] -= 1
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else:
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if dire[1] < height + direction[1]:
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dire[1] += 1
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if (down is False and dire[1] == height + direction[1]) or (down and dire[1] == direction[1] + 1):
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down = not down
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dire[0] += 1
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return blocks
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threads = []
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for track in music['musics']:
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threads.append(NewThread(trackDealing,(direction.copy(),track)))
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threads[-1].start()
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direction[2] += 2
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for th in threads:
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allblocks += th.getResult()
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return allblocks
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def music2BDX(filePath: str, direction: Iterable, music: dict, isProsess: bool = False, height: int = 200,
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isSquare: bool = False):
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"""使用方法同Note2Cmd
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:param 参数说明:
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filePath: 生成.bdx文件的位置
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dire: 指令方块在地图中生成的起始位置(相对位置)
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music: 详见 Musicreater.py - dataset[0]
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isProsess: 是否显示进度条(会很卡)
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height: 生成结构的最高高度
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isSquare: 生成的结构是否需要遵循生成正方形原则
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:return 返回一个BdxConverter类,同时在指定位置生成.bdx文件"""
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from msctspt.bdxOpera_CP import BdxConverter
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return BdxConverter(filePath, 'Build by Ryoun Musicreater', music2cmdBlocks(direction,music,isProsess,height,isSquare)
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)
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def note2webs(Notes: list, Instrument: str, speed: float = 5.0, PlayerSelect: str = '', isProsess: bool = False):
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"""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
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:param 参数说明:
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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
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例如Musicreater.py的(dataset[0]['musics'][NowMusic]['notes'])
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Instrument: 播放的乐器
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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
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PlayerSelect: 执行的玩家选择器
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isProsess: 是否显示进度条
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:return None"""
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import time
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import fcwslib
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# import asyncio
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from nmcsup.log import log
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from nmcsup.vers import VER
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async def run_server(websocket): # , path
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log('服务器连接创建')
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await fcwslib.tellraw(websocket, '已连接服务器——音·创' + VER[1] + VER[0] + ' 作者:金羿(W-YI)')
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length = len(Notes)
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j = 1
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for i in range(len(Notes)):
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await fcwslib.send_command(websocket,
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f'execute @a{PlayerSelect} ~ ~ ~ playsound {Instrument} @s ~ ~ ~ 1000 '
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f'{Notes[i][0]} 1000')
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if isProsess:
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await fcwslib.send_command(websocket,
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'execute @a' + PlayerSelect + ' ~ ~ ~ title @s actionbar §e▶ 播放中: §a' +
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str(
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j) + '/' + str(length) + ' || ' + str(int(j / length * 1000) / 10))
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j += 1
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time.sleep(Notes[i][1] / speed)
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fcwslib.run_server(run_server)
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def note2RSworld(world: str, startpos: list, notes: list, instrument: str, speed: float = 2.5,
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posadder: Iterable = (1, 0, 0), baseblock: str = 'stone'): # -> bool
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"""传入音符,生成以音符盒存储的红石音乐
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:param 参数说明:
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world: 地图文件的路径
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startpos: list[int,int,int] 开始生成的坐标
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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) ] ]
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格式存储的音符列表 例如Musicreater.py的dataset[0]['musics'][NowMusic]['notes']
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instrument: 播放的乐器
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speed: 一拍占多少个中继器延迟(红石刻/rt)
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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
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baseblock: 在中继器下垫着啥方块呢~
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:return 是否生成成功
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"""
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from msctspt.values import height2note, instuments
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def formNoteBlock(note: int, instrument1: str = 'note.harp', powered: bool = False):
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"""生成音符盒方块
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:param powered:
|
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:param instrument1:
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:param note: 0~24
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:return Block()"""
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if powered:
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powered = 'true'
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else:
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powered = 'false'
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return Block('universal_minecraft', 'notebooks',
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{"instrument": ts(instrument1.replace("note.", '')), 'note': ts(str(note)),
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'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) + '于' + 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) + '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 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'
|
||
}
|
||
}
|
||
"""
|