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#!/usr/bin/env python
# -*- coding: utf-8 -*-
from pymclevel import mclevel
import wx
import random
def mkcoord(name, x,y,z):
coord = mclevel.TAG_List()
cx = mclevel.TAG_Double(name="", value=x)
cy = mclevel.TAG_Double(name="", value=y)
cz = mclevel.TAG_Double(name="", value=z)
coord.insert(0, cx)
coord.insert(1, cy)
coord.insert(2, cz)
coord.name = name
return coord
def getsheepcol():
r = random.randrange(0,10000)
if r < 8184: # 81.84 % chance
return 0 # White Wool
elif r < 8684: # 5 % chance
return 8 # Light Gray Wool
elif r < 9184: # 5 % chance
return 7 # Gray Wool
elif r < 9684: # 5 % chance
return 15 # Black Wool
elif r < 9984: # 3 % chance
return 12 # Brown Wool
else: # 0.16 chance
return 6 # Pink Wool
def mkanimal(name, x,y,z):
if name == u"Chicken":
animal = mclevel.Entity.Create(u"Chicken")
animal["Health"] = mclevel.TAG_Short(name="Health", value=4)
elif name == u"Pig":
animal = mclevel.Entity.Create(u"Pig")
animal["Health"] = mclevel.TAG_Short(name="Health", value=10)
animal["Saddle"] = mclevel.TAG_Byte(name="Saddle", value=0)
elif name == u"Cow":
animal = mclevel.Entity.Create(u"Cow")
animal["Health"] = mclevel.TAG_Short(name="Health", value=10)
elif name == u"Sheep":
animal = mclevel.Entity.Create(u"Sheep")
animal["Health"] = mclevel.TAG_Short(name="Health", value=10)
animal["Color"] = mclevel.TAG_Byte(name="Color", value=getsheepcol())
animal["Sheared"] = mclevel.TAG_Byte(name="Sheared", value=0)
elif name == u"Wolf":
animal = mclevel.Entity.Create(u"Wolf")
animal["Health"] = mclevel.TAG_Short(name="Health", value=8)
animal["Owner"] = mclevel.TAG_String(name="Owner", value=u"")
animal["Angry"] = mclevel.TAG_Byte(name="Angry", value=0)
animal["Sitting"] = mclevel.TAG_Byte(name="Angry", value=0)
else:
raise ValueError("Unknown animlal type '{}'.".format(name))
animal["Pos"] = mkcoord("Pos", x,y,z)
animal["Motion"] = mkcoord("Motion", 0,0,0)
animal["Rotation"] = mclevel.TAG_List(name="Rotation")
animal["Rotation"].insert(0, mclevel.TAG_Float(name="", value=0))
animal["Rotation"].insert(1, mclevel.TAG_Float(name="", value=0))
animal["Fire"] = mclevel.TAG_Short(name="Fire", value=-1)
animal["AttackTime"] = mclevel.TAG_Short(name="AttackTime", value=0)
animal["HurtTime"] = mclevel.TAG_Short(name="HurtTime", value=0)
animal["DeathTime"] = mclevel.TAG_Short(name="DeathTime", value=0)
animal["Air"] = mclevel.TAG_Short(name="Air", value=300)
animal["FallDistance"] = mclevel.TAG_Float(name="FallDistance", value=0)
animal["OnGround"] = mclevel.TAG_Byte(name="OnGround", value=0)
return animal
class AnimalFixFrame(wx.Frame):
def __init__(self):
wx.Frame.__init__(self, None, title="AnimalFix", size=(400, 600))
self.mainpanel = wx.Panel(self, -1)
vbox = wx.BoxSizer(wx.VERTICAL)
vbox.Add(wx.StaticText(self.mainpanel,
label="""This tool will place animals into your Minecraft map, if you do not have any.
This sometimes happens to an old map after updating to >Beta 1.8.
PLEASE! Make a backup of your map before apply this tool on your map!""", style=wx.ALIGN_CENTER), 0, wx.EXPAND | wx.ALL, 5)
vbox.AddStretchSpacer(1)
hbox_mapin = wx.BoxSizer(wx.HORIZONTAL)
hbox_mapin.Add(wx.StaticText(self.mainpanel, label="The directory of your old map:"), 0, wx.EXPAND | wx.RIGHT | wx.ALIGN_CENTER_VERTICAL, 5)
self.map_input = wx.DirPickerCtrl(self.mainpanel)
hbox_mapin.Add(self.map_input, 1, wx.EXPAND, 0)
vbox.Add(hbox_mapin, 0, wx.EXPAND | wx.ALL, 5)
vbox.AddStretchSpacer(1)
self.process_txt = wx.StaticText(self.mainpanel, label="")
vbox.Add(self.process_txt, 0, wx.EXPAND | wx.ALL, 5)
self.process_gauge = wx.Gauge(self.mainpanel, range=1000, style=wx.GA_HORIZONTAL | wx.GA_SMOOTH)
vbox.Add(self.process_gauge, 0, wx.EXPAND, wx.ALL, 5)
vbox.AddStretchSpacer(1)
self.letsgo = wx.Button(self.mainpanel, label="Lets do it!")
vbox.Add(self.letsgo, 0, wx.EXPAND | wx.ALL, 5)
self.mainpanel.SetSizer(vbox)
vbox.Fit(self)
self.SetMinSize(vbox.GetMinSize())
# Events
self.Bind(wx.EVT_BUTTON, self.on_letsgo, id=self.letsgo.GetId())
def on_letsgo(self, evt):
try:
world = mclevel.fromFile(self.map_input.GetPath())
except ValueError:
dialog = wx.MessageDialog(self, message="This is not a valid minecraft level!", caption="Could not load level", style=wx.OK | wx.ICON_ERROR)
dialog.ShowModal()
return True
except IOError:
dialog = wx.MessageDialog(self, message="Could not open directory!", caption="Could not load level", style=wx.OK | wx.ICON_ERROR)
dialog.ShowModal()
return True
self.letsgo.Enable(False)
overworld = world.getDimension(0)
spawnon = [
world.materials.Dirt.ID,
world.materials.Grass.ID,
world.materials.Gravel.ID,
world.materials.Farmland.ID,
world.materials.Snow.ID,
world.materials.Ice.ID,
world.materials.SnowLayer
]
treatasair = [
world.materials.Air.ID,
world.materials.TallGrass.ID,
world.materials.Shrub.ID,
world.materials.Flower.ID,
world.materials.Rose.ID,
world.materials.RedMushroom.ID,
world.materials.BrownMushroom.ID,
]
animals = [u"Pig", u"Sheep", u"Chicken", u"Cow"]
allanimals = animals + [u"Wolf"]
# Count Chunks
n_chunks = 0
for _ in overworld.allChunks:
n_chunks += 1
i = 0
nextanimalblock = random.randrange(1,11)
for cx, cz in overworld.allChunks:
i += 1
chunk = overworld.getChunk(cx, cz)
self.process_txt.SetLabel("{} / {}".format(i, n_chunks))
self.process_gauge.SetValue(int((float(i) / float(n_chunks)) * 1000))
self.Update()
hasanimals = False
for entity in chunk.Entities:
if entity["id"].value in allanimals:
hasanimals = True
break
if hasanimals:
continue
nextanimalblock -= 1
if nextanimalblock > 0:
continue
nextanimalblock = random.randrange(1,11)
countleaves = 0
possible_spawnpoints = []
for x in xrange(16):
for y in xrange(16):
noleaves = True
for z in xrange(127, 0, -1):
blkmat = chunk.Blocks[x,y,z]
if blkmat not in treatasair:
if (blkmat == world.materials.Leaves.ID) and noleaves:
countleaves += 1
noleaves = False
else:
if blkmat in spawnon:
if world.materials.Leaves.ID not in chunk.Blocks[x,y,z+1:z+3]:
# otherwise there would not be enough space...
possible_spawnpoints.append((x,y,z+1))
break
isforest = countleaves >= (16*16*0.45) # We assume the chunk belongs to a forest, if there are 45% leaves seen from above.
spawn_n = random.randrange(1,5)
if spawn_n > len(possible_spawnpoints):
spawn_n = len(possible_spawnpoints)
if spawn_n == 0:
continue
else:
random.shuffle(possible_spawnpoints)
current_animals = allanimals if isforest else animals
for x,z,y in possible_spawnpoints[0:spawn_n]:
x = cx * 16 + x
z = cz * 16 + z
chunk.Entities.append(mkanimal(random.choice(current_animals), x,y,z))
chunk.chunkChanged()
self.process_txt.SetLabel("Saving data. This can take \"some\" time. Please be patient...")
self.Update()
world.generateLights();
world.saveInPlace();
dialog = wx.MessageDialog(self, message="Finished", caption="New animals were placed successfully.", style=wx.OK | wx.ICON_INFORMATION)
dialog.ShowModal()
self.process_gauge.SetValue(0)
self.process_txt.SetLabel("")
self.letsgo.Enable(True)
return True
class AnimalFixApplication(wx.App):
def OnInit(self):
my_frame = AnimalFixFrame()
my_frame.Show()
self.SetTopWindow(my_frame)
return True
if __name__ == '__main__':
application = AnimalFixApplication()
application.MainLoop()
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