mirror of
https://github.com/TriM-Organization/Musicreater.git
synced 2024-11-11 01:27:35 +08:00
309 lines
11 KiB
Python
309 lines
11 KiB
Python
"""音·创 的转换工具库"""
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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 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):
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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 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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:return: 指令方块字典结构
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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, 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 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(实际上没研究过),同时在指定位置生成.bdx文件'''
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from msctspt.transfer import formCmdBlock
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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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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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except:
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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 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 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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if isProsess:
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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,'execute @a'+PlayerSelect+' ~ ~ ~ playsound '+Instrument+' @s ~ ~ ~ 1000 '+str(Notes[i][0])+' 1000')
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if isProsess:
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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))
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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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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 nmcsup.log import log
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def note2RSworld(world:str,startpos:list,notes:list,instrument:str,speed:float = 2.5,posadder:list = [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) ] ] 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,instrument:str='note.harp',powered:bool = False):
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'''生成音符盒方块
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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','noteblock',{"instrument":ts(instrument.replace("note.",'')),'note':ts(str(note)),'powered':ts(powered)})
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def formRepeater(delay:int,facing:str,locked:bool=False,powered:bool=False):
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'''生成中继器方块
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:param delay: 1~4
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:return Block()'''
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if powered:powered = 'true';
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else:powered = 'false';
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if locked:locked = 'true';
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else:locked = 'false';
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return Block('universal_minecraft','repeater',{"delay":ts(str(delay)),'facing':ts(facing),'locked':ts(locked),'powered':ts(powered)})
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level = amulet.load_level(world)
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def setblock(block:Block,pos:list):
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'''pos : list[int,int,int]'''
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cx, cz = bc2cc(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)
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chunk.changed = True
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# 1拍 x 2.5 rt
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def placeNoteBlock():
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for i in notes:
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try :
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setblock(formNoteBlock(height2note[i[0]],instrument),[startpos[0],startpos[1]+1,startpos[2]])
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setblock(Block("universal_minecraft",instuments[i[0]][1]),startpos)
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except :
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log("无法放置音符:"+str(i)+'于'+str(startpos))
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setblock(Block("universal_minecraft",baseblock),startpos)
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setblock(Block("universal_minecraft",baseblock),[startpos[0],startpos[1]+1,startpos[2]])
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delay = int(i[1]*speed+0.5)
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if delay <= 4:
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startpos[0]+=1
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setblock(formRepeater(delay,'west'),[startpos[0],startpos[1]+1,startpos[2]])
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setblock(Block("universal_minecraft",baseblock),startpos)
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else:
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for i in range(int(delay/4)):
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startpos[0]+=1
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setblock(formRepeater(4,'west'),[startpos[0],startpos[1]+1,startpos[2]])
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setblock(Block("universal_minecraft",baseblock),startpos)
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if delay % 4 != 0:
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startpos[0]+=1
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setblock(formRepeater(delay%4,'west'),[startpos[0],startpos[1]+1,startpos[2]])
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setblock(Block("universal_minecraft",baseblock),startpos)
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startpos[0]+=posadder[0]
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startpos[1]+=posadder[1]
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startpos[2]+=posadder[2]
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try:
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placeNoteBlock()
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except:
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log("无法放置方块了,可能是因为区块未加载叭")
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level.save()
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level.close()
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class ryStruct:
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def __init__(self,world:str) -> None:
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self.RyStruct = dict()
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self._world = world
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self._level = amulet.load_level(world)
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def reloadLevel(self):
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try:
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self._level = amulet.load_level(self.world)
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except:
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log("无法重载地图")
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def closeLevel(self):
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try:
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self._level.close()
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except:
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log("无法关闭地图")
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def world2Rys(self,startp:list,endp:list,includeAir:bool=False):
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'''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
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:param startp: [x,y,z] 转化的起始坐标
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: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
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: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
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:return dict RyStruct '''
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level = self._level
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for x in range(startp[0],endp[0]+1):
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for y in range(startp[1],endp[1]+1):
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for z in range(startp[2],endp[2]+1):
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RyStructBlock = dict()
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cx, cz = bc2cc(x, z)
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chunk = level.get_chunk(cx, cz, "minecraft:overworld")
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universal_block = chunk.block_palette[chunk.blocks[x - 16 * cx, y, z - 16 * cz]]
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if universal_block == Block("universal_minecraft","air") and includeAir:
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continue
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universal_block_entity = chunk.block_entities.get((x, y, z), None)
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RyStructBlock["block"] = str(universal_block)
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RyStructBlock["blockEntity"] = str(universal_block_entity)
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log("载入方块数据"+str(RyStructBlock))
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self.RyStruct[(x,y,z)] = RyStructBlock
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level.close()
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return self.RyStruct
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'''
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RyStruct = {
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(0,0,0) = {
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"block": str 完整的方块结构
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"blockEntity": str | 'None'
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}
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}
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'''
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