mirror of
https://github.com/mat-1/azalea.git
synced 2025-08-02 23:44:38 +00:00
* start updating to 1.21.4 * fix block codegen and stop using block data from burger * rename packet related modules and structs to be simpler * ItemSlot -> ItemStack for more consistency with mojmap * .get() -> .into_packet() * simplify declare_state_packets by removing packet ids * rename read_from and write_into to azalea_read and azalea_write * rename McBufReadable and McBufWritable to AzaleaRead and AzaleaWrite * McBuf -> AzBuf * remove most uses of into_variant * update codegen and use resourcelocation names for packets * implement #[limit(i)] attribute for AzBuf derive macro * fixes for 1.21.4 * fix examples * update some physics code and fix ChatType * remove unused imports in codegen * re-add some things to migrate.py and update +mc version numbers automatically * downgrade to 1.21.3 lol
216 lines
8.9 KiB
Python
Executable file
216 lines
8.9 KiB
Python
Executable file
from lib.utils import get_dir_location, to_camel_case
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from ..mappings import Mappings
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from typing import Optional
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import re
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BLOCKS_RS_DIR = get_dir_location('../azalea-block/src/generated.rs')
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# Terminology:
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# - Property: A property of a block, like "direction"
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# - Variant: A potential state of a property, like "up"
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# - State: A possible state of a block, a combination of variants
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# - Block: Has properties and states.
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def generate_blocks(blocks_report: dict, pixlyzer_block_datas: dict, ordered_blocks: list[str]):
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with open(BLOCKS_RS_DIR, 'r') as f:
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existing_code = f.read().splitlines()
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new_make_block_states_macro_code = []
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new_make_block_states_macro_code.append('make_block_states! {')
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# Find properties
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properties = {}
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# This dict looks like { 'FloweringAzaleaLeavesDistance': 'distance' }
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property_struct_names_to_names = {}
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for block_id in ordered_blocks:
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block_data_report = blocks_report[f'minecraft:{block_id}']
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block_properties = {}
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for property_id in list(block_data_report.get('properties', {}).keys()):
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property_variants = block_data_report['properties'][property_id]
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property_struct_name = get_property_struct_name(
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block_id, property_id, property_variants)
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if property_struct_name in properties:
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if not properties[property_struct_name] == property_variants:
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raise Exception(
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'There are multiple enums with the same name! '
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f'Name: {property_struct_name}, variants: {property_variants}/{properties[property_struct_name]}. '
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'This can be fixed by hardcoding a name in the get_property_struct_name function.'
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)
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block_properties[property_struct_name] = property_variants
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property_struct_names_to_names[property_struct_name] = property_id
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properties.update(block_properties)
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# Property codegen
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new_make_block_states_macro_code.append(' Properties => {')
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for property_struct_name, property_variants in properties.items():
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# "face" => Face {
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# Floor,
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# Wall,
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# Ceiling,
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# },
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property_id = property_struct_names_to_names[property_struct_name]
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# if the only variants are true and false, we make it unit struct with a boolean instead of an enum
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if property_variants == ['true', 'false']:
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property_shape_code = f'{property_struct_name}(bool)'
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else:
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property_shape_code = f'{property_struct_name} {{\n'
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for variant in property_variants:
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property_shape_code += f' {to_camel_case(variant)},\n'
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property_shape_code += ' }'
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new_make_block_states_macro_code.append(
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f' "{property_id}" => {property_shape_code},')
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new_make_block_states_macro_code.append(' },')
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# Block codegen
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new_make_block_states_macro_code.append(' Blocks => {')
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for block_id in ordered_blocks:
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block_data_report = blocks_report['minecraft:' + block_id]
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block_data_pixlyzer = pixlyzer_block_datas.get(f'minecraft:{block_id}', {})
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default_property_variants: dict[str, str] = {}
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for state in block_data_report['states']:
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if state.get('default'):
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default_property_variants = state.get('properties', {})
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properties_code = '{'
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for property_id in list(block_data_report.get('properties', {}).keys()):
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property_default = default_property_variants.get(property_id)
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property_variants = block_data_report['properties'][property_id]
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property_struct_name = get_property_struct_name(
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block_id, property_id, property_variants)
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is_boolean_property = property_variants == ['true', 'false']
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if is_boolean_property:
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# if it's a boolean, keep the type lowercase
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# (so it's either `true` or `false`)
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property_default_type = f'{property_struct_name}({property_default})'
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else:
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property_default_type = f'{property_struct_name}::{to_camel_case(property_default)}'
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assert property_default is not None
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this_property_code = f'"{property_id}": {property_default_type}'
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properties_code += f'\n {this_property_code},'
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# if there's nothing inside the properties, keep it in one line
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if properties_code == '{':
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properties_code += '}'
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else:
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properties_code += '\n }'
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# make the block behavior
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behavior_constructor = 'BlockBehavior::new()'
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# requires tool
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if block_data_pixlyzer.get('requires_tool'):
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behavior_constructor += '.requires_correct_tool_for_drops()'
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# strength
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destroy_time = block_data_pixlyzer.get('hardness')
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explosion_resistance = block_data_pixlyzer.get('explosion_resistance')
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if destroy_time and explosion_resistance:
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behavior_constructor += f'.strength({destroy_time}, {explosion_resistance})'
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elif destroy_time:
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behavior_constructor += f'.destroy_time({destroy_time})'
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elif explosion_resistance:
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behavior_constructor += f'.explosion_resistance({explosion_resistance})'
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# friction
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friction = block_data_pixlyzer.get('friction')
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if friction != None:
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behavior_constructor += f'.friction({friction})'
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# TODO: use burger to generate the blockbehavior
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new_make_block_states_macro_code.append(
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f' {block_id} => {behavior_constructor}, {properties_code},')
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new_make_block_states_macro_code.append(' }')
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new_make_block_states_macro_code.append('}')
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new_code = []
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in_macro = False
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for line in existing_code:
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if line == 'make_block_states! {':
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in_macro = True
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elif line == '}':
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if in_macro:
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in_macro = False
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new_code.extend(new_make_block_states_macro_code)
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continue
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if in_macro:
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continue
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new_code.append(line)
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# empty line at the end
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new_code.append('')
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with open(BLOCKS_RS_DIR, 'w') as f:
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f.write('\n'.join(new_code))
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def get_property_struct_name(block_id: str, property_id: str, property_variants: list[str]) -> str:
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# these are hardcoded because otherwise they cause conflicts
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# some names inspired by https://github.com/feather-rs/feather/blob/main/feather/blocks/src/generated/table.rs
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if property_variants == ['north', 'east', 'south', 'west', 'up', 'down']:
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return 'FacingCubic'
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if property_variants == ['north', 'south', 'west', 'east']:
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return 'FacingCardinal'
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if property_variants == ['top', 'bottom']:
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return 'TopBottom'
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if property_variants == ['north_south', 'east_west', 'ascending_east', 'ascending_west', 'ascending_north', 'ascending_south']:
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return 'RailShape'
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if property_variants == ['straight', 'inner_left', 'inner_right', 'outer_left', 'outer_right']:
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return 'StairShape'
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if property_variants == ['normal', 'sticky']:
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return 'PistonType'
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if property_variants == ['x', 'z']:
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return 'AxisXZ'
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if property_variants == ['single', 'left', 'right']:
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return 'ChestType'
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if property_variants == ['compare', 'subtract']:
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return 'ComparatorType'
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if property_variants == ['inactive', 'waiting_for_players', 'active', 'waiting_for_reward_ejection', 'ejecting_reward', 'cooldown']:
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return 'TrialSpawnerState'
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if property_variants == ['inactive', 'active', 'unlocking', 'ejecting']:
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return 'VaultState'
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if 'harp' in property_variants and 'didgeridoo' in property_variants:
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return 'Sound'
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if is_list_of_string_integers(property_variants):
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# if the values are all integers, then prepend the block name
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return to_camel_case(block_id) + to_camel_case(property_id)
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if property_variants == ['up', 'side', 'none']:
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return 'Wire' + to_camel_case(property_id)
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if property_variants == ['none', 'low', 'tall']:
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return 'Wall' + to_camel_case(property_id)
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return to_camel_case(property_id)
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def is_list_of_string_integers(l: list[str]) -> bool:
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return all(map(str.isdigit, l))
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def get_ordered_blocks(registries_report: dict[str, dict]) -> list[str]:
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'''
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Returns a list of block ids (like ['air', 'stone', ...]) ordered by their protocol id.
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'''
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blocks_registry = registries_report['minecraft:block']
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blocks_to_ids = {}
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for block_id, value in blocks_registry['entries'].items():
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prefix = 'minecraft:'
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assert block_id.startswith(prefix)
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block_id = block_id[len(prefix):]
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protocol_id = value['protocol_id']
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blocks_to_ids[block_id] = protocol_id
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ordered_blocks = []
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for block_id in sorted(blocks_to_ids, key=blocks_to_ids.get):
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ordered_blocks.append(block_id)
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return ordered_blocks
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