Add block rotation mappings for X and Z axis, optimize block search
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0a164dd9b3
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@ -288,35 +288,6 @@ class BlockTypeSet(object):
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return BlockType(ID, meta, self)
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def matchingState(self, internalName, stateDict):
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"""
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Find the first block with the given name whose state matches all of the keys
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and values in stateDict.
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Parameters
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----------
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internalName : unicode
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block's internal name
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stateDict : dict
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the keys and values that the returned state must match
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Returns
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-------
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block: BlockType
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"""
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for block in self:
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if block.internalName == internalName:
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bsd = block.stateDict
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for k, v in stateDict.iteritems():
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if bsd.get(k) != v:
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break
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else:
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return block
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return None
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def discardIDs(self, blockIDs):
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blockIDs = set(blockIDs)
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blocktypes = [b for b in self.allBlocks if b.ID in blockIDs]
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@ -3,6 +3,7 @@
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"""
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from __future__ import absolute_import, division, print_function, unicode_literals
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import logging
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from collections import defaultdict
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import numpy
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@ -19,15 +20,45 @@ def blankRotationTable():
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return table
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def yAxisTable(blocktypes):
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mapping = {
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'north': 'east',
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'east': 'south',
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'south': 'west',
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'west': 'north',
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class BlockRotations(object):
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mappings = {
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'y': {
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'north': 'east',
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'east': 'south',
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'south': 'west',
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'west': 'north',
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},
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'x': {
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'up': 'south',
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'south': 'down',
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'down': 'north',
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'north': 'up',
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},
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'z': {
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'east': 'up',
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'up': 'west',
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'west': 'down',
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'down': 'east',
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}
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}
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rail_shapes = {
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axisMappings = {
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'y': {
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'x': 'z',
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'z': 'x',
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},
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'x': {
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'y': 'z',
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'z': 'y',
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},
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'z': {
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'x': 'y',
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'y': 'x',
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},
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}
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railShapes = {
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'ascending_north': 'ascending_east',
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'ascending_east': 'ascending_south',
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'ascending_south': 'ascending_west',
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@ -39,84 +70,116 @@ def yAxisTable(blocktypes):
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'north_west': 'north_east',
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}
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table = blankRotationTable()
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for block in blocktypes:
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stateString = block.blockState
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if not len(stateString):
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continue
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def __init__(self, blocktypes):
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self.blocktypes = blocktypes
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try:
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state = parseBlockstate(stateString)
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except:
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log.exception("Error parsing blockstate: %s", stateString)
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continue
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self.blocksByInternalName = defaultdict(list)
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# First pass: facing=north and similar
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newState = {}
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for k, v in state.items():
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n = mapping.get(v)
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if n:
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newState[k] = n
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for block in self.blocktypes:
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self.blocksByInternalName[block.internalName].append(block)
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self.rotateY90 = self.buildTable(axis='y')
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self.rotateX90 = self.buildTable(axis='x')
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self.rotateZ90 = self.buildTable(axis='z')
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def buildTable(self, axis):
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mapping = self.mappings[axis]
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axisMapping = self.axisMappings[axis]
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table = blankRotationTable()
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for block in self.blocktypes:
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state = block.stateDict
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if not len(state):
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continue
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# First pass: facing=north and similar
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newState = {}
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for k, v in state.items():
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n = mapping.get(v)
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if n:
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newState[k] = n
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else:
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newState[k] = v
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state = newState
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newState = dict(state)
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# Second pass: north=true and similar
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for k, v in mapping.items():
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if k in state:
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if state[k] == 'true':
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newState[k] = 'false'
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newState[v] = 'true'
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state = newState
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if axis == 'y':
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# For signs and banners: rotation=10 and similar
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if 'rotation' in state:
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rotation = (int(state['rotation']) + 4) % 16
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state['rotation'] = unicode(rotation)
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# For rails, powered rails, etc: shape=north_east
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if 'shape' in state:
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shape = state['shape']
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newShape = self.railShapes.get(shape)
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if newShape:
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state['shape'] = newShape
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# For logs and such: axis=x and similar
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if 'axis' in state:
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axis = state['axis']
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axis = axisMapping.get(axis, axis)
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state['axis'] = axis
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#print("Changed %s \nto %s" % (stateString, newStateString))
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newBlock = self.matchingState(block.internalName, state)
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if newBlock is block:
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pass
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# elif newBlock is None:
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# newStateString = joinBlockstate(state)
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# print("no mapping for %s%s" % (block.internalName, newStateString))
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elif newBlock is not None:
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# print("Changed %s \nto %s" % (block, newBlock))
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table[block.ID, block.meta] = [newBlock.ID, newBlock.meta]
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return table
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def matchingState(self, internalName, stateDict):
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"""
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Find the first block with the given name whose state matches all of the keys
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and values in stateDict.
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Parameters
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----------
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internalName : unicode
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block's internal name
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stateDict : dict
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the keys and values that the returned state must match
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Returns
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-------
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block: BlockType
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"""
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for b in self.blocksByInternalName[internalName]:
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bsd = b.stateDict
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for k, v in stateDict.iteritems():
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if bsd.get(k) != v:
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break
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else:
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newState[k] = v
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return b
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state = newState
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newState = dict(state)
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return None
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# Second pass: north=true and similar
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for k, v in mapping.items():
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if k in state:
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if state[k] == 'true':
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newState[k] = 'false'
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newState[v] = 'true'
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# For signs and banners: rotation=10 and similar
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# y-axis only
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state = newState
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if 'rotation' in state:
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rotation = (int(state['rotation']) + 4) % 16
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state['rotation'] = unicode(rotation)
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# For logs and such: axis=x and similar
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if 'axis' in state:
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axis = state['axis']
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# y-axis only
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if axis == 'x':
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axis = 'z'
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elif axis == 'z':
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axis = 'x'
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state['axis'] = axis
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# For rails, powered rails, etc: shape=north_east
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# y-axis only
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if 'shape' in state:
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shape = state['shape']
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newShape = rail_shapes.get(shape)
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if newShape:
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state['shape'] = newShape
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#print("Changed %s \nto %s" % (stateString, newStateString))
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newBlock = blocktypes.matchingState(block.internalName, state)
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if newBlock is block:
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pass
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elif newBlock is None:
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newStateString = joinBlockstate(state)
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# print("no mapping for %s%s" % (block.internalName, newStateString))
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else:
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# print("Changed %s \nto %s" % (block, newBlock))
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table[block.ID, block.meta] = [newBlock.ID, newBlock.meta]
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return table
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def xxxtest_yAxisTable():
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from . import PCBlockTypeSet
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@ -143,7 +206,7 @@ def main():
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from timeit import timeit
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blocktypes = PCBlockTypeSet()
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secs = timeit(lambda: yAxisTable(blocktypes), number=1)
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secs = timeit(lambda: BlockRotations(blocktypes), number=1)
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print("Time: %0.3f" % secs)
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assert secs < 0.1
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