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blocks.py
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blocks.py
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# -*- coding: utf-8 -*-
# Imports, sorted alphabetically.
# Future imports
from math import floor
# Python packages
# Nothing for now...
import struct # for update_tile_entity
# Third-party packages
import pyglet
from pyglet.gl import *
from pyglet.image.atlas import TextureAtlas
import custom_types
from custom_types import iVector
from utils import load_image, make_nbt_from_dict, extract_nbt
# Modules from this project
import globals as G
from random import randint
import sounds
from entity import CropEntity, FurnaceEntity
from textures import TexturePackList
BLOCK_TEXTURE_DIR = {}
def get_texture_coordinates(x, y, tileset_size=G.TILESET_SIZE):
if x == -1 and y == -1:
return ()
m = 1.0 / tileset_size
dx = x * m
dy = y * m
return dx, dy, dx + m, dy, dx + m, dy + m, dx, dy + m
#To enable, extract a texture pack's blocks folder to resources/texturepacks/textures/blocks/
#For MC 1.5 Texture Packs
class TextureGroupIndividual(pyglet.graphics.Group):
def __init__(self, names, height=1.0, width=1.0, background_color=None):
super(TextureGroupIndividual, self).__init__()
atlas = None
# self.texture = atlas.texture
self.texture_data = []
i=0
texture_pack = G.texture_pack_list.selected_texture_pack
for name in names:
if not name in BLOCK_TEXTURE_DIR:
BLOCK_TEXTURE_DIR[name] = texture_pack.load_texture(['textures', 'blocks', name + '.png'])
if not BLOCK_TEXTURE_DIR[name]:
continue
texture_size = BLOCK_TEXTURE_DIR[name].width
# remove background color for crack textures
if background_color is not None:
data = bytearray(BLOCK_TEXTURE_DIR[name].get_image_data().get_data('RGBA', texture_size * 4))
for i in range(len(data)):
if data [i] == background_color:
data[i] = 0
BLOCK_TEXTURE_DIR[name].get_image_data().set_data('RGBA', texture_size * 4, bytes(data))
if atlas == None:
atlas = TextureAtlas(texture_size * len(names), texture_size)
self.texture = atlas.texture
subtex = atlas.add(BLOCK_TEXTURE_DIR[name].get_region(0,0,texture_size,texture_size))
for val in subtex.tex_coords:
i += 1
if i % 3 != 0: self.texture_data.append(val) #tex_coords has a z component we don't utilize
if atlas == None:
atlas = TextureAtlas(1, 1)
self.texture = atlas.texture
#Repeat the last texture for the remaining sides
# (top, bottom, side, side, side, side)
# ie: ("dirt",) ("grass_top","dirt","grass_side")
# Becomes ("dirt","dirt","dirt","dirt","dirt","dirt") ("grass_top","dirt","grass_side","grass_side","grass_side","grass_side")
self.texture_data += self.texture_data[-8:]*(6-len(names))
# resize the texture
if height != 1.0 or width != 1.0 :
if len(self.texture_data) == 0:
return
tex_width = tex_height = self.texture_data[2] - self.texture_data[0]
h_margin = tex_height * (1.0 - height)
w_margin = tex_width * (1.0 - width) / 2
# top and bottom
for i in (0, 1):
for j in (0, 1, 3, 6): self.texture_data[i * 8 + j] += w_margin
for j in (2, 4, 5, 7): self.texture_data[i * 8 + j] -= w_margin
# side
for i in range(2, 6):
for j in (0, 6): self.texture_data[i * 8 + j] += w_margin
for j in (2, 4): self.texture_data[i * 8 + j] -= w_margin
for j in (5, 7): self.texture_data[i * 8 + j] -= h_margin
def set_state(self):
if self.texture:
glBindTexture(self.texture.target, self.texture.id)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glEnable(self.texture.target)
def unset_state(self):
if self.texture:
glDisable(self.texture.target)
class BlockID:
"""
Datatype for Block and Item IDs
Creation: BlockID(1) BlockID(35) BlockID(35, 3) BlockID((35,
3)) BlockID("35.3")
str(id) : "1.0" "35.0" "35.3" "35.3"
"35.3"
Typical uses: id == 1 id == BlockID(35, 3) id < 255
"""
main = 0
sub = 0 # A.k.a. DataID, damageID, metadata, etc
icon_name = None
def __init__(self, main, sub=0, icon_name=None):
if isinstance(main, tuple):
self.main, self.sub = main
elif isinstance(main, str):
# Allow "35", "35.0", or "35,0"
spl = main.split(".") if "." in main else main.split(",") if "," in main else (main, 0)
if len(spl) == 2:
a, b = spl
elif len(spl) == 1:
a = spl[0]
b = 0
else:
raise ValueError("Expected #.# or #,#. Got %s" % main)
self.main = int(a)
self.sub = int(b or 0)
elif isinstance(main, self.__class__):
self.main = main.main
self.sub = main.sub
else:
self.main = int(main)
self.sub = int(sub)
self.icon_name = icon_name
def __repr__(self):
return '%d.%d' % (self.main, self.sub)
def __hash__(self):
return hash((self.main, self.sub))
def __eq__(self, other):
if isinstance(other, tuple):
return (self.main, self.sub) == other
if isinstance(other, float):
return float(repr(self.main)) == other
if isinstance(other, int):
return self.main == other
if isinstance(other, BlockID):
return self.main == other.main and self.sub == other.sub
def __ne__(self, other):
return not (self == other)
def __bool__(self):
"""Checks whether it is an AirBlock."""
return self.main != 0
def is_item(self):
return self.main >= G.ITEM_ID_MIN
def filename(self):
if self.icon_name != None: return ["textures", "items" if self.is_item() else "blocks", str(self.icon_name) + ".png"]
if self.sub == 0: return ["textures", "icons", str(self.main) + ".png"]
return ["textures", "icons", '%d.%d.png' % (self.main, self.sub)]
class Block:
id = None # Original minecraft id (also called data value).
# Verify on http://www.minecraftwiki.net/wiki/Data_values
# when creating a new "official" block.
_drop_id = None
_drop_quantity = None
player_damage = 0
@property
def drop_id(self):
return self._drop_id
@drop_id.setter
def drop_id(self, value):
self._drop_id = value
@property
def drop_quantity(self):
return self._drop_quantity
@drop_quantity.setter
def drop_quantity(self, value):
self._drop_quantity = value
_texture_data = None
@property
def texture_data(self):
return self._texture_data
@texture_data.setter
def texture_data(self, value):
self._texture_data = value
width = 1.0
height = 1.0
# Texture coordinates from the tileset.
top_texture = ()
bottom_texture = ()
side_texture = ()
front_texture = None
vertex_mode = G.VERTEX_CUBE
group = None # The texture (group) the block renders from
texture_name = None # A list of block faces, named what Mojang names their blocks/"file".png
icon_name = None
# Sounds
break_sound = sounds.wood_break
# Physical attributes
hardness = 0.0 # hardness can be found on http://www.minecraftwiki.net/wiki/Digging#Blocks_by_hardness
density = 1
transparent = False
regenerated_health = 0
# Inventory attributes
max_stack_size = 64
amount_label_color = 255, 255, 255, 255
name = "Block"
digging_tool = -1
# How long can this item burn (-1 for non-fuel items)
burning_time = -1
# How long does it take to smelt this item (-1 for unsmeltable items)
smelting_time = -1
render_as_normal_block = True
# if sub_id_as_metadata, we will create an instance for this block when it's being added to the world
# and use its sub id as metadata
sub_id_as_metadata = False
def __init__(self, width=None, height=None):
self.id = BlockID(self.id or 0, 0, self.icon_name)
self.drop_id = self.id
self.drop_quantity = 1
if width is not None:
self.width = width
if height is not None:
self.height = height
G.BLOCKS_DIR[self.id] = self
if not self.render_as_normal_block:
return
self.update_texture()
def __str__(self):
return self.name
def get_texture_data(self):
textures = self.top_texture + self.bottom_texture \
+ self.front_texture + self.side_texture
if self.vertex_mode != G.VERTEX_CROSS:
textures += self.side_texture * 2
return list(textures)
def get_vertices(self, x, y, z):
w = self.width / 2.0
h = self.height / 2.0
y_offset = (1.0 - self.height) / 2
y -= y_offset
xm = x - w
xp = x + w
ym = y - h
yp = y + h
zm = z - w
zp = z + w
vertices = ()
if len(self.top_texture) > 0 or len(self.side_texture) == 0:
vertices += (
xm, yp, zm, xm, yp, zp, xp, yp, zp, xp, yp, zm # top
)
if len(self.bottom_texture) > 0 or len(self.side_texture) == 0:
vertices += (
xm, ym, zm, xp, ym, zm, xp, ym, zp, xm, ym, zp # bottom
)
if self.vertex_mode == G.VERTEX_CROSS:
vertices += (
xm, ym, zm, xp, ym, zp, xp, yp, zp, xm, yp, zm,
xm, ym, zp, xp, ym, zm, xp, yp, zm, xm, yp, zp,
)
elif self.vertex_mode == G.VERTEX_GRID:
xm2 = x - w / 2.0
xp2 = x + w / 2.0
zm2 = z - w / 2.0
zp2 = z + w / 2.0
vertices += (
xm2, ym, zm, xm2, ym, zp, xm2, yp, zp, xm2, yp, zm, # left
xp2, ym, zp, xp2, ym, zm, xp2, yp, zm, xp2, yp, zp, # right
xm, ym, zp2, xp, ym, zp2, xp, yp, zp2, xm, yp, zp2, # front
xp, ym, zm2, xm, ym, zm2, xm, yp, zm2, xp, yp, zm2, # back
)
else:
vertices += (
xm, ym, zm, xm, ym, zp, xm, yp, zp, xm, yp, zm, # left
xp, ym, zp, xp, ym, zm, xp, yp, zm, xp, yp, zp, # right
xm, ym, zp, xp, ym, zp, xp, yp, zp, xm, yp, zp, # front
xp, ym, zm, xm, ym, zm, xm, yp, zm, xp, yp, zm, # back
)
return vertices
def get_metadata(self):
if self.sub_id_as_metadata:
return self.id.sub
def set_metadata(self, metadata):
if self.sub_id_as_metadata:
self.id.sub = metadata
def play_break_sound(self, player: custom_types.Player, position=None):
if self.break_sound is not None:
sounds.play_sound(self.break_sound, player=player, position=position)
def update_tile_entity(self, value):
pass
def update_texture(self):
if self.texture_name:
self.group = TextureGroupIndividual(self.texture_name, self.height, self.width)
if self.group:
self.texture_data = self.group.texture_data
if self.top_texture == ():
return
if self.front_texture is None:
self.front_texture = self.side_texture
if not self.texture_data:
# Applies get_texture_coordinates to each of the faces to be textured.
for k in ('top_texture', 'bottom_texture', 'side_texture', 'front_texture'):
v = getattr(self, k)
if v:
setattr(self, k, get_texture_coordinates(*v))
self.texture_data = self.get_texture_data()
def on_neighbor_change(self, world, neighbor_pos, self_pos):
pass
def can_place_on(self, block_id):
return False
class BlockColorizer:
def __init__(self, filename):
self.color_data = G.texture_pack_list.selected_texture_pack.load_texture(['misc', filename])
# if the texture is not available, don't colorize it
if self.color_data is None:
return
self.color_data = self.color_data.get_data('RGB', self.color_data.width * 3)
def get_color(self, temperature, humidity):
temperature = 1 - temperature
if temperature + humidity > 1:
delta = (temperature + humidity - 1) / 2
temperature -= delta
humidity -= delta
if self.color_data is None:
return 1, 1, 1
pos = int(floor(humidity * 255) * BYTE_PER_LINE + 3 * floor((temperature) * 255))
return float(self.color_data[pos]) / 255, float(self.color_data[pos + 1]) / 255, float(self.color_data[pos + 2]) / 255
class AirBlock(Block):
max_stack_size = 0
density = 0
id = 0
name = "Air"
class WoodBlock(Block):
break_sound = sounds.wood_break
digging_tool = G.AXE
class HardBlock(Block):
break_sound = sounds.stone_break
class StoneBlock(HardBlock):
texture_name = "stone",
icon_name = "stone"
hardness = 1.5
id = 1
name = "Stone"
digging_tool = G.PICKAXE
def __init__(self):
super(StoneBlock, self).__init__()
self.drop_id = BlockID(CobbleBlock.id)
colorizer = BlockColorizer('stonecolor.png')
def get_color(self, temperature, humidity):
ret = []
ret.extend(list(self.colorizer.get_color(temperature, humidity)) * 24)
return ret
PIXEL_PER_LINE = 256
BYTE_PER_LINE = PIXEL_PER_LINE * 3
class GrassBlock(Block):
texture_name = "grass_top", "dirt", "grass_side"
icon_name = "grass_side"
hardness = 0.6
id = 2
break_sound = sounds.dirt_break
name = 'Grass'
digging_tool = G.SHOVEL
colorizer = BlockColorizer('grasscolor.png')
def __init__(self):
super(GrassBlock, self).__init__()
self.drop_id = BlockID(DirtBlock.id)
def get_color(self, temperature, humidity):
ret = []
# colorize only the top of the grass block
ret.extend(list(self.colorizer.get_color(temperature, humidity)) * 4)
ret.extend([1] * 60)
return ret
def on_neighbor_change(self, world, neighbor_pos, self_pos):
# something has been put on this grass block, which makes it become dirt block
if (self_pos[0], self_pos[1] + 1, self_pos[-1]) in world:
world.remove_block(None, self_pos)
world.add_block(self_pos, dirt_block)
class DirtBlock(Block):
texture_name = "dirt",
icon_name = "dirt"
hardness = 0.5
id = 3
name = "Dirt"
digging_tool = G.SHOVEL
break_sound = sounds.dirt_break
class SnowBlock(Block):
texture_name = "snow",
icon_name = "snow"
hardness = 0.5
id = 80
name = "Snow"
amount_label_color = 0, 0, 0, 255
break_sound = sounds.dirt_break
class SandBlock(Block):
texture_name = "sand",
icon_name = "sand"
hardness = 0.5
amount_label_color = 0, 0, 0, 255
id = 12
name = "Sand"
digging_tool = G.SHOVEL
break_sound = sounds.sand_break
colorizer = BlockColorizer('sandcolor.png')
def get_color(self, temperature, humidity):
ret = []
ret.extend(list(self.colorizer.get_color(temperature, humidity)) * 24)
return ret
class GoldOreBlock(HardBlock):
texture_name = "oreGold",
icon_name = "oreGold"
hardness = 3
id = 14
digging_tool = G.PICKAXE
name = "Gold Ore"
class IronOreBlock(HardBlock):
texture_name = "oreIron",
icon_name = "oreIron"
hardness = 3
id = 15
digging_tool = G.PICKAXE
name = "Iron Ore"
smelting_time = 10
class DiamondOreBlock(HardBlock):
texture_name = "oreDiamond",
icon_name = "oreDiamond"
hardness = 3
id = 56
digging_tool = G.PICKAXE
def __init__(self):
super(DiamondOreBlock, self).__init__()
self.drop_id = BlockID(264)
name = "Diamond Ore"
class CoalOreBlock(HardBlock):
texture_name = "oreCoal",
icon_name = "oreCoal"
hardness = 3
id = 16
digging_tool = G.PICKAXE
def __init__(self):
super(CoalOreBlock, self).__init__()
self.drop_id = BlockID(263)
name = "Coal Ore"
class BrickBlock(HardBlock):
texture_name = "brick",
icon_name = "brick"
hardness = 2
id = 45
digging_tool = G.PICKAXE
name = "Bricks"
class LampBlock(Block):
top_texture = 3, 1
bottom_texture = 3, 1
side_texture = 3, 1
hardness = 0.3
amount_label_color = 0, 0, 0, 255
id = 124
name = "Lamp"
break_sound = sounds.glass_break
class GlassBlock(Block):
texture_name = "glass",
icon_name = "glass"
transparent = True
hardness = 0.2
amount_label_color = 0, 0, 0, 255
id = 20
name = "Glass"
break_sound = sounds.glass_break
class GravelBlock(Block):
texture_name = "gravel",
icon_name = "gravel"
hardness = 0.4
amount_label_color = 0, 0, 0, 255
id = 13
name = "Gravel"
digging_tool = G.SHOVEL
break_sound = sounds.gravel_break
@property
def drop_id(self):
# 10% chance of dropping flint
if randint(0, 10) == 0:
return BlockID(318)
else:
return self._drop_id
@drop_id.setter
def drop_id(self, value):
self._drop_id = value
class BedrockBlock(HardBlock):
texture_name = "bedrock",
icon_name = "bedrock"
hardness = -1 # Unbreakable
id = 7
name = "Bedrock"
class WaterBlock(Block):
height = 0.8
texture_name = "water",
transparent = True
hardness = -1 # Unobtainable
density = 0.5
id = 8
name = "Water"
break_sound = sounds.water_break
colorizer = BlockColorizer('watercolor.png')
def get_color(self, temperature, humidity):
ret = []
ret.extend(list(self.colorizer.get_color(temperature, humidity)) * 24)
return ret
class CraftTableBlock(WoodBlock):
texture_name = "workbench_top","wood","workbench_front","workbench_side",
icon_name = "workbench_front"
hardness = 2.5
id = 58
name = "Crafting Table"
burning_time = 15
class MetaBlock(WoodBlock): # this is a experimental block.
hardness = 2.5
id = 0.1
name = "Action"
class SandstoneBlock(HardBlock):
texture_name = "sandstone_top","sandstone_bottom","sandstone_side"
icon_name = "sandstone_side"
amount_label_color = 0, 0, 0, 255
hardness = 0.8
id = 24
name = "Sandstone"
class EmeraldOreBlock(HardBlock):
texture_name = "oreEmerald",
icon_name = "oreEmerald"
hardness = 2
id = 129,0
name = "Emerald Ore"
class LapisOreBlock(HardBlock):
texture_name = "oreLapis",
icon_name = "oreLapis"
hardness = 2
id = 21
name = "Lapis Ore"
class RubyOreBlock(HardBlock):
top_texture = 12, 0
bottom_texture = 12, 0
side_texture = 12, 0
hardness = 2
id = 129,1 # not in MC
name = "Ruby Ore"
class SapphireOreBlock(HardBlock):
top_texture = 12, 2
bottom_texture = 12, 2
side_texture = 12, 2
hardness = 2
id = 129,2 # not in MC
name = "Sapphire Ore"
# Changed Marble to Quartz -- It seems that Quartz is MC's answer to Tekkit's Marble.
class QuartzBlock(HardBlock):
texture_name = "quartzblock_top","quartzblock_bottom","quartzblock_side"
icon_name = "quartzblock_side"
id = 155,0
hardness = 2
name = "Quartz"
amount_label_color = 0, 0, 0, 255
digging_tool = G.PICKAXE
class ChiseledQuartzBlock(HardBlock):
texture_name = "quartzblock_chiseled_top","quartzblock_chiseled_top","quartzblock_chiseled"
icon_name = "quartzblock_chiseled"
id = 155,1
hardness = 2
name = "Chiseled Quartz"
amount_label_color = 0, 0, 0, 255
digging_tool = G.PICKAXE
class ColumnQuartzBlock(HardBlock):
texture_name = "quartzblock_lines_top","quartzblock_lines_top","quartzblock_lines"
icon_name = "quartzblock_lines"
id = 155,2
hardness = 2
name = "Column Quartz"
amount_label_color = 0, 0, 0, 255
digging_tool = G.PICKAXE
class QuartzBrickBlock(HardBlock):
top_texture = 9, 7
bottom_texture = 9, 7
side_texture = 9, 7
id = 155,3
hardness = 2
name = "Quartz Brick"
amount_label_color = 0, 0, 0, 255
digging_tool = G.PICKAXE
class BirchWoodPlankBlock(WoodBlock):
texture_name = "wood_birch",
icon_name = "wood_birch"
hardness = 2
id = 5,0
burning_time = 15
name = "Birch Wood Planks"
class OakWoodPlankBlock(WoodBlock):
texture_name = "wood",
icon_name = "wood"
hardness = 2
id = 5,1
burning_time = 15
name = "Oak Wood Planks"
class JungleWoodPlankBlock(WoodBlock):
texture_name = "wood_jungle",
icon_name = "wood_jungle"
hardness = 2
id = 5,3
burning_time = 15
name = "Jungle Wood Planks"
# FIXME: Can't find its specific id on minecraftwiki.
# from ronmurphy: This is just the snowy side grass from the above texture pack. MC has one like this also.
class SnowGrassBlock(Block):
texture_name = "snow","dirt","snow_side"
icon_name = "snow_side"
hardness = 0.6
id = 80
break_sound = sounds.dirt_break
def __init__(self):
super(SnowGrassBlock, self).__init__()
self.drop_id = BlockID(DirtBlock.id)
class OakWoodBlock(WoodBlock):
texture_name = "tree_top","tree_top","tree_side"
icon_name = "tree_side"
hardness = 2
id = 17,0
name = "Oak wood"
burning_time = 15
class OakBranchBlock(WoodBlock):
top_texture = 7, 0
bottom_texture = 7, 0
side_texture = 7, 0
hardness = 2
id = 17,1
name = "Oak wood"
def __init__(self):
super(OakBranchBlock, self).__init__()
self.drop_id = BlockID(OakWoodBlock.id)
class JungleWoodBlock(WoodBlock):
texture_name = "tree_top","tree_top","tree_jungle"
icon_name = "tree_jungle"
hardness = 2
id = 17,1
name = "Jungle wood"
burning_time = 15
class BirchWoodBlock(WoodBlock):
texture_name = "tree_top","tree_top","tree_birch"
icon_name = "tree_birch"
hardness = 2
id = 17,2
amount_label_color = 0, 0, 0, 255
name = "Birch wood"
burning_time = 15
class CactusBlock(Block):
width = 0.8
transparent = True
texture_name = "cactus_top","cactus_bottom","cactus_side"
icon_name = "cactus_side"
hardness = 2
player_damage = 1
id = 81,0
name = "Cactus"
class TallCactusBlock(Block):
width = 0.3
texture_name = "cactus_top","cactus_bottom","cactus_side"
icon_name = "cactus_side"
transparent = True
hardness = 1
player_damage = 1
id = 81,1 # not a real MC block, so the last possible # i think.
name = "Thin Cactus"
class LeafBlock(Block):
break_sound = sounds.leaves_break
colorizer = BlockColorizer('foliagecolor.png')
def __init__(self):
super(LeafBlock, self).__init__()
self.drop_id = None
def get_color(self, temperature, humidity):
ret = []
ret.extend(list(self.colorizer.get_color(temperature, humidity)) * 24)
return ret
class OakLeafBlock(LeafBlock):
texture_name = "leaves",
icon_name = "leaves"
hardness = 0.3
id = 18,0
name = "Oak Leaves"
class JungleLeafBlock(LeafBlock):
texture_name = "leaves_jungle",
icon_name = "leaves_jungle"
hardness = 0.3
id = 18,1
name = "Jungle Leaves"
class BirchLeafBlock(LeafBlock):
texture_name = "leaves",
icon_name = "leaves"
hardness = 0.3
id = 18,2
name = "Birch Leaves"
def __init__(self):
super(BirchLeafBlock, self).__init__()
self.drop_id = None
class MelonBlock(Block):
width = 0.8
height = 0.8
texture_name = "melon_top","melon_top","melon_side"
icon_name = "melon_side"
transparent = True
hardness = 1
id = 103
name = "Melon"
regenerated_health = 3
break_sound = sounds.melon_break
class PumpkinBlock(Block):
width = 0.8
height = 0.8
texture_name = "pumpkin_top","pumpkin_top","pumpkin_side"
icon_name = "pumpkin_side"
transparent = True
hardness = 1
id = 86
name = "Pumpkin"
regenerated_health = 3 # pumpkin pie
break_sound = sounds.melon_break
class TorchBlock(WoodBlock):
width = 0.1
height = 0.55
texture_name = "torch",
icon_name = "torch"
hardness = 1
transparent = True
id = 50
name = "Torch"
def on_neighbor_change(self, world, neighbor_pos, self_pos):
# the block under this torch has been removed, so remove the torch too
if (self_pos[0], self_pos[1] - 1, self_pos[-1]) not in world:
world.remove_block(None, self_pos)
class YFlowersBlock(Block):
vertex_mode = G.VERTEX_CROSS
hardness = 0.0
# prevent generating vertices for top and bottom
side_texture = 0, 0
transparent = True
density = 0.3
id = 37
texture_name = "flower", "flower", "flower"
icon_name = "flower"
name = "Dandelion"
break_sound = sounds.leaves_break
def __init__(self):
super(YFlowersBlock, self).__init__()
self.texture_data = self.texture_data[0:2 * 4 * 2]
def on_neighbor_change(self, world, neighbor_pos, self_pos):
if (self_pos[0], self_pos[1] - 1, self_pos[-1]) not in world:
world.remove_block(None,self_pos)
class StoneSlabBlock(HardBlock):
texture_name = "stoneslab_top","stoneslab_top","stoneslab_side",
icon_name = "stoneslab_side"
hardness = 2
id = 43
name = "Full Stone Slab"
class ClayBlock(HardBlock):
texture_name = "clay",
icon_name = "clay"
hardness = 0.6
id = 82
name = "Clay Block"
class CobbleBlock(HardBlock):
texture_name = "stonebrick",
icon_name = "stonebrick"
hardness = 2
id = 4,0
name = "Cobblestone"
class CobbleFenceBlock(HardBlock):
width = 0.6
texture_name = "stonebrick",
icon_name = "stonebrick"
transparent = True
hardness = 2
id = 4,1
name = "Cobblestone Fence Post"
class BookshelfBlock(WoodBlock):
texture_name = "wood","wood","bookshelf"
icon_name = "bookshelf"
hardness = 1.5
id = 47
name = "Bookshelf"
burning_time = 15
class FurnaceBlock(HardBlock):
texture_name = "furnace_top","stonebrick","furnace_front","furnace_side"
icon_name = "furnace_front"
hardness = 3.5
id = 61
name = "Furnace"
entity_type = FurnaceEntity
entity = None
slot_count = 2
def __del__(self):
if self.entity is not None:
del self.entity
# compatible with inventory
def set_slot(self, index, value):
i = int(index)
if i < 0 or i >= 2:
return None
if i == 0:
self.set_smelting_item(value)
else:
self.set_fuel(value)
def at(self, index):
i = int(index)
if i < 0 or i >= 2:
return None
return self.entity.fuel if i == 1 else self.entity.smelt_stack
def remove_all_by_index(self, index):
i = int(index)
if i < 0 or i >= 2:
return None
if i == 0:
self.entity.smelt_stack = None
else:
self.entity.fuel = None
def get_items(self):
return [self.entity.smelt_stack, self.entity.fuel]