Document "Editing Entities"

This commit is contained in:
David Vierra 2016-09-06 23:53:37 -10:00
parent 285f9813dd
commit 0175aded79
3 changed files with 93 additions and 7 deletions

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@ -25,8 +25,8 @@ installation.
Undo History
------------
NOTE: The following only applies to plugin types other than `SimpleCommandPlugin`. Plugins
derived from `SimpleCommandPlugin` will automatically manage the undo history for you.
NOTE: The following mainly applies to the full-featured `CommandPlugin`. Plugins derived from
`SimpleCommandPlugin` or `BrushMode` will automatically manage the undo history for you.
Plugins that edit the world must make it possible for these edits to be undone. This is
done by enclosing your editing commands within a call to `editorSession.beginSimpleCommand`.

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@ -36,6 +36,89 @@ use the string of text, for both readability and for compatibility.
NOTE: When using block types added by mods, you *must* use the text identifier, because
the integer IDs will vary from world to world.
Alternately, you may pass a BlockType instance. A BlockType instance may be obtained
by presenting a block type input to the user (e.g. using an option with `type="blocktype"`
in a `SimpleCommandPlugin` or by constructing a `BlockTypeButton` yourself). BlockTypes
may also be found by looking up a textual or numeric ID in the dimension's `blocktypes`.
To wit::
stone = dimension.blocktypes['minecraft:stone']
granite = dimension.blocktypes['minecraft:stone[variant=granite]']
cobblestone = dimension.blocktypes[1] # don't do this!
podzol = dimension.blocktypes[3, 2] # don't do this either!
dimension.setBlock(0, 0, 0, granite) # etc.
To discover which block is at a given position, call `dimension.getBlock`, which will return
a `BlockType` instance.
.. automethod:: mceditlib.worldeditor.WorldEditorDimension.getBlock
To change the block at a given position, call `dimension.setBlock`
.. automethod:: mceditlib.worldeditor.WorldEditorDimension.setBlock
Array-based, high performance variants of these two methods are available. When given
parallel arrays of x, y, z coordinates, `dimension.getBlocks` will return an array of the
same size containing the block IDs at those coordinates. If requested, it will also return
the block metadata values, light values, and/or biome values for those coordinates at the
same time.
Likewise, `dimension.setBlocks` may be given parallel arrays of x, y, z coordinates along
with arrays of any of the following: block IDs, block metadata values, light values,
biome values. To set all coordinates to the same value, you may pass a single value
instead of an array.
.. automethod:: mceditlib.worldeditor.WorldEditorDimension.getBlocks
.. automethod:: mceditlib.worldeditor.WorldEditorDimension.setBlocks
Editing Entities
----------------
Entities are the free-roaming elements of a Minecraft world. They are not bound to the
block grid, they may be present at any position in the world, and may even overlap. Animals,
monsters, items, and experience orbs are examples of entities.
Since entities may be at any position, you cannot specify an entity with a single x, y, z
coordinate triple. Instead, you may create a BoundingBox (or any other SelectionBox object)
and ask MCEdit to find all of the entities within it. You may even ask it to find only
the entities which have specific attributes, such as `id="Pig"` to find only Pigs, or
`name="Notch"` to find entities named "Notch". This is all done by calling
`dimension.getEntities`
.. automethod:: mceditlib.worldeditor.WorldEditorDimension.getEntities
It is important to know that this function only returns an iterator over the found entities.
If you assign one of these entities to another variable (or put it into a container such
as a `list` or `dict`) then that entity will keep its containing chunk loaded, which may
possibly lead to out-of-memory errors. Thus, it is best to simply modify the entities
in-place while iterating through them rather than hold references to them.
The entities are returned as instances of `EntityRef`. An `EntityRef` is a wrapper around
the underlying NBT Compound Tag that contains the entity's data. The `EntityRef` allows you
to change the values of the entity's attributes without having to deal with the individual
tags and tag types that represent those attributes.
In other words, instead of writing::
entity["Name"] = nbt.TAG_String("codewarrior0")
You only have to write::
entity.Name = "codewarrior0"
However, it may occasionally be useful to access the entity's NBT tags directly. This can
be done using the `entity.raw_tag` attribute. After modifying the `raw_tag`, you must always
mark the entity as dirty by doing `entity.dirty = True` to ensure your changes are saved::
import nbt
tag = entity.raw_tag()
tag["Name"] = nbt.TAG_String("codewarrior0")
entity.dirty = True
Creating entities
-----------------
TODO: Describe creating entities, either by calling `dimension.worldEditor.EntityRef.create(entityID)` or
by crafting the entity's tag by hand.

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@ -31,10 +31,10 @@ A basic command plugin::
"The current dimension contains "
"%d chunks") % chunkCount)
You can do nearly anything you want in the `perform()` function. To operate on the world
and dimension being edited and the current selection, use `self.editorSession`. See
:doc:`editorsession`, :doc:`worldeditor`, and :ref:`world-editor-dimension` for details
about what can be edited and how.
You can do nearly anything you want in the `perform()` function. The currently edited
dimension can be accessed as `self.editorSession.currentDimension`. See
:doc:`plugin_tasks` for an overview of the dimension object. If you need to modify the
world, be sure to read :ref:`undo-history` first.
Simple Commands
===============
@ -50,6 +50,9 @@ it opens a dialog box with a list of options defined by the class; when the user
are defined by a Python data structure, making it possible to create a simple
UI for your plugin without having to learn any of Qt's UI widgets.
`SimpleCommandPlugin` also manages the undo history automatically. There is no need to
call `beginCommand()` here, and to do so is an error.
A minimal SimpleCommandPlugin::
from mcedit2.plugins import registerPluginCommand, SimpleCommandPlugin