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azalea/codegen/lib/code/shapes.py
mat 6eee543a33
Pathfinder (#25)
Pathfinding is very much not done, but it works enough and I want to get this merged.
TODO: fast replanning, goals that aren't a single node, falling moves (it should be able to play the dropper), parkour moves
2022-11-12 23:54:05 -06:00

140 lines
5 KiB
Python
Executable file

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 = ''
# we make several lazy_static! blocks so it doesn't complain about
# recursion and hopefully the compiler can paralleize it?
generated_shape_code += 'lazy_static! {'
for i, (shape_id, shape) in enumerate(sorted(shapes.items(), key=lambda shape: int(shape[0]))):
if i > 0 and i % 10 == 0:
generated_shape_code += '}\nlazy_static! {'
generated_shape_code += generate_code_for_shape(shape_id, shape)
generated_shape_code += '}'
# 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)]
use super::VoxelShape;
use crate::collision::{{self, Shapes}};
use azalea_block::*;
use lazy_static::lazy_static;
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 ref SHAPE{shape_id}: VoxelShape = '
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'
return code