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azalea/codegen/lib/code/blocks.py
mat 08958c2278
Refactor azalea-protocol (#190)
* 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
2024-11-27 19:31:40 -06:00

216 lines
8.9 KiB
Python
Executable file

from lib.utils import get_dir_location, to_camel_case
from ..mappings import Mappings
from typing import Optional
import re
BLOCKS_RS_DIR = get_dir_location('../azalea-block/src/generated.rs')
# Terminology:
# - Property: A property of a block, like "direction"
# - Variant: A potential state of a property, like "up"
# - State: A possible state of a block, a combination of variants
# - Block: Has properties and states.
def generate_blocks(blocks_report: dict, pixlyzer_block_datas: dict, ordered_blocks: list[str]):
with open(BLOCKS_RS_DIR, 'r') as f:
existing_code = f.read().splitlines()
new_make_block_states_macro_code = []
new_make_block_states_macro_code.append('make_block_states! {')
# Find properties
properties = {}
# This dict looks like { 'FloweringAzaleaLeavesDistance': 'distance' }
property_struct_names_to_names = {}
for block_id in ordered_blocks:
block_data_report = blocks_report[f'minecraft:{block_id}']
block_properties = {}
for property_id in list(block_data_report.get('properties', {}).keys()):
property_variants = block_data_report['properties'][property_id]
property_struct_name = get_property_struct_name(
block_id, property_id, property_variants)
if property_struct_name in properties:
if not properties[property_struct_name] == property_variants:
raise Exception(
'There are multiple enums with the same name! '
f'Name: {property_struct_name}, variants: {property_variants}/{properties[property_struct_name]}. '
'This can be fixed by hardcoding a name in the get_property_struct_name function.'
)
block_properties[property_struct_name] = property_variants
property_struct_names_to_names[property_struct_name] = property_id
properties.update(block_properties)
# Property codegen
new_make_block_states_macro_code.append(' Properties => {')
for property_struct_name, property_variants in properties.items():
# "face" => Face {
# Floor,
# Wall,
# Ceiling,
# },
property_id = property_struct_names_to_names[property_struct_name]
# if the only variants are true and false, we make it unit struct with a boolean instead of an enum
if property_variants == ['true', 'false']:
property_shape_code = f'{property_struct_name}(bool)'
else:
property_shape_code = f'{property_struct_name} {{\n'
for variant in property_variants:
property_shape_code += f' {to_camel_case(variant)},\n'
property_shape_code += ' }'
new_make_block_states_macro_code.append(
f' "{property_id}" => {property_shape_code},')
new_make_block_states_macro_code.append(' },')
# Block codegen
new_make_block_states_macro_code.append(' Blocks => {')
for block_id in ordered_blocks:
block_data_report = blocks_report['minecraft:' + block_id]
block_data_pixlyzer = pixlyzer_block_datas.get(f'minecraft:{block_id}', {})
default_property_variants: dict[str, str] = {}
for state in block_data_report['states']:
if state.get('default'):
default_property_variants = state.get('properties', {})
properties_code = '{'
for property_id in list(block_data_report.get('properties', {}).keys()):
property_default = default_property_variants.get(property_id)
property_variants = block_data_report['properties'][property_id]
property_struct_name = get_property_struct_name(
block_id, property_id, property_variants)
is_boolean_property = property_variants == ['true', 'false']
if is_boolean_property:
# if it's a boolean, keep the type lowercase
# (so it's either `true` or `false`)
property_default_type = f'{property_struct_name}({property_default})'
else:
property_default_type = f'{property_struct_name}::{to_camel_case(property_default)}'
assert property_default is not None
this_property_code = f'"{property_id}": {property_default_type}'
properties_code += f'\n {this_property_code},'
# if there's nothing inside the properties, keep it in one line
if properties_code == '{':
properties_code += '}'
else:
properties_code += '\n }'
# make the block behavior
behavior_constructor = 'BlockBehavior::new()'
# requires tool
if block_data_pixlyzer.get('requires_tool'):
behavior_constructor += '.requires_correct_tool_for_drops()'
# strength
destroy_time = block_data_pixlyzer.get('hardness')
explosion_resistance = block_data_pixlyzer.get('explosion_resistance')
if destroy_time and explosion_resistance:
behavior_constructor += f'.strength({destroy_time}, {explosion_resistance})'
elif destroy_time:
behavior_constructor += f'.destroy_time({destroy_time})'
elif explosion_resistance:
behavior_constructor += f'.explosion_resistance({explosion_resistance})'
# friction
friction = block_data_pixlyzer.get('friction')
if friction != None:
behavior_constructor += f'.friction({friction})'
# TODO: use burger to generate the blockbehavior
new_make_block_states_macro_code.append(
f' {block_id} => {behavior_constructor}, {properties_code},')
new_make_block_states_macro_code.append(' }')
new_make_block_states_macro_code.append('}')
new_code = []
in_macro = False
for line in existing_code:
if line == 'make_block_states! {':
in_macro = True
elif line == '}':
if in_macro:
in_macro = False
new_code.extend(new_make_block_states_macro_code)
continue
if in_macro:
continue
new_code.append(line)
# empty line at the end
new_code.append('')
with open(BLOCKS_RS_DIR, 'w') as f:
f.write('\n'.join(new_code))
def get_property_struct_name(block_id: str, property_id: str, property_variants: list[str]) -> str:
# these are hardcoded because otherwise they cause conflicts
# some names inspired by https://github.com/feather-rs/feather/blob/main/feather/blocks/src/generated/table.rs
if property_variants == ['north', 'east', 'south', 'west', 'up', 'down']:
return 'FacingCubic'
if property_variants == ['north', 'south', 'west', 'east']:
return 'FacingCardinal'
if property_variants == ['top', 'bottom']:
return 'TopBottom'
if property_variants == ['north_south', 'east_west', 'ascending_east', 'ascending_west', 'ascending_north', 'ascending_south']:
return 'RailShape'
if property_variants == ['straight', 'inner_left', 'inner_right', 'outer_left', 'outer_right']:
return 'StairShape'
if property_variants == ['normal', 'sticky']:
return 'PistonType'
if property_variants == ['x', 'z']:
return 'AxisXZ'
if property_variants == ['single', 'left', 'right']:
return 'ChestType'
if property_variants == ['compare', 'subtract']:
return 'ComparatorType'
if property_variants == ['inactive', 'waiting_for_players', 'active', 'waiting_for_reward_ejection', 'ejecting_reward', 'cooldown']:
return 'TrialSpawnerState'
if property_variants == ['inactive', 'active', 'unlocking', 'ejecting']:
return 'VaultState'
if 'harp' in property_variants and 'didgeridoo' in property_variants:
return 'Sound'
if is_list_of_string_integers(property_variants):
# if the values are all integers, then prepend the block name
return to_camel_case(block_id) + to_camel_case(property_id)
if property_variants == ['up', 'side', 'none']:
return 'Wire' + to_camel_case(property_id)
if property_variants == ['none', 'low', 'tall']:
return 'Wall' + to_camel_case(property_id)
return to_camel_case(property_id)
def is_list_of_string_integers(l: list[str]) -> bool:
return all(map(str.isdigit, l))
def get_ordered_blocks(registries_report: dict[str, dict]) -> list[str]:
'''
Returns a list of block ids (like ['air', 'stone', ...]) ordered by their protocol id.
'''
blocks_registry = registries_report['minecraft:block']
blocks_to_ids = {}
for block_id, value in blocks_registry['entries'].items():
prefix = 'minecraft:'
assert block_id.startswith(prefix)
block_id = block_id[len(prefix):]
protocol_id = value['protocol_id']
blocks_to_ids[block_id] = protocol_id
ordered_blocks = []
for block_id in sorted(blocks_to_ids, key=blocks_to_ids.get):
ordered_blocks.append(block_id)
return ordered_blocks