mirror of
https://github.com/TriM-Organization/Musicreater.git
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247 lines
10 KiB
Python
247 lines
10 KiB
Python
"""音创系列的转换功能"""
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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:2个;语法(一级)错误:192个
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from nmcsup.log import log
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import amulet
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import amulet_nbt
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from amulet.api.block import Block
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from amulet.api.block_entity import BlockEntity
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from amulet.utils.world_utils import block_coords_to_chunk_coords
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from amulet_nbt import TAG_String, TAG_Compound, TAG_Byte
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# 输入一个列表 [ [str, float ], [], ... ] 音符str 值为持续时间float
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def note2list(Notes: list) -> list:
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from nmcsup.const import notes
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def change(base):
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enwo = {
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'a': 'A',
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'b': 'B',
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'c': 'C',
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'd': "D",
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"e": "E",
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'f': 'F',
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'g': "G"
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}
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nuwo = {
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'6': 'A',
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'7': 'B',
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'1': 'C',
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'2': "D",
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"3": "E",
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'4': 'F',
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'5': "G"
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}
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for k, v in enwo.items():
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if k in base:
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base = base.replace(k, v)
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for k, v in nuwo.items():
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if k in base:
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base = base.replace(k, v)
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return base
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res = []
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log(" === 音符列表=>音调列表")
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for i in Notes:
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s2 = change(i[0])
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log(' === 正在操作音符' + i[0] + '->' + s2)
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if s2 in notes.keys():
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log(" === 找到此音符,加入:" + str(notes[s2][0]))
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res.append([notes[s2][0], float(i[1])])
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else:
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log(' === ' + s2 + '不在音符表内,此处自动替换为 休止符0 ')
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res.append(['0', float(i[1])])
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log(' === 最终反回' + str(res))
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return res
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def mcnote2freq(Notes):
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from nmcsup.const import notes
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mcnback = {}
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for i, j in notes.items():
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mcnback[j[0]] = i
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res = []
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log(" === 我的世界音调表=>频率列表")
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for i in Notes:
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log(' === 正在操作音符' + i[0] + '->' + mcnback[i[0]])
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res.append([notes[mcnback[i[0]]][1], float(i[1])])
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log(' === 最终反回' + str(res))
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return res
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# MP3文件转midi文件
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def Mp32Mid(mp3File, midFile):
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from piano_transcription_inference import PianoTranscription, sample_rate, load_audio
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# 加载
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(audio, _) = load_audio(mp3File, sr=sample_rate) # , mono=True
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# 实例化并转换
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PianoTranscription(device="cpu").transcribe(audio, midFile)
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# 传入一个音符列表转为指令列表
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def Note2Cmd(Notes: list, ScoreboardName: str, Instrument: str, PlayerSelect: str = '',
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isProsess: bool = False) -> list:
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commands = []
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a = 0.0
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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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commands.append("execute @a" + PlayerSelect + " ~ ~ ~ execute @s[scores={" + ScoreboardName + "=" + str(
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int((a + 2) * 5 + int(Notes[i][1] * 5))) + "}] ~ ~ ~ playsound " + Instrument + " @s ~ ~ ~ 1000 " + str(
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Notes[i][0]) + " 1000\n")
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a += Notes[i][1]
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if isProsess:
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commands.append("execute @a" + PlayerSelect + " ~ ~ ~ execute @s[scores={" + ScoreboardName + "=" + str(
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int((a + 2) * 5 + int(Notes[i][1] * 5))) + "}] ~ ~ ~ title @s actionbar §e▶ 播放中: §a" + str(
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j) + "/" + str(length) + " || " + str(int(j / length * 1000) / 10) + "\n")
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j += 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 newDataStructureCounterChange():
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# 简单载入方块
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# level.set_version_block(posx,posy,posz,"minecraft:overworld",("bedrock", (1, 16, 20)),Block(namespace, name))
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# 转入指令列表与位置信息转至世界
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def Cmd2World(cmd: list, world: str, dire: list):
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"""将指令以命令链的形式载入世界\n
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cmd指令列表位为一个序列,中包含指令字符串\n
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world为地图所在位置,需要指向文件夹,dire为指令方块生成之位置"""
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level = amulet.load_level(world)
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cdl = []
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for i in cmd:
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# e = True
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try:
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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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# e = False
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except:
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cdl.append(i)
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# finally:
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# if e is True:
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# cdl.append(i)
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i = 0
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# 第一个是特殊
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universal_block = Block('universal_minecraft', 'command_block',
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{'conditional': TAG_String("false"), 'facing': TAG_String('up'),
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'mode': TAG_String("repeating")})
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cx, cz = block_coords_to_chunk_coords(dire[0], dire[2])
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chunk = level.get_chunk(cx, cz, "minecraft:overworld")
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offset_x, offset_z = dire[0] - 16 * cx, dire[2] - 16 * cz
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universal_block_entity = BlockEntity('universal_minecraft', 'command_block', dire[0], dire[1], dire[2],
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amulet_nbt.NBTFile(TAG_Compound({'utags': TAG_Compound(
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{'auto': TAG_Byte(0), 'Command': TAG_String(cdl.pop(0))})})))
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chunk.blocks[offset_x, dire[1], offset_z] = level.block_palette.get_add_block(universal_block)
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chunk.block_entities[(dire[0], dire[1], dire[2])] = universal_block_entity
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chunk.changed = True
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# 集体上移
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dire[1] += 1
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# 真正开始
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down = False
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for j in cdl:
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if dire[1] + i >= 255:
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dire[0] += 1
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i = 0
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down = not down
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# 定义此方块
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if dire[1] + i == 254:
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universal_block = Block('universal_minecraft', 'command_block',
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{'conditional': TAG_String("false"), 'facing': TAG_String('east'),
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'mode': TAG_String("chain")})
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else:
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if down:
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universal_block = Block('universal_minecraft', 'command_block',
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{'conditional': TAG_String("false"), 'facing': TAG_String('down'),
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'mode': TAG_String("chain")})
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else:
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universal_block = Block('universal_minecraft', 'command_block',
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{'conditional': TAG_String("false"), 'facing': TAG_String('up'),
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'mode': TAG_String("chain")})
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cx, cz = block_coords_to_chunk_coords(dire[0], dire[2])
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# 获取区块
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chunk = level.get_chunk(cx, cz, "minecraft:overworld")
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offset_x, offset_z = dire[0] - 16 * cx, dire[2] - 16 * cz
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if down:
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# 定义方块实体
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universal_block_entity = BlockEntity('universal_minecraft', 'command_block', dire[0], 254 - i, dire[2],
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amulet_nbt.NBTFile(TAG_Compound({'utags': TAG_Compound(
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{'auto': TAG_Byte(1), 'Command': TAG_String(j)})})))
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# 将方块加入世界
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chunk.blocks[offset_x, 254 - i, offset_z] = level.block_palette.get_add_block(universal_block)
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chunk.block_entities[(dire[0], 254 - i, dire[2])] = universal_block_entity
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else:
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# 定义方块实体
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universal_block_entity = BlockEntity('universal_minecraft', 'command_block', dire[0], dire[1] + i, dire[2],
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amulet_nbt.NBTFile(TAG_Compound({'utags': TAG_Compound(
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{'auto': TAG_Byte(1), 'Command': TAG_String(j)})})))
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# 将方块加入世界
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chunk.blocks[offset_x, dire[1] + i, offset_z] = level.block_palette.get_add_block(universal_block)
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chunk.block_entities[(dire[0], dire[1] + i, dire[2])] = universal_block_entity
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# 设置为已更新区块
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chunk.changed = True
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i += 1
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del i, cdl
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# 保存世界并退出
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level.save()
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level.close()
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# 音符转成方块再加载到世界里头
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def Blocks2World(world: str, dire: list, Datas: list):
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from nmcsup.const import Blocks
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level = amulet.load_level(world)
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i = 0
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def setblock(block: str, pos: list):
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"""pos : list[int,int,int]"""
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cx, cz = block_coords_to_chunk_coords(pos[0], pos[2])
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chunk = level.get_chunk(cx, cz, "minecraft:overworld")
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offset_x, offset_z = pos[0] - 16 * cx, pos[2] - 16 * cz
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chunk.blocks[offset_x, pos[1], offset_z] = level.block_palette.get_add_block(Block("minecraft", block))
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chunk.changed = True
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for j in Datas:
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if dire[1] + 1 >= 255:
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i = 0
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dire[0] += 1
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setblock(Blocks[j[0]], [dire[0], dire[1] + i, dire[2]])
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i = int(i + j[1] + 0.5) # 四舍五入
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level.save()
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level.close()
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# 传入音符列表制作播放器指令
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def Notes2Player(Note, dire: list, CmdData: dict):
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"""传入音符列表、坐标、指令数据,生成播放器指令"""
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Notes = {}
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for i in Note:
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Notes[i[0]] = ''
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Notes = list(Notes.keys())
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from nmcsup.const import Blocks
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Cmds = []
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for j in Notes:
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Cmds.append('execute @e[x=' + str(dire[0]) + ',y=' + str(dire[1]) + ',z=' + str(dire[2]) + ',dy=' + str(
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255 - dire[1]) + ',name=' + CmdData['Ent'] + '] ~ ~ ~ detect ~ ~ ~ ' + Blocks[j] + ' 0 execute @a ' +
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CmdData['Pls'] + ' ~ ~ ~ playsound ' + CmdData['Ins'] + ' @s ~ ~ ~ 1000 ' + str(j) + ' 1000\n')
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Cmds += ['#本函数由 金羿 音·创 生成\n', 'execute @e[y=' + str(dire[1]) + ',dy=' + str(255 - dire[1]) + ',name=' + CmdData[
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'Ent'] + '] ~ ~ ~ tp ~ ~1 ~\n',
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'execute @e[y=255,dy=100,name=' + CmdData['Ent'] + '] ~ ~ ~ tp ~1 ' + str(dire[1]) + ' ~\n',
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'#音·创 开发交流群 861684859']
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return Cmds
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# 传入音符列表生成方块至世界
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def Datas2BlkWorld(NoteData, world: str, dire: list):
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for i in range(len(NoteData)):
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Blocks2World(world, [dire[0], dire[1], dire[2] + i], NoteData[i])
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