David Vierra
a94c032c94
added a 'create' option to copyBlocksFrom and getChunkSlices.
2011-09-13 16:03:58 -10:00
David Vierra
2e4b8e43ad
add names for plant stems
2011-09-13 11:06:31 -10:00
David Vierra
65a70f3bd5
add an iterator version of fillBlocks
2011-09-13 11:04:46 -10:00
David Vierra
e04d9d3ee9
Something in the subprocess.Popen - CreateProcess - java.exe stack hates smileys
2011-09-13 11:04:19 -10:00
David Vierra
086bc994b5
use unicode strings to compute these standard directories
2011-09-13 11:03:37 -10:00
David Vierra
b584dcd92a
only copy populated chunks while generating, to avoid cut-off trees
2011-09-12 14:44:42 -10:00
David Vierra
2604b41f80
chests allow light through in 1.8
2011-09-12 13:46:05 -10:00
David Vierra
ad1e2f90a0
pulled out appDataDir from folder-finding code, moved code to mclevelbase, used appDataDir in place of %APPDATA% because %APPDATA% may not always be defined (?) on win32
2011-09-12 13:45:48 -10:00
David Vierra
704cedcffd
add GameType property
2011-09-12 13:29:58 -10:00
David Vierra
c1e7f7260d
fix unicode error (string.format should probably promote the format string to unicode so I don't have to keep this in mind :(
2011-09-12 13:29:39 -10:00
David Vierra
c513b3bb11
changed getPlayersPath to use self.playersDir
2011-09-11 17:00:25 -10:00
David Vierra
e290a07215
removed debugging code
2011-09-10 11:50:57 -10:00
David Vierra
a54c92d7fb
check the registry on win32 to find out where java.exe is kept
2011-09-10 11:36:59 -10:00
David Vierra
1ef73e7c16
added prerelease 1.8 materials, fixed stair opacity
2011-09-09 16:29:59 -10:00
David Vierra
5148e8732e
pack the chunk data arrays before extracting a chunk - icky
2011-09-09 12:13:54 -10:00
David Vierra
52e199fe84
add explicit Materials for INVEditChest
2011-09-09 12:13:28 -10:00
David Vierra
b76e93addc
instead of only copying the chunks expected to be created by this generation pass, instead scan the entire temp level and copy as many of the requested chunks as we can. the failure condition for the generator becomes when it doesn't create any new chunks and we still have chunks to copy
2011-09-08 11:02:09 -10:00
David Vierra
44933cc738
add an explicit getDefaultJarStorage() so that MCEdit can create the storage before creating any chunk generators
2011-09-07 13:00:01 -10:00
David Vierra
51b052813b
add an exhaust function that returns the last item yielded by an iterator. used to implement the non-iterator versions of various functions
2011-09-06 00:05:11 -10:00
David Vierra
cde2e7c78f
use hashlib instead of md5; md5 isn't bundled with the current release of mcedit :(
2011-09-05 10:25:33 -10:00
David Vierra
ea80eefc1b
unused method
2011-08-31 11:19:50 -10:00
David Vierra
d7e1e88dc0
rename ServerJarCache to ServerJarStorage. clean up code, use readProperties and writeProperties to handle server.properties, allow generation in the Nether
2011-08-31 08:32:25 -10:00
David Vierra
05cd068104
rename ServerJarCache to ServerJarStorage, allow MCEdit to override the default ServerJarStorage.cacheDir location, check that items in the worldCacheDir are directories before using rmtree on them, set allow-nether to false in the server properties (nether support here is unfinished), MCServerChunkGenerator won't overwrite existing chunks
2011-08-25 10:30:08 -10:00
David Vierra
6f035c4aaa
more work on server-based generation: use hashes instead of version numbers, clear the world cache via listdir, put readmes into the two folders, fix compatibility with older servers
2011-08-23 08:27:53 -10:00
David Vierra
675f814b78
logical error
2011-08-23 03:57:46 -10:00
David Vierra
42847692d3
luckily windows takes forward slashes xxxxx
2011-08-23 03:53:43 -10:00
David Vierra
469319feee
added a daring terrain generator that calls on minecraft_server.jar, stores multiple versions of the server in an app support folder - each in a folder named with the version number (can be used to store modded servers too), and caches the results of a version/seed combo in the temp folder.
...
also provides a clearWorldCache method to delete the generation results and automatically moves unfoldered minecraft_server*.jar files found in the server versions folder into named folders by reading the version info from the server output
2011-08-23 03:27:22 -10:00
David Vierra
d015d30228
add a function to expand a box to chunk boundaries
2011-08-21 07:28:03 -10:00
David Vierra
d2f6092b47
finally rename materials to alphaMaterials
2011-08-21 07:27:03 -10:00
David Vierra
7c000cf3b7
more accurate progress bars for light calc
2011-08-21 07:26:40 -10:00
David Vierra
deb20c8f13
there's no real need to regen the heightmap and fill skylight here, since MCEdit doesn't use setBlockAt by itself.
2011-08-21 07:26:23 -10:00
David Vierra
da98275cf8
if extractSchematicFromIter doesn't yield anything, then i won't be set
2011-08-19 14:40:12 -10:00
David Vierra
cab1900f1b
move adjustExtractionParameters to schematic.py, remove some dead code, rearrange and regroup some base code, add # --- Outline Annotations --- visible in eclipse and maybe other editors
2011-08-17 19:28:19 -10:00
David Vierra
f165035cfa
FakeChunk now inherits from EntityLevel, so it has getEntitiesInBox and other methods
2011-08-17 17:02:06 -10:00
David Vierra
827ed93e24
move getChunks up to MCLevel to be with the fake chunk interface
2011-08-17 15:07:03 -10:00
David Vierra
8fc517e375
reduce the input volume of these unit tests so they run in a second or less
2011-08-17 00:42:34 -10:00
David Vierra
74ad6ffd76
add material type to Schematic.__str__
2011-08-17 00:42:12 -10:00
David Vierra
1d8d0c1541
re-encode Indev TileEntity positions, assuming the game will discard the Alpha x,y,z positions
2011-08-17 00:41:31 -10:00
David Vierra
2e21636b39
clear _fakeEntities when entities/tileentities are changed. could be better, but this is only used to update entity markers when editing indev levels...
2011-08-17 00:40:10 -10:00
David Vierra
be61c5c768
call the right pos() for the entity type...this is stinky
2011-08-17 00:27:59 -10:00
David Vierra
5ddcd6bb40
copyEntitiesFromInfiniteIter now accepts the 'entities' argument, telling it when to copy both entities and tileentities.... xxx find a way to compose functions that operate on chunk-slices
2011-08-17 00:27:26 -10:00
David Vierra
3cc5f77874
move the code for replacing existing tile entities from MCInfdevOldLevel to EntityLevel
2011-08-17 00:24:41 -10:00
David Vierra
99f20ebfc5
remove the automatic recompress in getChunkSlices to avoid decompress thrashing; xxx get to work on a LRU cache or something!
2011-08-16 15:16:49 -10:00
David Vierra
e4f522e2a2
add method addEntities()
2011-08-16 15:16:01 -10:00
David Vierra
d1ad50724a
remove the explicit compress() because getChunkSlices() will call it
2011-08-16 13:40:51 -10:00
David Vierra
cb2dd8e746
raise PlayerNotFound when trying to get "Player" from a multiplayer world
2011-08-16 13:40:08 -10:00
David Vierra
f7122848ae
only sanitize blocks on the first compress; don't decompress only to resanitize, since we assume the blocks haven't been touched if we're still compressed
2011-08-16 13:39:17 -10:00
David Vierra
2a4e0435a0
refactor base entity code into an EntityLevel subclass and derive Indev/Infdev levels and MCSchematic from it. remove the hasEntities flag.
2011-08-16 13:38:30 -10:00
David Vierra
9127ee0ff5
remove the unused entitiesAt
2011-08-15 19:04:30 -10:00
David Vierra
ae18928064
print a more informative keyerror
2011-08-15 19:03:00 -10:00