from lib.utils import get_dir_location, to_camel_case from lib.code.utils import clean_property_name from .blocks import get_property_struct_name from ..mappings import Mappings COLLISION_BLOCKS_RS_DIR = get_dir_location( '../azalea-physics/src/collision/blocks.rs') def generate_block_shapes(blocks: dict, shapes: dict, block_states_report, block_datas_burger, mappings: Mappings): blocks, shapes = simplify_shapes(blocks, shapes) code = generate_block_shapes_code( blocks, shapes, block_states_report, block_datas_burger, mappings) with open(COLLISION_BLOCKS_RS_DIR, 'w') as f: f.write(code) def simplify_shapes(blocks: dict, shapes: dict): shape_to_new_id = {} new_id_increment = 0 new_shapes = {} old_id_to_new_id = {} for shape_id, shape in sorted(shapes.items(), key=lambda shape: int(shape[0])): # tuples are hashable shape_as_tuple = tuple(map(tuple, shape)) if shape_as_tuple not in shape_to_new_id: shape_to_new_id[shape_as_tuple] = new_id_increment old_id_to_new_id[shape_id] = new_id_increment new_shapes[new_id_increment] = shape new_id_increment += 1 else: old_id_to_new_id[shape_id] = shape_to_new_id[shape_as_tuple] # now map the blocks to the new shape ids for block_id, shape_ids in blocks.items(): if isinstance(shape_ids, int): blocks[block_id] = old_id_to_new_id[str(shape_ids)] else: blocks[block_id] = [old_id_to_new_id[str(shape_id)] for shape_id in shape_ids] return blocks, new_shapes def generate_block_shapes_code(blocks: dict, shapes: dict, block_states_report, block_datas_burger, mappings: Mappings): # look at downloads/generator-mod-*/blockCollisionShapes.json for format of blocks and shapes generated_shape_code = '' for (shape_id, shape) in sorted(shapes.items(), key=lambda shape: int(shape[0])): generated_shape_code += generate_code_for_shape(shape_id, shape) # BlockState::PurpurStairs_NorthTopStraightTrue => &SHAPE24, generated_match_inner_code = '' shape_ids_to_variants = {} for block_id, shape_ids in blocks.items(): if isinstance(shape_ids, int): shape_ids = [shape_ids] block_report_data = block_states_report['minecraft:' + block_id] block_data_burger = block_datas_burger[block_id] for possible_state, shape_id in zip(block_report_data['states'], shape_ids): variant_values = [] for value in tuple(possible_state.get('properties', {}).values()): variant_values.append(to_camel_case(value)) if variant_values == []: variant_name = to_camel_case(block_id) else: variant_name = f'{to_camel_case(block_id)}_{"".join(variant_values)}' if shape_id not in shape_ids_to_variants: shape_ids_to_variants[shape_id] = [] shape_ids_to_variants[shape_id].append( f'BlockState::{variant_name}') # shape 1 is the most common so we have a _ => &SHAPE1 at the end del shape_ids_to_variants[1] for shape_id, variants in shape_ids_to_variants.items(): generated_match_inner_code += f'{"|".join(variants)} => &SHAPE{shape_id},\n' return f''' //! Autogenerated block collisions for every block // This file is generated from codegen/lib/code/block_shapes.py. If you want to // modify it, change that file. #![allow(clippy::explicit_auto_deref)] #![allow(clippy::redundant_closure)] use super::VoxelShape; use crate::collision::{{self, Shapes}}; use azalea_block::*; use once_cell::sync::Lazy; pub trait BlockWithShape {{ fn shape(&self) -> &'static VoxelShape; }} {generated_shape_code} impl BlockWithShape for BlockState {{ fn shape(&self) -> &'static VoxelShape {{ match self {{ {generated_match_inner_code}_ => &SHAPE1 }} }} }} ''' def generate_code_for_shape(shape_id: str, parts: list[list[float]]): def make_arguments(part: list[float]): return ', '.join(map(lambda n: str(n).rstrip('0'), part)) code = '' code += f'static SHAPE{shape_id}: Lazy = Lazy::new(|| {{' steps = [] if parts == []: steps.append('collision::empty_shape()') else: steps.append(f'collision::box_shape({make_arguments(parts[0])})') for part in parts[1:]: steps.append( f'Shapes::or(s, collision::box_shape({make_arguments(part)}))') if len(steps) == 1: code += steps[0] else: code += '{\n' for step in steps[:-1]: code += f' let s = {step};\n' code += f' {steps[-1]}\n' code += '}\n' code += '});\n' return code